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Old 02-18-2008, 03:15 PM  
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Default Re: A Large-Scale Fundamental Change to EQ2

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Originally Posted by Caswydian View Post
Looking over the fights, they do not seem hugely different from EQ2 raid encounters, although the WoW encounters to seem to have a larger volume of abilities. This, however, seems more stylistic than substantive in that none of the abilities seem much different from the sort of thing one will find in EQ2.
Even if you did look at the more complex fights, which I doubt you did(no offense, just luck of the draw), 1 ability in an encounter can mean alot. Looking at some bosses in EQ2

Mayong Mistmoore in MMIS: adds every 60 seconds. 2 AoE abilities. That's about it.

Pawbuster: You stand there hitting the trauma cure button and this boss kills himself.

Tairiza the Widow Mistress: This is a copy of a fight from Naxxramas in WoW. Almost an exact copy, with the exception that the fight in WoW was alot harder due to 1 extra ability.


Here is one fight in WoW. Since I took early RoK and 1 t7 boss, ill give an example of something 10 people can pug in WoW

Netherspite: A Dragon that summons 3 portals in his room. Each portal shoots out a different color beam that will buff Netherspite if it is allowed to hit him. Players have to stand in the beam to stop him from getting these buffs, but if you are in the beam too long you start receiving negative effects. Since the beam phase lasts longer than anyone could stand in the beams, you need multiple healers, multiple DPS, and multiple tanks in each beam. When's the last time you needed more than 1 reliable tank in EQ2? Fighters would have a place in raids if SOE put multi mob encounters in their game.

Would write more but I have to go.
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Old 02-18-2008, 03:28 PM  
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Default Re: A Large-Scale Fundamental Change to EQ2

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Originally Posted by vicious0093 View Post
Even if you did look at the more complex fights, which I doubt you did(no offense, just luck of the draw), 1 ability in an encounter can mean alot. Looking at some bosses in EQ2

Mayong Mistmoore in MMIS: adds every 60 seconds. 2 AoE abilities. That's about it.

Pawbuster: You stand there hitting the trauma cure button and this boss kills himself.

Tairiza the Widow Mistress: This is a copy of a fight from Naxxramas in WoW. Almost an exact copy, with the exception that the fight in WoW was alot harder due to 1 extra ability.


Here is one fight in WoW. Since I took early RoK and 1 t7 boss, ill give an example of something 10 people can pug in WoW

Netherspite: A Dragon that summons 3 portals in his room. Each portal shoots out a different color beam that will buff Netherspite if it is allowed to hit him. Players have to stand in the beam to stop him from getting these buffs, but if you are in the beam too long you start receiving negative effects. Since the beam phase lasts longer than anyone could stand in the beams, you need multiple healers, multiple DPS, and multiple tanks in each beam. When's the last time you needed more than 1 reliable tank in EQ2? Fighters would have a place in raids if SOE put multi mob encounters in their game.

Would write more but I have to go.
You're intentionally simplifying the EQ2 encounters. One could easily write up a fight like Pawbuster detailing each ability he has, and it would seem like a fairly complex fight requiring good timing and positioning. You gloss over all that.

There are also multi-mob encounters in EQ2 raids - adds are commonplace, and fights like the Meldrath group in PR are obvious multi-mob encounters.
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Old 02-18-2008, 04:04 PM  
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Default Re: A Large-Scale Fundamental Change to EQ2

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You're intentionally simplifying the EQ2 encounters. One could easily write up a fight like Pawbuster detailing each ability he has, and it would seem like a fairly complex fight requiring good timing and positioning. You gloss over all that.

There are also multi-mob encounters in EQ2 raids - adds are commonplace, and fights like the Meldrath group in PR are obvious multi-mob encounters.
I am glossing over those details because they are irrelevant. I did the same for the WoW encounters, there is an entirely different phase to that fight that I left out because dealing with it is easy.

I was exaggerating when I said SOE needs to add multi mob encounters, I know they're there, but it's fact, not my opinion, that they have failed to include a need for tanking classes.

An EQ2 Raiding guild will have 1 or 2 geared GUARDIANS only. Yeah, we've all heard about the guild that has an SK for their main tank. Cool. Fact is, almost every raiding guild has a guardian MT. Zerkers were once accepted as great OTs but that day is coming to an end. Crusaders and Brawlers have been left out of raiding from the start. It's been how long since this game came out? Clearing trash in EQ2 involves your guardian pulling, aoe taunting, and cycling through gaining aggro because the mobs hit like fucking pussies.

In WoW you have a pack of 5+ mobs, with no low-cooldown ability that adds a decent amount of threat to all of them, that hit for a good chunk of your tanks HP. For this reason, you take fury warriors, extra prot warriors, protection paladins, and feral druids with you on your raid. Blizzard has allowed those classes to put out competitive DPS for when they don't have a mob to tank.

In EQ2 you have 1 or 2 tanks. A few healers. A ton of DPS(scout and mage only). In Wow you have 5 or 6 tanks, all capable of decent DPS, 6-8 healers, and the rest DPS/utility classes.

If you ask me, EQ2's main flawis that an entire archetype is left out of the raiding aspect of the game.
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Old 02-21-2008, 05:21 AM  
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Default Re: A Large-Scale Fundamental Change to EQ2

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I am glossing over those details because they are irrelevant. I did the same for the WoW encounters, there is an entirely different phase to that fight that I left out because dealing with it is easy.

I was exaggerating when I said SOE needs to add multi mob encounters, I know they're there, but it's fact, not my opinion, that they have failed to include a need for tanking classes.

An EQ2 Raiding guild will have 1 or 2 geared GUARDIANS only. Yeah, we've all heard about the guild that has an SK for their main tank. Cool. Fact is, almost every raiding guild has a guardian MT. Zerkers were once accepted as great OTs but that day is coming to an end. Crusaders and Brawlers have been left out of raiding from the start. It's been how long since this game came out? Clearing trash in EQ2 involves your guardian pulling, aoe taunting, and cycling through gaining aggro because the mobs hit like fucking pussies.

In WoW you have a pack of 5+ mobs, with no low-cooldown ability that adds a decent amount of threat to all of them, that hit for a good chunk of your tanks HP. For this reason, you take fury warriors, extra prot warriors, protection paladins, and feral druids with you on your raid. Blizzard has allowed those classes to put out competitive DPS for when they don't have a mob to tank.

In EQ2 you have 1 or 2 tanks. A few healers. A ton of DPS(scout and mage only). In Wow you have 5 or 6 tanks, all capable of decent DPS, 6-8 healers, and the rest DPS/utility classes.

If you ask me, EQ2's main flawis that an entire archetype is left out of the raiding aspect of the game.
For fairness a prot warrior or a prot paladin don't bring much to a raid when not tanking, a feral druid can do good dps tho. Prot paladins ahve the option to switch gear and help healing I guess, but they are really subpar in that case.

Anyway if you want to see some decent encounters with multiple mobs and multiple things to keep track of, check the old Four Horsemen in Naxxramas or the relatively new Illidari Council.
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Old 02-21-2008, 05:05 PM  
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Default Re: A Large-Scale Fundamental Change to EQ2

If SOE were to scale this game down (like SWG 32 professions to 9, FUCKING 9!!) I'd be out the door without looking back.

I've been on the losing end of an upgrade. Had a Jedi since Jan04, played many hours to get him, and to make it a great toon to play. then i got F'd in the A with the NGE bullshit. Completely RAPED the Jedi profession(not to mention my other 5 toons: swordsman, TKA, BH/Rifles, creature handler...COMPLETELY removed those classes/professions!!) thus ruining my gameplay experience.

it did nothing to enhance the game...it dumbed it down to a pre-school level, and removed what many people thought WAS content, the ability to regrind classes for fun, PvP, w/e.

you fuckers complain when you don't have enough options, now you're complaining when you have too many? STFU and be happy with the options you have...TRUST ME!

the only thing SOE could possibly do that would be acceptable(and i'm sure they'd still fuck it up) would be a class revamp...NO MERGER!!

If you only knew what you are asking for here!! like i said, i've been on the shit end of exactly what some people are asking for here...they called it the NGE...

ask Smedley how that worked out, and you'll have your answer.
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Old 02-21-2008, 05:18 PM  
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Default Re: A Large-Scale Fundamental Change to EQ2

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I haven't got a clue what the fuck I'm saying. I just sneaked onto my mommies computer to post this while the babysitter wasn't looking.
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Old 02-21-2008, 05:56 PM  
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Default Re: A Large-Scale Fundamental Change to EQ2

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ask Smedley how that worked out, and you'll have your answer.
The problem isn't that a class merger is impossible, but that it might be done by the same crew that considered harvesting 10 xegonites "epic".
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Old 02-22-2008, 03:50 PM  
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Default Re: A Large-Scale Fundamental Change to EQ2

Alot of people put up with the bullshit that was the NGE, I don't think thats what people are asking for.

At this point the difference between most classes in EQ2 is that there's a handful that are worth a shit and the rest are carbon copies of each other with different names for their skills.
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Old 02-23-2008, 11:12 AM  
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Default Re: A Large-Scale Fundamental Change to EQ2

oO wrong thread , pardon me.
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Old 02-23-2008, 11:28 AM  
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Default Re: A Large-Scale Fundamental Change to EQ2

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When's the last time you needed more than 1 reliable tank in EQ2? Fighters would have a place in raids if SOE put multi mob encounters in their game.
Let's see. Nexona, Druushk, Silverwing, Phara Dar. That's a 1/3 of vp that requires more than one fighter. And a 3rd doesn't hurt on most of them.
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