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Old 07-20-2009, 07:23 PM  
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Default Re: Miragul's Planar Shard - On Test Now

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Originally Posted by Diknak View Post
Yeah, I'd be willing to bet that those items trigger the 'easy' mode of the encounters. It sucks for a plat sink, but totally optional. It's better than having to buy a $5 item from station cash to access easy mode. Which if that ever happened, I'm sure a lot of people would cancel.

But I'd be willing to bet that the encounters drop a chest that has 30 plat in it
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Originally Posted by Official Forums View Post
The zone is setup to be doable by most raiding groups, with some experience in fighting previous raids. Only two of the zone denizens offer additional challenges for who are looking for a harder fight (with greater rewards). The merchant items were placed there temporarily to make some of the entry mobs, who are already fairly straightforward, even easier. The way these items will actually appear in game is still being worked out. I just wanted to get the items in so that they could be tested. The two mobs that offer greater challenge, for those seeking it, are Haladan and Miragul himself. None of the other mobs are designed to be any harder than the mid-level mobs you find in Tomb of the Mad Crusader. You may have to learn them, and they won't appear as easy at first, but once learned they should not prove much harder than the Naga or Xebnok in ToMC.



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Old 07-20-2009, 07:42 PM  
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Default Re: Miragul's Planar Shard - On Test Now

I don't know...the whole idea of "Easy mode" and "Hard mode" with the same content is just shitty to me.
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Old 07-21-2009, 08:49 AM  
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Default Re: Miragul's Planar Shard - On Test Now

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Originally Posted by Tumor73 View Post
I agree, 8K is enough. If you dont believe us look at the % of damage that is mitigated between 8K and 12K on a resist.

Marginal returns hit rather early I think at 6-7K per resist. Then you not only have reprieve potions one can use, but also bard songs.

At thsi point resists are a joke in this game.

Thats for a lvl 80 effect.. not a lvl 84-87 effect.
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Old 07-21-2009, 01:16 PM  
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Default Re: Miragul's Planar Shard - On Test Now

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I don't know...the whole idea of "Easy mode" and "Hard mode" with the same content is just shitty to me.
It beats the hell out of killing one mob in zone x then jumping to zone y to kill 2 mobs and then jumping to zone z to kill one mob. The clusterfuck zone progression like that is annoying as hell. Yes, there should be one SoH type zone, but not every single one of them which is what TSO is all about.

This easy/hard mode will allow guilds to work on an entire zone at a time before moving to the next one, making progression much more fluid.

In regards to loot tables, I actually have a lot of confidence in SOE to make easy/hard loot tables properly. They do a pretty good job with progression loot tables right now, so this is just the same thing. Assign each encounter a difficulty level and fill loot table accordingly.
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Old 07-21-2009, 01:38 PM  
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Default Re: Miragul's Planar Shard - On Test Now

wtf is resist gear?
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Old 07-21-2009, 01:39 PM  
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Default Re: Miragul's Planar Shard - On Test Now

"Only two of the zone denizens offer additional challenges for who are looking for a harder fight (with greater rewards). The merchant items were placed there temporarily to make some of the entry mobs, who are already fairly straightforward, even easier."

So let me gut this straight 2 of the 4 mobs are made so that if you kill the hard version you get better loot.

The other 2 entrance mobs which are already easy have an item in game to make it easier with the same loot. <--- Whats the point
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Old 07-21-2009, 01:42 PM  
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Default Re: Miragul's Planar Shard - On Test Now

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Originally Posted by gungo View Post
"Only two of the zone denizens offer additional challenges for who are looking for a harder fight (with greater rewards). The merchant items were placed there temporarily to make some of the entry mobs, who are already fairly straightforward, even easier."

So let me gut this straight 2 of the 4 mobs are made so that if you kill the hard version you get better loot.

The other 2 entrance mobs which are already easy have an item in game to make it easier with the same loot. <--- Whats the point
From what it sounds like, it is just a functionality on test so people will be able to actually progress through the zone to test the other mobs. Have you played on test in a while? It is a barren wasteland and I don't expect anyone will be organizing a raid through this zone.
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Old 07-22-2009, 09:29 AM  
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Default Re: Miragul's Planar Shard - On Test Now

Miragul's Planar Shard: Zone Feel

Patherpanchali wrote:

The zone is setup to be doable by most raiding groups, with some experience in fighting previous raids. Only two of the zone denizens offer additional challenges for who are looking for a harder fight (with greater rewards). The merchant items were placed there temporarily to make some of the entry mobs, who are already fairly straightforward, even easier. The way these items will actually appear in game is still being worked out. I just wanted to get the items in so that they could be tested. The two mobs that offer greater challenge, for those seeking it, are Haladan and Miragul himself. None of the other mobs are designed to be any harder than the mid-level mobs you find in Tomb of the Mad Crusader. You may have to learn them, and they won't appear as easy at first, but once learned they should not prove much harder than the Naga or Xebnok in ToMC.

-----

Doesn't look like the items will stay with purchase requirements.
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Old 07-24-2009, 02:38 AM  
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Default Re: Miragul's Planar Shard - On Test Now

this game died like the tyrannus rex
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Old 07-24-2009, 12:51 PM  
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Default Re: Miragul's Planar Shard - On Test Now

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Originally Posted by Hoss View Post
I'm cringing at what the loot tables will look like, esp on easy mode. Out of curiosity, how do they handle boss loot in the scalable shard zones now? Is it random legendary crap with random stats? Is it all treasured?
It's garbage Legendary and Fabled that can't hold a candle to Mastercrafted.
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