Quote:
Originally Posted by Kall
Too many guilds have already cleared it multiple times to start tweaking with the encounters. If they were going to tweak the difficulty of the zone they should have been doing it in early December, not now.
VP is a failure, move on to something else.
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using the "it's already been done this way, we can't change it" excuse is pretty fucking poor. i dont care if every single guild with an average level above 73 has cleared a chunk of content...
if the content is too hard, too easy, or not engaging and enjoyable, it needs to be tuned.
VP is (for now, and probably even after SoH) the "premiere" raid zone of this expansion. much like EH was in EoF, even after the release of TNT. it is the massive, pseudo-linear, many-boss zone. it has a lot of lore and EQ history behind it. it has a lot of potential. as the OP has already said, the zone itself (graphically) is pretty well designed. however, in the end no one gives a shit, even if the textures and particles in a zone mesmerize you IRL and make you go "wowie" every time you turn a corner, if the actual encounters in the zone dont engage and challenge you, people will loathe going there.
i don't want the deal with RoK's premiere raid zone being this fucked up for the next 8-14 months until we get slapped around by a new expansion's content.
MMO's are, by nature, a living product. a live beta test. it's pretty obvious that no player wants to actually
test the product before it's released... the endgame guilds all climb over eachother for a beta slot just so they can develop the strats early and then pounce on a nice WW 1st when the content goes live. it's all about the e-peen. (and if you're in a top 20 guild worldwide and deny this is true, i will call you on your pathetic bullshit excuses right down to the end... no one wants to sit around and legitimately alpha-test content in a game that they play for fun, unless they're getting paid to do it).
claiming that "this sort of tuning should have been done in early December" is not realistic or fair to the devs. the expansion had been out for a period of about 3 weeks, and they were working on fixing bugs and smaller issues that were affecting a lot larger % of the players. there wouldn't have even been a decent sample size of guilds that had cleared VP multiple times at that point to make intelligent suggestions on how to fix the content.
anyway, i apologize to the readers of this thread... i went massively offtopic just to squelch one idiot's bullshit opinion and hopefully prevent it from tainting more of this thread. if i was a moderator, i'd have just deleted his counterproductive, offtopic post and moved on with my life. if you want to silently take heed of what i just wrote and not respond to it further, that's fine. =)
And now for a few general suggestions on VP content:
-leave trash encounters at the difficult they are now. as it stands, some of the trash has a much higher chance of wiping the raid than the nameds do, but that's not due to the trash mobs being out of whack. fix the nameds instead.
-i am indifferent as to the gem drop mechanism. i don't think it's out of line right now, but if popular community opinion says it should be tweaked i wont cry into my beer.
-HIT RATES NEED TO BE LOOKED AT ON ORANGE MOBS. everything is in line for yellow epic encounters... both casters and melee get their 95% hit rates, and no one complains. however, once the mob flips over to even the lowest level of orange, everything falls apart. casters are pulling very close to 100% hit rate on raid-debuffed mobs... everyone else who relies on melee to do damage is showing about ~67-70% on zonewide hit rate, even on fully debuffed encounters. i am a rogue with 550-600 slashing after gear, buffs, and my offensive stance, and using 2 slashing weapons i still whiff all over the place. 70% vs 99% means your combat formulas are broken somewhere; tune part of that up or tune the other part down. adding weapon skill points appears to do
nothing to your hit rate. if i'm getting absolutely nothing out of +8 slashing on a weapon, i want that effect replaced with something that matters, or (preferably) tuned to actually make a difference.
-remove perma-root and never, ever, ever, implement it into this game again unless you have the requisite time to actually make an encounter challenging and fun with this mechanic in place. risk vs reward is completely skewed when the only real threat from a mob is a long-recast weak ass AE.
my suggestions were a little more general in nature. some others have put forth specific ideas for certain fights, and i'm more concerned about the overall "feel" of the zone.