12 thoughts on “Commentary: Dropping Crit Mit Won’t Help Players Tackle Tough Zones

  1. Well drunder was for the very hard core raiders, and they cant even clear it. I think soe missed the mark and them some, and what can I say about itemizaiton, with it continued nerfs instead of buffs to get you into these instances.

    You are either part of the 1% of hard core raiders who run drunder or you just dont go.

  2. Wonder how long SOE will take to realize that the biggest issue of this all is their itemazation and their scripting of the zones, since the start of DoV.

    At least in previous expansions, raiders as well as more casual players always had their eyes on a certain item with a proc which would benefit them.

    Now except for one or two pieces from Drundar heroic and possibly the new myth weapons that might drop in the raid instances there is just nothing really to look forward to anymore.

    Too much focus on Station Cash items that need to be rolled out weekly but not enough attention is given to the actualy mechanics and gameplay.

  3. Its always better to make super hard and nerf easier than make too easy and be stuck with disappointed people who can no longer get in.

    Many players, like myself, have returned to Eq from Wow because in order to please the majority they had to make the content trivial. Hopefully the Eq dev know from their years of experience that having grumbling people is fine if those folks still have a goal to reach and by trying to please everybody you end up pleasing no one.

  4. yes Destiny of Velious has seen the most nerfed items and gear ever . it is my most disliked expansion ever also .i could do Drunder but 250 % crit chance or more is insane . if all EQ2 cares about is hard core raiders who make up about 40% or less of the player base on the game then it’s headed down a deserted road lacking new player adds . SF was a great expansion i implore soe to return to it’s blueprint . but add for all raid zones and instances a hard mode tough enough to please the hard core raiders also. many players wont to enjoy the game and the joy of a good loot drop . but like me not play any game so hard it’s like a job you’ve gotta spend your life on to get anything decent .

  5. I would disagree in one point with the progression, the initial challenge raid zones are harder than the easy mode drunder raid zones, I would just switch their possitions. Our own guild has killed all but Vallon in Easy Mode Drunder and are just a bit past mid way in the normal Hard Mode zones (done Kraytoc’s, all but Tormax and mid way in Foundations). And for what I see in the progression of other guilds, this is the usual way to go.

  6. Its the lack of mathematical savvy on the part of programers that is the issue here. Simply doing an arithmetic sum of the crit-chance minus the crit-mitigation is the problem.

    Using multiplicative formulae can result in more interesting results with some low chance of criting at even low levels of crit chance and less then 100% chance of critting with even 100% more crit chance than crit mit.

    One possible formulae gives a 97% crit probability with 220% crit chance and 60% crit mit while also giving a 2% crit probability with 10% crit chance and 240% crit mit.

  7. Necromancer> DoV in EQ2 is nothing like Gates of Discord in EQ1. In Gates of Discord, the wholle raid experience was initially geared for 70th level toons while the level cap was still 65th, rendering the raiding [bugged though it was] painfully difficult for all guilds. As the article states, the best geared toons are rolling through Drunder, and the recent removal of Crit-Mit requirements in the lower tiers & devaluing of armour should allow more players to see it.

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