Breaking: Critical Mitigation Removed!!

Written by Feldon on . Posted in DGC Wants Feedback, Game Updates & Maintenance, Grouping, Raiding

In what may go down as the best decision in EQ2 history, or a total overreaction to a problem that could have been solved with a 15-20% reduction across the board, Dave “SmokeJumper” Georgeson has announced that in the very near future, the Critical Mitigation stat will be COMPLETELY GOING AWAY.

First introduced in The Shadow Odyssey, greatly expanded in Sentinel’s Fate, and then becoming the most important stat within Destiny of Velious as an alternative form of progression to raising the level cap (which is technologically challenging), here’s the announcement of this revelation from the EQ2 Forums:

We’ve listened to all of your conversations since Critical Mitigation was originally introduced. The dev team has extensively debated about it internally. (Very extensively.) But ultimately, we decided that the right move for EQII is to remove Critical Mitigation entirely from the game.

Critical Mitigation initially seemed to do what it was designed for, but it has always suffered from a complete lack of intuitiveness for players, and it’s not a forward-extensible system. Ultimately, it doesn’t add any fun factor to the game.
So we’ve decided that a complete removal of it is by far the best solution for all concerned.

Here are the details:

  • Critical Mitigation (the stat) has been removed from the game.
  • Critical Mitigation no longer displays on the Character pane (for obvious reasons, since it’s no longer in the game).
  • NPCs no longer use Critical Bonus to add to critical damage.
  • Buffs and debuffs that have Critical Mitigation elements to them will have those elements replaced with other elements instead, so that those buffs/debuffs do not lose effectiveness.
  • Critical Mitigation values on adornments will be replaced with hit point values instead.

This change will be coming to Test soon and then to the regular servers soon thereafter.

NOTE: This change has no effect on PvP game play. The “PvP Critical Mitigation” stat is still useful for game balance in PvP play and is not being changed.

Trust me when I say that I checked the calendar more than once when reading this announcement. The only proximate holiday is represented above. 😉

What Do You Think?

  • So do you think this is a good move?
  • A total overreaction?
  • How is SOE going to provide progression without raising the level cap?
  • Is there any reason to run Heroic content anymore (outside of Drunder) now that armor is essentially free and shards are no longer needed for Critical Mitigation adornments?

Trackback from your site.

Comments (62)

  • Shadstalker

    |

    Morons. Seriously thats about all I can say about this decision. We worked how long to build crit mit, guilds needed it – it set them apart. It was a defining line between EM and HM encounters in addition to the mechanics of each fight. I have to say eliminating it is a completely idiotic decision and there is no way to sugar coat that.

    Reply

  • Quicktiger

    |

    Well, isn’t that cute.

    Some day, I hope we don’t have to un-learn all that we’ve learned in the last year when something doesn’t quite work out right. I personally like crit mit. It’s a way to survive as a monk. I certainly hope monks (and bruisers) aren’t going to get screwed back into the background of tanking again by this change.

    Reply

  • Szah

    |

    It begs the question, “what about crit chance?” next.

    Between the two, those are huge impediments to jumping into new content for new players / new toons.

    I expect internal data showed that besides the raiders, no one would have the stats to do the new zones; which kind of limits the target audience. Since they went free to play, they’ve got a strong need to dumb down the gear-up requirements to play new content or just get over it and raise the level cap.

    I suspect this will be a disaster with combat mechanics though, but we’ll see. With no crit mit%, where is the mob damage going to come in? You’d expect it’d be as if you had an excess crit mit% but … I’m going to confess to being skeptical that they’ll get it right.

    Reply

  • Meatwaggon

    |

    Or maybe this is the prelude to a level cap raise.

    Reply

  • Shadstalker

    |

    Szah, there is a path for raiding. Do Public Quests and get that gear. Easy to do. That gets your CM and CC for Easy Mode raids. EM raids gives you CC and gear for HM raids. That path is clear. If Sony thinks “free to play people should be HM raiders” and they need to dumb it down SO much, they will lose their raiding community. The gold members, paying subscribers, raiders… who supported the game for years and are still financially supporting it over the F2Play people who want it all with no effort AND for no money.

    Reply

  • Kruzzen

    |

    Well I guess that means every toon can now raid…

    Reply

  • Kindle

    |

    This is a step in the right direction…. I think that is one of the main reasons the grouping aspect went into decline so quickly. Before SF, I really had no problem inviting some random person to fill a pug, as long as they were willing to learn the zone…. or follow instructions.

    DoV made it so grouping was nearly impossible unless you were sure they had the right amount of crit mit aka grouping with someone you know…. except for the obvious easy zones.

    Reply

  • Xenmir

    |

    Certainly this solves serious issues with new content. Crit mit was going to be completely overinflated with April raids. I’m assuming this will be implemented in a way (or is intended to) that trivializes some of the current content, so that a bunch of guilds get into PoW. That way April content will be doable by Guilds, and newer players won’t have to get 200, 300 critmit to start grouping.

    Honestly, the best way to implement this (as someone wrote on official forums) is just give everybody 10k critmit as a hidden stat and leave the current mechanics. That way we don’t have to worry about mages and monks being squishier and our adorn slots are freed up for more flavorful stats. I hope that they don’t try to rework the entire game mechanics as a result of this.

    Reply

  • Pyratt

    |

    CM was stupid…DPS checks, HPS checks, Power regen/flow checks, cure checks are all mechanics that test players ability to manage situations rather than just a mechanic that says if your stat is X you will survive.

    DPS cap the mercs, place good checks mechanics in (ones that even if your are not in optimal grps can be overcome with serious oh-shit skills) and this game will be much better.

    I hate having to bench otherwise good players just based on CM. That is just poor design. Sit them because they suck at thier class. There are other checks of course but make progression check place a higher emphasis on player skill rather than a grind stat.

    Reply

  • Necromancer

    |

    Smokejumper has officially, completely ruined EverQuest 2.

    Reply

  • Saev

    |

    Awesome move… its retarded always has been.

    Reply

  • Pyratt

    |

    @ Necro

    Why do you think this? Not being argumentative but I would like to know your reasoning.

    Reply

  • Kal

    |

    @Pyratt @Necro
    Why? Because people complain about EVERYTHING. Awesome change.

    Reply

  • Gryzzt & Co.

    |

    Why yes I think I will leave a comment.

    Is it a good move? No, CM and CC became the new system of raiding after we went through a complete turnaround from TSO. So why change it again? Those of us that have worked hard and spent countless time and plat increasing our CM will now just see it go to HP? What incentive is there now to raiding the HM zones for CM mit drop gear when it will be totally useless in comparison? Why the yo-yo management of the game within such a short timespan? I haven’t seen SOE buckle so easily on changes and now they make all these changes from whose perspective, the casual player?

    A total overreaction? Hell yea! I can a see a CM reduction, but a total ELIMINATION? Come on people, the game has to have it’s challenges. Besides, HM gear is already being auctioned and peeps are getting their CM to standards for raiding. There should be zones where it takes more seasoned and well equipped toons to raid. SOE you are making the endline too easy. Isn’t this Everquest after all?

    How is SOE going to provide progression without raising the level cap? They won’t be able to fast enough and keep people interested. Expansions are always behind schedule and not to mention buggy as hell on inception, even after test server. Raiders will have no reason to continue even if they instill some new mythical weaponry/armor/spells.

    The last question answers itself quite honestly….no. With it will come the end if SOE does not make another radical move, but by then it will most likely be too late to rescue the base of players that will leave for something more challenging.

    SOE, make a procedural standard and stick to it. Yes, you can always tweek here and there, but the basis of the game functionality has to remain the same.

    Reply

  • Necromancer

    |

    Because now every player is exactly the same. I’ve been rolling through HM Drunder with my guild for a while and have obtained a high level of gear and now with this change, every player is equal to me in terms of survivability – what was the point in putting in all the hard work the 24 members of my guild, and other guilds across the game if now, anyone can come in and do the content? Where is the progression? Where are the various check points? What is the point in easy mode vs. hard mode now? What is the point in accruing any new gear when no matter what you upgrade, you’ll still be virtually the same character as you were in Ry’Gorr?

    Personal feelings aside, the bigger picture regarding all of this is that Critical Mitigation has become the most important stat in EverQuest 2. All content created in the DoV expansion was heavily designed around the Critical Mitigation stat…and now it is being completely removed. Think about that for a second – do you honestly believe Sony can do something as game changing as that and there not be a plethora of problems? Look at how badly they botched the re-itemization and how long it took to correct that. Look at how raid mobs in HM Drunder and such double cast their AOE’s – 5 months later it’s still not fixed. I sit here and just imagine how badly SOE is going to botch this change, and how it will take them months to correct their mistakes.

    But going back to my first statement, Crit Mit evolved into a means of progression and now with it removed where exactly are we going to derive progression from in this game? Crit Mit was the one check you could rely on as to weather or not a player should be at the content level your raiding force was at – and then skill would be the determining factor. But now, everybody can do the content regardless of gear because there is no progression check now.

    This game has been degrading its self down more and more to the casual player base. Nerfing overland Crit Mit, Heroic crit mit, removing the shard requirement for Ry’Gorr gear, and now the removal of Crit Mit completely – what’s next? Critical Avoidance? The challenge of raiding and progression continues to be dropped down because of the casual fan base. And the funny thing is they will still find things to complain about.

    Reply

  • Shazzer

    |

    Holy crit! Personally I’d like a refund, or at the very least a list option to choose what I’d like those adorns to be converted to.

    Reply

  • thait

    |

    I wouldn’t worry to much about it Szah, Crit mit was already gone below KD and Drunder and everything worked fine in those lower zones.

    Crit mit was a bad idea overall. The entire reason they put adornments on armor was so you could add what you wanted to it. Except they then had a block stat that you were forced to boost by adornments which meant that all those adornment slots were essentially useless because they were forcibly used up if you wanted to go anywhere.

    As for crit chance it’s one of the easiest stats to get up. My ranger has armor only from thurgadin, ry’gorr and jewelry from ascent and pools and her crit chance is over 190%. Crit bonus and potency are harder raise.

    Reply

  • caldwell

    |

    Terrible decision, once again. Nerf it, fine, remove it completely and you completely strip an important statistic that people have worked hard to improve.

    Reply

  • Kindle

    |

    @Grizz @ Necro

    How does crit mit defeat the purpose of you getting gear in raids. Last I checked, Drunder armor still gave more class bonuses than Rygor…. Higher Tiered stuff gives class bonuses, better stats, and unique procs, not to mention rune slots, core stats, and stamina….. Nothing will stop raiders from getting better gear, even if its 1% better than their current setup.

    As far as progression goes… I’d much rather have EVERY guild try hard, well designed raids, than have only the select few who satisfy the crit mit to attempt to raid zone x. Take Kunark as an example. Venril Sather was a good example….. any guild could try it, but it would be very difficult if you didnt have the coordination. The sisters in chardok, were interesting… I remember when a lot of guilds stop progression at Nexona, or drusshk…. None of those require crit mit…. only skill, and coordination.

    Crit Mit, is nothing more than a lazy raid designers way of implementing progression based on GEAR, rather than SKILL… End of Story

    @Pyratt I totally agree, that better players should not sit because of inadequate crit mit…. for example… why would I sit assassin A that can do double the dmg of assassin B? oh, cause B has more crit mit…….

    Reply

  • Thomas

    |

    I am assuming then sometime after it hits test, if you want something other than HP on your gear adornments, you will need to buy new adornments with whatever stat you want to increase since they are convertig that to HP. Not saying that I would want to on all my toons. On some of them incresing my HP may be the best thing for me. I know my coercer dies alot in EM zones despite having 200 CM while my Brigand almost never dies unless the raid wipes with 205 CM. So on Coercer, I may let it become HP while the Brigand probably has better uses of the adornment slots.

    Reply

  • Me

    |

    I hate being glass half empty but I have no confidence this can be done without MAJOR issues. If anything this is a great plan by SOE to turn attention away from lack of content. They arent releasing any so make everything harder so people can move up a notch or 2 and BAM.. instant “new” content for people.

    Reply

  • Me

    |

    edit: harder = easier

    Reply

  • Dethdlr

    |

    Best change in a long time. I had an idea for an article about crit mit a while back and wrote up a good bit about it but never got around to polishing it up and posting it. Very glad to see this change.

    Reply

  • Striinger

    |

    If itemization is finally right for all gear and their changes to balance are planned fully for accurate execution, then this won’t make a bit of difference.

    They replace CM with HP then give mobs attacks/spells that 1 shot anyone with less than 60k HP (or whatever keeps the chump changes out of the HM zones).

    Either that or the sky IS falling, EQ2 will become fully about questing and not combat/raiding AND we will be ready for the Free Realms merges.

    Reply

  • Tuscan

    |

    This should be a good move if it gets implemented correctly. The game doesn’t need to hang its hat on survivability as its primary statistic. Some will have negative feelings because they have worked hard to earn their current crit mit. I have 290+ Crit Mit and had fun getting to that point but I expect the game will be better without it and I won’t miss it. The fact is there are plenty of other performance stats they can use or develop for progression rather than crit mit.

    Reply

  • Kaufman

    |

    Good change – casuals still won’t be raiding HM Drunder – they don’t have the CB/Pot/CC for it and will likely not have the coordination and strats and won’t survive the AOEs that your HM drunder gear will provide in the way of HP and resists. The fact it was a flag check sucked, and for EM raid guilds, trying to transition to HM content, it was a waste of slots. Hope they don’t screw it up and hope it gives people more choices for adorns now vs. having to keep all HP ones instead of CM ones.

    Reply

  • Eschia

    |

    I wish they had never added crit mit in the first place. My raid guild spent a ton of time before DoV grinding Odus raid zones to get everyone the best equipment, only to find it had very little impact in Velious. I was hoping to upgrade to DoV equipment but then the guild went on hiatus soon after DoV came out. Since then I’ve been stuck soloing with my old Odus raid stuff. Perhaps this fix my equipment will be useful again.

    Reply

  • bootcher

    |

    i have a feeling this is a Cost Benefit Analysis decision..
    if this makes it easier for players to upgrade gear

    (Number of FREE Players * avg increase in $ spent on unlockers)
    – (Number of Players that qq * avg $ spent on SC/sub)
    = Profit/Loss

    Additional revenue from players who will buy DoV or Sub
    cause end game content is ‘easier’

    Reply

  • Mnemosoleil

    |

    i dont like the crit mit going away completely. Totally am in agreement that it helps set players apart. It is part of the “strategy” of the game mechanics we get to learn.it is one of many stats that if the toons are set up correctly (based on playstyle) that makes it FUN to game and attack content. the crit mit isnt too hard to achieve for those who WANT to enter into the zones. its no different than doing a quest for access (yea i know a LOT of those were removed too). as a warden.. the crit mit buff as well will be affected but i ENJOY knowing my crit mit is x i can take a hit and keep the players up! it feels good

    Reply

  • Steve

    |

    To think of the hours I spent trying to get more CM. So glad I don’t waste anymore time playing these games where they can just rip it to pieces after you spent so much time earning stuff.

    Reply

  • Kaufman

    |

    The thing is, you are getting gear that has crit mit on it, not the crit mit itself. The gear nearly all the time is an upgrade across the board, including crit mit (there are exceptions of course). The CM adorns are another story, but it sounds like we will have choices, or at least more HP which will help increase success for all other content. That overland heroic that gave you trouble and never mattered what your critmit was may be easier with 7 crit mit adorns that are now an extra 5-7K HP.

    Reply

  • Grimmond

    |

    Holy Crit mit Batman !

    This is like an episode of Dallas … lol.

    I have to agree that Crit Mit was a totally artificial road block and a cheap way out instead of better design.

    I wish I knew what the new shiny stat was going to be so I could start looking for it. Now in raids we are again at a stand still until they tell us. We won’t be grabbing crit mit items as that stat is GOING to be useless … but what IS going to be the new stat determines what we SHOULD be looking for. In the mean time we sit with our thumbs up our collective arses.

    Reply

  • skippydippy

    |

    Have to say i think this is the first positive move SJ has made since he took charge,but i suspect its down to the fact it was getting a bit too complicated for the dev team to keep ahead of so the easiest way was to get rid of it all together.

    Reply

  • thait

    |

    I don’t think there’s going to be a new stat needed right now, or even in the future. Some believe that it’s going to be hp because thats what the adornments are supposed to be turned into but i dont buy it. You can’t increase the hp of players massively or you simply are unable to heal them anymore.

    What they are doing is removing the mobs crit bonuses. So their crits are not hitting for giant damage. If i understand it correctly what your ui shows the mobs hit you for right now is exactly what they’ll hit you for after the change. Normally their crit bonuses raise their damage way up which is then mitigated away by the crit mit. With the mobs bonuses gone there is no extra damage to mitigate away.

    That is why this change won’t make it easier for people. The mobs will be just as tough after the change as they are now, the only difference is that people will be able to adorn more for multi attack or crit bonus.

    It’s also why i don’t believe there is going to be some new stat you’ll need unless they diliberatly change it to be that way. If they are simply removing crit mit from the players and the crit bonuses from the mobs then in the end nothing really changes except that the game shifts more towards skill being a determining factor.

    And it seems that a lot of raiders are happy as it means they dont have to run back to EM raids to gear up new raiders, they can instead drag them along in the HM raids and they can actually contribute instead of just getting one-shotted immediatly.

    Reply

  • Phia@Nagafen

    |

    Great change. Bold one too, and I respect that. Of course there are upset people who’s hard work/gear is being undone but I really feel that this is for the best going forward.

    Reply

  • SillyWilly

    |

    I have no problem with losing the critmit. What I don’t understand is why it is not across the board. I play on the only PVP server. That does not mean all we do is PVP. The answer is to create PVP gear that is for the most part on par with it’s raid counter part and to allow either type of gear to be used in either forum. It is absurd to handicap a player based on their preferred play style with no thought that they may occasionally want to partake of or enjoy the other style.

    Reply

    • Feldon

      |

      I have no problem with losing the critmit. What I don’t understand is why it is not across the board. I play on the only PVP server. That does not mean all we do is PVP. The answer is to create PVP gear that is for the most part on par with it’s raid counter part and to allow either type of gear to be used in either forum. It is absurd to handicap a player based on their preferred play style with no thought that they may occasionally want to partake of or enjoy the other style.

      Wouldn’t removing crit mit from pvp require removing crit chance from pvp? I don’t see anyone on pvp wanting to lose crit chance.

      Reply

  • zerigo

    |

    Good riddance crit mit. lol, its funny hearing people complaing about farming for crit mit, as if your gear is going to be worthless when his change goes live. Was a stupid stat from the start, i will be glad when its gone.

    Reply

  • Necromancer

    |

    Good riddance crit mit. lol, its funny hearing people complaing about farming for crit mit, as if your gear is going to be worthless when his change goes live.

    In terms of survivability, all the gear has been rendered virtually worthless because, using Hard Mode Drunder as the benchmark, a player equipped in Ry’Gorr armor will now have the same level/rate of survivability as someone fully equipped in hard mode armor.

    To give you a good example, in the other raid force I raid with (not my main raid force) our current progression target is hard mode Kolskegger which we just started taking pulls on last week. Hard Mode Kolskegger represented the next level of progression for our raid in terms of Critical Mitigation and gear, so we can move on to the next targets.

    Since the announcement of the removal of crit mit, the plan now is to completely skip hard mode Kael all together and focus on Hard Mode Drunder, since there is no longer any crit mit requirements. We are essentially by passing actual progression to focus on content that would have taken us months of actual progression as a raid to get to. Does that make any sense what so ever? It’s going to be a huge growing trend now of by passing actual progression content and going to the end content because of the crit mit removal. It’s absolutely ridiculous.

    The way our raid force is currently geared we should have absolutely no business in hard mode drunder, but now we’ll be able to plow through hard mode drunder because of the lack of mitigation check. Thus nullifying any real sense of progression EQ2 once had. It’s essentially World of Warcraft now, in that everybody can do everything right out of the gate.

    Reply

    • Feldon

      |

      It’s essentially World of Warcraft now, in that everybody can do everything right out of the gate.

      No, it’s like EQ2 from launch in 2004 through The Shadow Odyssey.

      Reply

  • Karith

    |

    So it’s all about survival right? Thats what critical mitigation does. It just reduces the amount of damage taken by a mob when it critically attacks you untill you reach the mobs crit bonus amount and then it negates it to zero extra damage done to you.

    If they keep it balanced to how it is now with no change, then they will just make critical mitigation have an equal score into your health pool and just make the mobs do more base damage instead of critical damage. So it consolidates it from a player learning about damage, health, resists, mitigation, and critical mitigation to learning about the same minus critical mitigation and just knowing you need enough HP to survive the hits.

    It is dumbing down, but how much did we need that stat in the first place? In TSO it was introduced, the game had 4 great years without it, and it seems that adding CM only prooved to alienate people from continuing to progress through content because it became the end all stat.

    Dev qoute (not sure which, and it’s paraphrased) “Any players seeking true focused progression through content will use 100% critical mitigation adorns in all slots possible”

    I understand thats what you gotta do to progress so it’s just the goal set before you. But when red adorns were introduced it was a way to get your focuses and stats in the order that you wanted them and on whatever slot you wanted them on. Now focuses are on gear and you must do exactly the same thing as everyone else in order to progress.

    Personally I would like to see them remove the crit bonus from the mobs and not add more bass damage to them. I would like it to become that we had free range to choose that the stats on our adornments without progression adornments being a must have in order to move forward.

    Until DoV, only 3 or 4 heroic zones had mobs that critically attacked and required small amounts of crit mit that were very easy to meet the requirements for but still had strats to the named that. When DoV launched, it was utterly based on critical mitigation and critical avoidance. You can’t have a friend just hit 90 come do a zone and survive unless they stand way way back or are AoE blocked or warded all the time.

    Reply

  • Karith

    |

    FYI, Anyone who thinks that the removal of CM will ruin current raiding is for getting Critical Avoidance. If you do not crit on a mob or a heal then your crit bonus is worthless for that hit or heal. Crit bonus is very nearly tied to be exactly the same as potency, effectively it is HALF of your playing effectiveness.

    IF you do not meet the critical chance requirements for the mobs, you will fail.

    Reply

  • Vortix

    |

    So, are they going to let Elements of War gear easily be better than Challenge raid gear? If they intend to remove the Critical Mitigation, then ALL the gear with that stat needs to be adjusted. Don’t push this patch on us in 2 weeks … wait until you are REALLY ready!

    Reply

  • Eschia

    |

    “No, it’s like EQ2 from launch in 2004 through The Shadow Odyssey.”
    Exactly. Before crit mit was added. That’s what we are going back to. All that’s really happening is it’s going back like it was all along. It’s not the end of the world. On the contrary.

    Reply

  • Techno

    |

    “No, it’s like EQ2 from launch in 2004 through The Shadow Odyssey.”

    This isn’t entirely true either, at launch you had mitigation and resist values that mattered and grew as progression stats.

    Reply

  • Dethdlr

    |

    @Necromancer:

    I’m honestly curious about your opinion here. From your post, it sounds like you’re saying that as long as your raid force has the right crit mit, the mobs will just lay down and die for you.

    The way our raid force is currently geared we should have absolutely no business in hard mode drunder, but now we’ll be able to plow through hard mode drunder because of the lack of mitigation check. Thus nullifying any real sense of progression EQ2 once had.

    So you’re saying that since the crit mit requirement will be gone, you can “plow through hard mode drunder”? Really? Crit mit was all that was keeping you from doing so before? That’s a good thing? Skill won’t have anything to do with it? And if that’s actually true, did you really think the current system was designed the right way? Get the right crit mit and the mobs die? If that’s the way the “progression” works these days, that’s pretty sad.

    Reply

  • Aaron

    |

    Best update since day one 😀

    Reply

  • Pyratt

    |

    @ necro

    Crit mit is not the only check. You are putting all avoidance checks into the same pool. The only thing crit mit does is counter a beefed up crit chance on the mob. It has no bearing on any other aspect of mitigating damage. It is a dummy stat put in place to prevent players from progressing to quickly and accessing content that SOE has released as “finished” but in fact is not. A lazy, easy way out mechanic.

    Avoidance, mitigation, power, resist, cure, dps and scripting are all checks that are still in place and in fact by removing the crit mit mechanic you are returning to a state in which skill has much more to do with the game.

    You don’t want everyone to be the same?

    Getting rid of CM returns much more of the burden of playing to the actual player, oh and now you can chose the stats you want to boost…cc, cb, pot, MA, hate all augs that are currently not used because with the CM mechanic what other aug is there besides CM?

    Reply

  • Pyratt

    |

    @ Techno
    CM does not affect any other mitigating stat. It’s only function is to mitigate an inflated crit chance.

    You still have mitigation and resit values that are important and progress with you.

    Reply

  • Karsten

    |

    @Necromancer, and others:

    If you think you can tackle HM Kolskeggr in Ry’Gorr gear, you’re in for a rude awakening. Currently, even with sufficient critmit to negate his crits fully, Kolskeggr’s Noxious Flame AOE will EAT your raid if your HP and nox resists are not sufficient. You do now, and still will, require enough of a gear baseline to stand up to the damage.

    Furthermore, Kolskeggr is a script fight, at least at first. Your raid will require a certain DPS baseline in order to pace the stormtrooper adds, keep co-ops off your tanks, get the static and strikemages dead in a timely fashion, and still have some time to burn on the named. Ry’Gorr gear will not accomplish this. You need 100% crit chance against the mob’s avoidance, strong potency and crit bonus, good weapons, etc etc.

    This is just one example; the same concept applies for the rest of HM Kael and into HM Drunder. CM is just one mechanic for balancing gear and progression. There are others, and if you overextend yourself raid-wise, you’ll find out exactly what they are. Yes, this change will allow some guilds to advance their progression earlier than they could have before, but it will not allow unprepared characters to jump right into advanced raid content.

    Reply

  • Necromancer

    |

    Yes dethdlr, I understand that you are a lazy player that wants everything handed to him because you simply do not have any sense of actually working and progressing, and for whatever reason you have this strong sense of entitlement – that everything is owed to you in the game and everything should be handed to you.

    Yes, I do actually think that system works, because it represented actual progression. X amount of players in your raid force need X amount of gear from this mob so that we can take down this mob – sounds great. It pushes everyone through the current content, puts up road blocks for raid forces to overcome, and it actually represents a strong sense of progression.

    This whole “Skilled player” garbage you keeping spewing seems like the desperate cry of a selfish player – the player who actually doesn’t want to work and earn his way through to content of EQ2, or with a raiding guild, and doesn’t want to earn anything via progression – you want everything handed to you, and don’t want to work or earn anything. I came back to EQ2 last June, in the middle of the DoV expansion before they nerfed everything (overland Crit Mit requirements, heroic instance crit mit requirement, shards needed for armor, etc) after leaving when SF came out. All my characters were level 80, 200 AA and wearing TSO raid armor – so I had a very long way to go in order to catch up to the current content at that time – did I sit there and cry about about how things were too hard? Did I sit there and cry about how I felt I was a “skilled player” who deserved a chance? No, I saw the challenges that laid before me, and gladly met them head on, because I know in MMO’s, just as in real life nothing comes easy and everything has to be earned. So I worked hard, to get two of my characters up to a level where they can contribute to a raid force, applied to a really good raiding guild and have raided with them ever since. I had to work extremely hard, but because I wanted it badly enough, I understood what I had to do, and gladly accept any and all challenges – that’s the kind of player I am. I don’t cry because things are too hard, and I don’t cry because things are unfair – I evaluate the situation and see where improves need/can be made and I work to make those improvements. Maybe you should to? It’s more constructive than crying about how things are too hard and unfair.

    Reply

  • Pyratt

    |

    What Karsten said +1

    Reply

  • zerigo

    |

    Jumping right in to HM drunder, will still present problems. Mitigation, Resistances, and difficulty are not going anywhere, and 45 minute fights because your gear is lacking potency, cb, crit chance, accuracy, MA, flurry, ect… will cause you guys to head back to zones your geared for.

    Reply

  • Mike

    |

    For those of you that think the removal of CM is going to allow people in rygorr gear to be able to last in HM Drunder..you obviously do not know the game as well as you think you do…

    Do you really think CM is the only stat that matters?

    CM only mitigates CB done by mobs…if Mob X has 150 CB then you need 150CM for Mob X to not do any extra damage from criticals…so being that your entire raid force should have said 150 CM…the CB doesn’t really matter anymore..

    Now look at the other stats you have in your character window…what about regular mitigation, which everyone seems to overlook…mitigation REDUCES the amount of damage taken from hit from Mob X…as well as resists, avoidance, etc etc…

    So if you seriously think that a rygorr wearing raid force can last in HM Drunder, then go see a proctologist and get your head removed from your ass..

    Reply

  • Xenmir

    |

    +1 @ Mike.

    The overinflation of CM was a problem we’d have come to eventually, so might as well do so now. Or do people really want the next GU (at least the raid content) to be unaccessable for 95% of players?

    I don’t understand what people like Necromancer are making such a fuss about. If you think that CM is the only stat that determines survivability then you are completely deluded. You refuse to listen to what other people are saying and honestly have no concept of raid mechanics.

    Reply

  • Barnz

    |

    How is not going back all the time to gear new guildies with crit mit a bad thing. I mean theres a point when even our alts are fully geared and we would just like to progress instead of gearing the new and raid needed guildies.I’m all for this change.

    Reply

  • Brigeye

    |

    I’m glad this change is coming. Or I should say I’m glad they are starting to go back to the way it was. People on here seem to forget that crit mit is new to the game. The game worked well 5-6 years without it. Next I hope that they put the old stats back in the game. What I mean by this is right now if you are a scout you need AGI and STA. STR, INT and WIS do nothing for you. Before the other 3 stats would help you in some way. You could be more “Custom”. Now its you haft to get this gear or that gear and if you don’t then don’t even bother. It was the same with the myth weapons. You HAD to have your myth to do a lot of zone. Not that you HAD to have it to do the zone because the zone was not doable with out it but the players wouldn’t even take you if you didn’t have the myth. Gear had to be good but to hell with you without the myth. And its the same way right now with crit mit. You don’t have 200+ Crit Mit? don’t even bother coming. (But you are doing EM…)To bad so sad.

    Reply

  • Mykey

    |

    So SOE I just want to clarify a couple of things…

    All that time I took to get shards for CM adornments…wasted!

    All that time I took getting the faction to buy those adorns…wasted!

    And now your going to replace all of my wasted time with a slap in the face by making all my CM adornments into HP?

    The least you could do at this point is to refund my shards and give us some new adorn choices.

    I’m not mad your taking CM out, I’m mad that I feel like I’m getting nothing out of all the time I spent running on your treadmill and now that I got a decent CM, you pull the rug out from under me!

    And btw as mad as I sound you really just made it easier for me to forget about eq2, I been playing SWTOR for about a week now anyhow.

    I have been working on getting geared up enough to be able to raid, and now all my plans are toast. These HUGE game changes are the reasons you loose players, people don’t like changes. I have given you a lot of chances over the years but I’m pretty sure it’s time that we see other people, you’ve changed 🙁

    Reply

  • Narsikus

    |

    Have to agree with Mykey.

    I spent weeks grinding and grinding shards to finally get rygorr gear for myself and an alt. Literally days after I had completed my full set on both toons, they remove the shard cost for this gear.

    I then worked on getting enough shards for all crit mit adorns. And I finally had both toons at a good point.

    Now I feel slapped in the face too. Mind you, I’m fine with the change. I just wish I could get a shard refund so I could get adorns I actually want. But it’s just not worth it. I’m not going to waste time getting my gear all set again just to have them totally change things up again.

    I’ve been happily playing SWTOR and Skyrim too since DEC. But I still frequently read eq2wire. And I’m just not reading anything here that makes me want to play again. And reading about a betrayal like this one (that has wasted my time for months) makes me never want to play again.

    Again, this change is fine with me. The lack of a shard refund is not. Actually, make that 2 shard refunds for CM adorns and Rygorr gear. And like Feldon said, this “change” is just reverting back to the way it WAS before they jacked it up. If SOE kidnapped my dog a couple of years ago and then suddenly drops him back off at my house, they are not the hero. They need a good keelhauling unless they can make up the lost time to me.

    Reply

  • Feldon

    |

    The irony is, as much as I think they SHOULD refund people’s crit mit adorns just as a matter of course, there’s a bigger issue. First, I’ve never bought the MMO mantra of “Content can change at any time — no refunds!” To me, it’s a customer service issue. It wouldn’t break anything to give people back their plat and shards. It costs nothing here to make your customers happy.

    But second, turning Crit Mit adorns into Health adorns sends a message to players that Health will become a critical stat, and that mobs will be tuned for it. It gives the impression that it’s a one-for-one replacement in effectiveness. Remember, 90% of players DON’T read forums or EQ2Wire so for them, they are just going to look at the reality, and draw their own conclusions.

    If all the adornments just pop off your gear, and/or you can refund them, then that says “Crit Mit has been REMOVED from the game, you have the freedom to get whatever adornments you want”. Converting them to Health says “Health is now the crucial stat.”

    Perception is 9/10ths of the Law.

    Reply

  • Zekrah

    |

    TBH its both good and bad for the fact good that it means that people can get into more groups HOWEVER it will completely screw up some raiding guilds that recruit people with out whats currently high CM gear and they will be 1 shotted still and just heal the mob repeatably.

    and @meatwagon they cant raise the Level cap without coding the whole game the game mechanics can only handle up to level 90 Adventure and level 90 Tradeskill as i remember from something on the forums i read a while back

    Reply

  • ramel

    |

    I think removing cm from the game is a good idea. HP armor class and resist serve the same function. Adding critical mitigation just makes the game more complicated than it needs to be. Now the test will be can the eq2 development team make it happen. My advise to the is look to eq1 for the answer its obvious.

    Reply

Leave a comment

You must be logged in to post a comment.


Powered by Warp Theme Framework