The announced removal of Critical Mitigation will coincide with the conversion of Yellow and Red Crit Mit adornments into Health adornments. So why will the replacement adornments have less Health (less than 250 points each) than White health adornments? According to Omougi, it’s because the EQ2 team thinks we should have other viable choices, like DPS. Adornments should be about choice!
From Omougi on the EQ2 Forums:
Our goal with these adornment and spell conversions is to give you guys something in the place of nothing essentially. Before, you were playing a zero-sum game if you had enough crit mit. If you didn’t have enough crit mit, you couldn’t do the encounters — period. All these adornments and spells did is bring you up to a threshold. If you were past that threshold, it does nothing for you.
Now, [while] these adornments and spells actually do increase your survivability at all times – equating the amount of crit mit lost to an equivalent form of HP doesn’t really work out, because any amount of HP is infinitely better than a threshold stat with no use. If you were slotting your adornments for survivability before, you are still slotting them for survivability with HP – the only change is the adornments have been made more powerful in their actual effectiveness with crit mit out of the picture.
This change equates to a free survivability gain across the board, and we need to be very careful with numbers at first to ensure things do not get drastically easier. Changing the difficulty of content is not the goal here – changing the accessibility of content is.
A point which has been made by several raiders on the official forums as well as Flames is that the top end guilds already have more than enough Crit Mit on all their characters to meet the requirements of the zones they’re doing. These changes only affect up-and-coming guilds which are trying to do harder content, but can’t because they haven’t spent months farming obsolete gear whose only saving grace is Crit Mitt.
An oft-seen comment is “The EQ2 team will just replace needing 290 Crit Mit with needing 100k health to survive.” Omougi has a great response to this:
A few more HP is possibly the difference between an AE one-shotting and being survivable. We really don’t want guilds to “force” their members into slotting for survivability if they are trying to push progression. If the HP difference on the adornments was significantly higher, people would feel the need to stack up on HP adorns, similar to how they feel the need to stack up on crit mit adorns now.
We are trying to make customizing your gear with adornments a viable option while progressing through content. If we make an adornment choice too powerful, then there really isn’t much choice there…especially if what you are “forced” into adorning isn’t what your class is about. Many mages and scouts would really prefer to slot more adornments to increase their DPS, but they are forced into critmit adorns in order to not hinder their guild’s chance of progress. We really don’t want to replace crit mit adorns with hp adorns and have essentially the same problem.
and some great news about the relatively limited choice of adornments we have now:
Now, our available choices need some work, specifically with mage options. We are trying to alleviate the problem by allowing more adornments to go in more slots (critbonus, potency, etc), so that scouts do not get more benefit from this change than mages. Adding more adornment choices in the future is definitely something we want to do.
This is what every one was complaining about in the beginning of DoV and know people are complaining that they are getting more this removed and more choices?
where is the bad part of this?
First it was “We want to replace your useless crit mit adorns with something everyone could use so we’ll be giving you more HP”
Then it was “We don’t want to give you enough HP that it’s going to be moderately useful and force you into using HP adorns”
Typical SOE to be drive an idea into mediocrity…
I’m glad the feedback I sent them about mage options is being taken to heart. I wrote a mini essay.
I disagree. The point of the change is to not force them to make the encounters harder because of the change. Jacking up the HP on the adornments would make it an overpowered stat unless they jacked up the encounters as well and we’re back into the situation where everyone has to spec for HP red adornments (instead of Crit Mit).
I doubt they have the scripts available to remove adornments from gear and refund shards (there’s probably no option, on their end, to remove/delete an adornment from a piece of gear). Giving something minor but still somewhat useful is the best course of action.
Refunding the adornments is the answer. Then there’s no “we have to balance it with something” stuff.
Changing them to HP adorns makes everyone compare them to HP, and think HP will be how content is balanced.
Very often, SOE does what seems logical, forgetting that perception is 9/10ths of reality.
Given the whole didn’t remove the mobs inherent crit with removed our ability to mitigate it. They did just make everything require more hit points than it did previously.
No idea if that’s how it’s going to live, but that’s how it stands at the moment.
I’d prefer a refund as well. But, I don’t know if it’s in their ability to forcefully remove an adornment from the game (from equipped items) without breaking it.
I too am for the refund in some form. We already know that its possible for them to unattune our gear and adornments because thats happened before, its just a matter of finding a way to return the CM adorns to an npc for a new adorn or shards or whatever.
@Miragian
There was someone on the main thread who was doing some of the testing who’s said that some of the zones have now stopped criting entirely. So it appears they’re managing to start getting it worked out.
I figure they’ll get it nailed down. They managed to remove the need for crit mit from most of the heroic stuff anyway so it shouldn’t really take them to long to get it removed entirely.
I understand what the guy’s saying, what I don’t understand is how if you have a red adorn and a white adorn with any stat you could walk away with the white adorn being more powerful.
Basically the replacement adornments are a temporary placeholder, with limited use, until you can afford to actually replace them.
What a ******** this HP-Adorn, delete the CM-adorns and refund it with shards and cash, and we can tune our chars by self.This is the only player frendy version of the conversion. Why must player bleed the time and cash of the shards, of changing the game mechanics.
OMG you know what’s even moar better? Create a temporary CM adorn refunder merchant where you can trade in yellow and red CM adorns for their equivalent in shards, and offer everybody a one time unadorn option. Presto! Problem solved. Don’t need to delete or change anything. This is such an easy option compared to any other choice.
Every option is better then health adorns.
They won’t be refunding anything.Remember when BG was still popular,and the gear was nice,not just for pvp? And then they made better BG armor,for the same token amounts? They told us to sit and spin then,don’t see why this would be any different.
its only fair that SOE resets the gear with the cm adornments. that way we can use the raid set of gear for other toons. we spent tons of plat or long hours getting them. so might as well get to use them
id say we know they can give us a 1 time chance of unadorning…seince they done it in past….then all they need to do is to make it so the hp adorns can be sold back to a merchant at the cost u bought them (10 shards and 5p whatever for cash) so that way we get back our shards and cash and then can buy what adorns we want to buy
Not sure if this was spoken, but it should be easy fix:
1. Log in – all your crit mit adorns pop off into your inventory/overflow
2. Put a “Vendor” next to Momo on Thrug docks that buys them back for the shards they cost.
3. Player does what ever they want with the shards to replace them.
I would think that mechanic wouldn’t be hard to code because of other similar game features that they have done in the past to correct exchanges or items and such.
Whatever. Choice in blue stats has eroded since SF, when you could actually find blue stats to suit your AA build or play style if you looked high and low enough for the right piece of gear. I had a lot of fun optimizing for pet stats, melee enchanters, battle priest stuff… etc.
These days the slot and class restrictions on the existing adornments make this impossible. Simplfication has made it clear how to progress as they intended it, but what I really enjoyed was doing something a little wacky or different and actually pulling if off. I doubt the incoming changes will restore this simple pleasure.
I would love to see an everything get reset like that did a bit ago.. It is just going to suck now MT off Tanks and going to see spike damage. Making it hard for our healers to keep up.
With the CM adorns I think most of the complaint comes from power levelers. If you progress through the gear and zones you have plenty of CM to start raiding with a full set of rygor and x2 items. Just my thought I guess.
To me what really bites is that some adorns used normal instant shards and others used raid shards, and OMG I dont want to run a zillion instances again for more white shards 🙁 So I agree, reset the cm adorns, and let us pick what we want. I mean I have 310 cm as mt healer… I surely can replace these with something much more useful than this LOW HP they are offering. I hope they do a reset for them 🙂 but time will tell.