Omougi: Adornments Should Be About Choice
Written by Feldon on Saturday, February 4, 2012 at 8:16 am

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.

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Game Updates & Maintenance | Grouping | Itemization | Raiding

Silius: Crit Avoidance Not Going Anywhere
Written by Feldon on Thursday, February 2, 2012 at 4:55 am

From Silius on the EQ2 Forums:

Just to clarify some confusion.

  • Crit mit as a mechanic is being removed.
  • NPC crit bonus was countered by crit mit and we are reducing crit bonus to 0 across the board.
  • Critical avoidance is staying around. Critical avoidance is an NPCs way of contesting your chance to critically hit them.
  • Replacing the adornments with HP is not to compensate for anything. Since the critical mitgiation stat is no longer useful we are converting to a stat that benefits all players.
  • The goal is for this change to not change the difficulty of the encounters. This is why we ask that you all take some time to log on to test once we push it there. We plan on having this on test by the weekend.

Note: NPC crit bonus may be used in the future on a case by case bases and will be considered in the balance of the encounter so that crit mit is not required.

If you have any questions please do not hesitate to PM me.

Game Updates & Maintenance | Grouping | Itemization | Raiding

Breaking: Critical Mitigation Removed!!
Written by Feldon on Wednesday, February 1, 2012 at 1:08 pm

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.

Read More»

Game Updates & Maintenance | Grouping | Raiding | SOE Wants Feedback

Game Update Notes for January 31, 2012
Written by Feldon on Tuesday, January 31, 2012 at 4:52 am

Here are your Update Notes for January 31, 2012:

GENERAL

  • Fixed a bug where some characters wouldn’t show on character select.

ZONE PROGRESSION / POPULATION

Tower of Frozen Shadow (Raid)

  • Tserrina’s spell “Wing Buffet” should no longer cause priests to become knocked back.
  • Adds spawned from shadow doors should no longer spawn quite as quickly.
  • The number of adds that spawn from shadow doors has been slightly reduced.

Tower of Frozen Shadow: Umbral Halls

  • Demanti Sheda should no longer have issues resetting his encounter.
  • Demanti Sheda’s spell “Paralyzing Fear” should now stun instead of fearing and has been reduced in duration.

Read More»

Art, Appearance, Housing | Game Updates & Maintenance | Grouping | Itemization | Raiding

Tonight’s SOE Webcast: Dungeon Maker Revisited
Written by Feldon on Thursday, January 19, 2012 at 1:31 pm

From EverQuest2.com:

Come take another look at Dungeon Maker, one of the awesome new features in EverQuest II’s Age of Discovery Expansion. Host Linda “Brasse” Carlson (Director of Global Community Relations), a huge fan of Dungeon Maker, will interview Akil “Lyndro” Hooper (Lead Designer). They will chat about Extra Dungeon Mark Days, tips on how to spend your rewards, and information on our Test Server initiative that allows you to play your characters in Dungeon Maker. We may even give you a sneak peek at a new dungeon that is in the works.

Join us on Thursday, January 19th, 2012, at 4:00 p.m. US Pacific Time* on Twitch TV! The webcast is expected to last about 20 minutes.

Time Zone Conversions

  • PST: January 19 @ 4:00pm
  • EST: January 19 @ 7:00pm
  • GMT: January 20 @ 0:00
  • CET: January 20 @ 1:00
Grouping

On Test: Drunder Raid Difficulty Tweaks, No Fix for Double Casting
Written by Feldon on Thursday, January 19, 2012 at 10:22 am

Raiders continue to wait for a fix to the double-casting of AoEs first reported shortly after the release of Game Update 61 in August 2011. This issue has been discussed here here and recently here. We got a We’ll look into it from Kander on October 27, 2011 but have received no further communication on the issue.

Meanwhile, there are a few tweaks coming to the difficulty of Drunder Raid Zones. These changes are currently on Test will likely go live next Tuesday.

ZONE PROGRESSION / POPULATION

Vallon’s Tower x4 (Tower of Tactics) [Challenge]

  • Ambassador Grindstone will no longer reapply his Unbridled Fury of the Elements buff as soon as he has dispelled player debuffs, he waits a few seconds.
  • Ambassador Grindstone no longer casts Crystalline Torrent Spell.
  • Vallonite Sentinels no longer memwipe when they cast Sentinel’s Touch.
  • Vallonite Sentinels no longer taunt lock players during the fight.

Tallon’s Stronghold [Challenge]

  • During the Tallon Zek fight Deathbringer’s Touch is now cureable as a curse.
  • Tallon Zek will warn players as he teleports and will not fire his arrow volley until 10 seconds after he changes his location.
  • Fighters will not take as harsh a punishment if they turn their back on Tallon Zek as he is firing arrows.
Game Updates & Maintenance | Grouping | Raiding

January 17, 2012 Update Notes
Written by Feldon on Tuesday, January 17, 2012 at 4:52 am

Here are your update notes for today, January 17, 2012:

ANNOUNCEMENTS

  • Extra Dungeon Mark Days are here from 17 January until 30 January! Dungeon Maker dungeon players and creators will receive 25% MORE tokens during this time period. To create and see listings of available dungeons, select Dungeon Maker from your EQ2 Menu button in game. Visit the Dungeon Maker category in the Marketplace to spend your tokens on items to equip your play character, as well as items to enjoy and build more dungeons.  Prepare to get your dungeoneering on!

GENERAL

  • Fixed a UI bug on the mini-map window.
  • Fixed a bug where if you had a single target maintained spell on a group member and logged out that the spell would still be there when you logged back in.
  • Fixed an issue that prevented respec cards from working with beastlords.

Read More»

Art, Appearance, Housing | Game Updates & Maintenance | Grouping | Itemization

Gninja Talks New and Old Mercenaries, Mechanics
Written by Feldon on Thursday, January 12, 2012 at 3:53 pm

In a stream of responses to two threads discussing Mercenaries, Gninja answered several questions and provided useful information about the current and next waves of mercenaries. With a recent update, the number of mercenaries has increased to twenty (20) and mercenaries are now avilable in all 6 cities. Although they lack some of the innovative features and options of EverQuest Mercenaries, they are still one of the more popular features of the recently released Age of Discovery features expansion.

Mercenaries New & Old

Let’s take a look at the list of Mercenaries by class. This was posted by Slayacissa of Permafrost:

  • Qeynos Harbor – wizard, paladin, troubador, swashbuckler, templar, monk
  • Freeport – warlock, assassin, brigand, dirge, inquisitor, guardian
  • Neriak (near DLW) – shadowknight, necromancer
  • Gorowyn (near crafting) – Berserker, Defiler
  • Kelethin (Jysolin Pub) – ranger, warden
  • Halas (Coldwind Hall) – conjuror, mystic

That leaves just Beastlord, Bruiser, Fury, Coercer, and Illusionist with no mercenary.

After the jump, we talk about Mercenary Confidence, the “In Over Their Head” debuff, mercenary types, and where you can post your feedback on getting different types of mercenaries added.

Read More»

EQ2Wire Commentary | Grouping

January 10, 2012 Update Notes
Written by Feldon on Tuesday, January 10, 2012 at 7:09 am

Here are your update notes for January 10, 2012 from the EQ2 Forums:

GENERAL

  • Fixed a bug where you would have to recast buffs on group members every time you zone.
  • Fixed random lighting bugs on characters and environments.
  • Players will now receive achievement credit for earning hall of fame status if they are offline when awards are processed.

ACHIEVEMENTS

  • Sense of Urgency: Debone Bonewing should correctly update when defeating the zone boss in under 30 minutes from zone in.

DUNGEON MAKER

  • Dungeon Maker creatures will no longer temporarily reappear when defeated while under the effect of a tier-adjusting object.
  • Dungeon Maker adventurers should now show up in the Marketplace preview tab.
  • Fixed a UI bug with the Dungeon Maker create window.

BEASTLORDS

  • Fixed an issue that allowed “a drakonine guardian” to be tameable.

Read More»

Art, Appearance, Housing | Game Updates & Maintenance | Grouping | Itemization | PvP/Battlegrounds | Raiding

Update Notes for January 5, 2012
Written by Feldon on Thursday, January 5, 2012 at 2:44 am

Here are your Update Notes for January 5, 2012:

GENERAL

  • Fixed an issue where the client could get stuck trying to load a character into Mok Rent.

PLAYER HOUSING

  • The City of Freeport: The Magical Academy housing portal should no longer vanish after being placed in a house.
  • Fixed a bug where loading a layout of an invalid file could cause the house zone to crash.

DUNGEON MAKER

  • Mystic Guardian avatar for Dungeon Maker has had the zombie scare attack changed.
  • Fixed an issue with Dungeons being put into the Housing hall of fame.

Read More»

Art, Appearance, Housing | Game Updates & Maintenance | Grouping

Attempting CPR on Dungeon Finder
Written by Feldon on Monday, January 2, 2012 at 2:16 pm

Although the much lauded Dungeon Finder was quickly abandoned by all but mid-level players thirsty for a dungeon crawl, SOE seems confident they can breathe life into this feature with the announcement of upcoming improvements. However none of the announced changes address the core problem, which we will address after the jump.

From the EQ2 Forums:

Come check out the all-new changes to Dungeon Finder!

As of last Wednesday, we announced two new features for the Dungeon Finder system. This should help game play by giving more options for available dungeons and more incentive to use it. So go out there and get adventuring!

Read More»
Game Updates & Maintenance | Grouping

December 21, 2011 Update Notes
Written by Feldon on Wednesday, December 21, 2011 at 6:17 am

Here are you last scheduled update notes for 2001, from the EQ2 Forums:

GENERAL

  • You may now use the command “/republish_house” to update the name of your currently published dungeon or house.
  • Note: The ability to update your currently published image using this command may not be functioning at the time of this update.

BEASTLORD

  • The warder granted Primal “Silent Talon” is now level 30.

DUNGEON FINDER

  • Adventuring in a DF group for 20 minutes will now grant you a reward once a day!

Read More»

Game Updates & Maintenance | Grouping

Happy Holidays Producer’s Letter Touts Fixes
Written by Feldon on Tuesday, December 20, 2011 at 5:37 pm

From SmokeJumper on the EQ2 Forums:

Merry Frostfell, Norrath!

The team is about to fly off to their families, great food, and probably a hangover after the new year.

But before we go, we wanted to leave you all with a couple more updates (today and tomorrow) with some really good stuff in it.

Here’s the goodies, broken down by feature.

Dungeon Finder

  • We are adding Contested Dungeons to the Dungeon Finder feature from levels 20 to 89. (Level 90 contested dungeons are *not* being added to DF because of itemization concerns.) You should see a lot more dungeons available to you now at the various levels of play.
  • (The following update is occurring on Wednesday, 12/21) We’re increasing the rewards for using the Dungeon Finder system. We’re adding a daily quest you can get that pays out after you play with a Dungeon Finder group for 30 minutes or more. The mystery crates are the same type of crates offered as rewards in the Dungeon Maker marketplace category, so the rewards found there are great stuff!

Read More»

Game Updates & Maintenance | Grouping | Itemization

December 20, 2011 Update Notes
Written by Feldon on Tuesday, December 20, 2011 at 5:36 am

Here are your Update Notes for December 20, 2011 from the EQ2 Forums:

DUNGEON / PLAYER HOUSING RATINGS

  • The house and dungeon leaderboards have now been converted from the previous 5-star rating system to a new “Like” system.
  • When visiting a house or completing a dungeon maker zone you now have the option to “Like” the zone in either of the two categories.
  • The leaderboards are now based on the accumulation of likes.
  • Awards continue to work as before and are given to the players at the top of the leaderboard.

Read More»

Art, Appearance, Housing | Game Updates & Maintenance | Grouping | Raiding | Tradeskill

Breaking: Your Characters in Dungeon Maker! It’s Happening!
Written by Feldon on Monday, December 19, 2011 at 2:29 pm

From SmokeJumper on the EQ2 Forums:

Starting in the next couple of days (on Test server only) you’ll be able to play any of your characters in a player-created Dungeon Maker instance.

This doesn’t invalidate playing as an Adventurer, but you can also play as your regular characters, regardless of level. (Well, okay, you still have to be at least level 20 to play a DM instance, but you can play any characters from 20-90.)

We have still code to create, but we’re excited enough about getting this to work that we’re putting it on Test over the holidays so that we can get your feedback on this cool new addition to Dungeon Maker.

Please play a bit on Test over the holidays, if you’re so inclined. We’re eager to get your feedback when we come back for 2012 so we can tear into it and make it great for you! This is going to be awesome. The creativity of this community is unparalleled, and if you can play your own characters in those dungeons, then the sky’s the limit!

Here’s a few bits of info about the feature as it is on Test:

  • You still have to be level 20 to play in a Dungeon Maker dungeon, but any character that’s level 20+ can be used.
  • You can *also* still play as an Adventurer if desired.
  • For this test, player parties have to be composed entirely of either all Adventurers, or all regular player characters. Mixing of Adventurers and real characters is not currently allowed in this version.
  • Dungeon Mark rewards are turned off while on Test. (Until we balance the feature further, we can’t reward Dungeon Marks.)
  • This feature is not finalized. It’s on Test because we want your feedback on it so that we can then tune it to a finalized state after the New Year.

Enjoy! This will be coming to Live servers as soon as we can finish it up after the New Year!

and this note from Rothgar:

The dungeons scale to the group level. Currently this uses the same scaling code that we use in other scalable instances. We can tweak as necessary after some testing.

Game Updates & Maintenance | Grouping

Upcoming Fixes Rollup – Thrown Weapons, Beastlords, and More
Written by Feldon on Wednesday, December 14, 2011 at 10:07 am

A few bits and bobs we wanted to bring attention to…

Throwing Weapons

Cyliena took the lead on some random changes with Game Update 62 affecting a variety of thrown weapons (sheaths, pouches, bandoliers, and satchels) which use throwing daggers, shuriken, and other such ammo. Some items were flagged Beastlord-only, some flagged anything-but-Beastlord, and yet others flagged Fighter, Priest, and no Scouts at all.

After some communications with Rothgar and Silius, this is going to be ironed out in the next update:

Just a heads up I that I have fixed the thrown items. Should be live with the next hotfix. Sorry for the inconvenience.

Read More»

Art, Appearance, Housing | Game Updates & Maintenance | Grouping | Itemization

Tuesday, December 13, 2011 Update Notes
Written by Feldon on Tuesday, December 13, 2011 at 4:37 am

From the EQ2 Forums:

GENERAL

  • Fixed a bug with the 48 hour grace period for trade for some no-trade and heirloom items.
  • Magic Carpet guild hall amenity now has Fens of Nathsar as a destination.
  • Fixed a bug where loading a profile from your Mirror of Reflected Achievements would reset your AAs instead of loading the profile.

Read More»

Art, Appearance, Housing | Game Updates & Maintenance | Grouping | Itemization | Live Events | Raiding

Patch Notes: Age of Discovery / Game Update 62: Freeport Reborn
Written by Feldon on Tuesday, December 6, 2011 at 3:49 pm

From the EQ2 Forums:

Age of Discovery is the eighth expansion of the groundbreaking EverQuest II franchise.

Age of Discovery offers never-seen-before features including user-generated content and the re-imagining of the Beastlord class from the original EverQuest release.  You can make your mark in-game by creating your very own Dungeon, hire some much needed help for your heroic battles, push tradeskilling research to new heights, customize your weapons at the forge, and of course, play as a Beastlord. There’s a lot to like about this expansion!

Read More»

Art, Appearance, Housing | Expansion News | Game Updates & Maintenance | Grouping | Itemization | Live Events | PvP/Battlegrounds | Raiding

Introduction to Dungeon Maker @ EverQuest2.com
Written by Feldon on Friday, December 2, 2011 at 2:41 am

From EverQuest2.com:

We are extremely pleased to bring you the new Dungeon Maker feature set. For the first time, you and your fellow players can create new content for the game, play through a constantly changing list of player-created dungeons, and get rewards whether you are a dungeon builder, adventurer, or both!

We recently ran groups of press folks through a “tour” of the Freeport revamp and the AoD feature set. We ended each tour with a demo of Dungeon Maker and what it could do, and we were met with a lot of excitement about the potential once players get their hands on this stuff.

There’s a lot to be excited about, and if you aren’t currently involved in the beta testing (at present about 4000 of you *are* involved), then you haven’t seen much about Dungeon Maker yet. So here’s a preview so you know why this feature will be fun, as either a builder or an adventurer.

Continue reading at EverQuest2.com

Expansion News | Grouping

EverQuest II: Dungeon Maker Webcast & Transcript
Written by Feldon on Saturday, November 19, 2011 at 7:00 pm

Last night, Linda “Brasse” Carlson (Director, Global Community Relations), Greg “Rothgar” Spence (EQ2 Lead Programmer) and Akil “Lyndro” Hooper (EQ2 Lead Designer) hosted a Webcast about the upcoming Dungeon Maker feature (previously known as Design Your Own Dungeon) in the upcoming EverQuest II: Age of Discovery expansion.

Note: Dave “SmokeJumper” Georgeson was not able to make the webcast.

Note 2: For the first ~5 minutes of the webcast, Rothgar’s mic was not working at all. At this point, he and Brasse started sharing a microphone.

Note 3: Throughout the webcast, Rothgar refers to the Avatars you use to play through Dungeon Maker-designed dungeons as “adventurers”. For clarity, I have changed all these references to Avatars.

After the jump, EQ2Wire provides an exclusive transcript of this SOE Webcast…

Read More»

Expansion News | Grouping

Upcoming Webcast: EverQuest II Dungeon Maker – Thursday, November 17, 2011
Written by Feldon on Wednesday, November 16, 2011 at 5:34 pm

UPDATE: According an EverQuestII Twitter post, tonight’s Webcast will be a Smoke-free environment:

“Smokejumper” will not be joining us for the webcast today, as was previously indicated. It’ll still be great, though [Isulith]

From EverQuest2.com:

Come check out the EverQuest II Dungeon Maker Webcast! Host Linda “Brasse” Carlson (Director, Global Community Relations) will interview Dave “SmokeJumper” Georgeson (EQ2 Executive Producer), Greg “Rothgar” Spence (EQ2 Lead Programmer) and Akil “Lyndro” Hooper (EQ2 Lead Designer), and learn all about one of the most anticipated features for the new EverQuest II expansion: Age of Discovery.

Join us on Thursday, November 17, 2011, at 4:30 p.m. US Pacific Time*, as we live stream this webcast on the Twitch TV! The webcast is expected to last about 20 minutes.

Come join us for the fun!

See you on Twitch TV!

Other Time Zones:

  • PST: November 17 @ 4:30pm
  • EST: November 17 @ 7:30pm
  • GMT: 00:30
  • CET: 01:30
Expansion News | Grouping

Update Notes: Tuesday, November 15, 2011 – 48 Hour Loot Trading Back
Written by Feldon on Tuesday, November 15, 2011 at 3:01 am

From the EQ2 Forums:

  • Fixed an issue with the 48 hour no-trade grace period.
  • Fixed an animation issue with the Soga Human Female model riding on the Terrorbird mount.

With the first fix, it will, once again, be possible to simply collect all the loot during a group or raid and trade it to people at the end, or trade items within a group/raid (those who were present for the kill) in case of a looting mistake.

Game Updates & Maintenance | Grouping | Itemization | Raiding

What You Don’t Know About Autoattack Could Cost You
Written by Feldon on Thursday, November 10, 2011 at 6:43 am

If you’re a Scout, a Fighter, and maybe even a Cleric, Druid, Enchanter, or Mystic in EQ2, and you push yourself to play the absolute best (even if you’re not geared the best), you’re probably already familiar with the concept of Autoattack.

Game Update 61 introduced a new type of Autoattack called Spell Autoattack for Mages and Priests. You might be tempted to jump on the DPS bandwagon, but before you run out and equip a Wand, there are some things you really ought to know!

UPDATE: This article has been updated thanks to feedback from Ferk, Anaogi, Barx!

Read More»

Game Updates & Maintenance | Grouping | Itemization

Veteran Revival Reward Dead in the Water?
Written by Feldon on Wednesday, November 9, 2011 at 4:32 pm

On Saturday we reported that some players had started receiving their 8 Year Veteran Rewards. Of particular note in this collection of loot was an item called “Veteran Revival” that would allow you to revive your group once every 24 hours. However when players tried it, they immediately discovered that it only worked if you (the caster) were still alive, greatly reducing the value of the item.

SmokeJumper initially posted that the item was “being fixed”, however he later responded with this:

Sorry for the confusion, but the item is currently working as intended. It cannot be used while dead to rez your whole group because that would be far too unbalancing in raid situations.

When queried with this quote from a player:

You are aware that [Clerics] have an AA that rezes the entire group and works when dead? So it wouldn’t be “that game unbalancing”.

It’s worth pointing out that the Cleric AA is instant cast, revives the group with full health and power, and does not apply Revive Sickness. The Veteran Revival is on a 24 hour timer, revives the group with 20% health and power, and applies Revive Sickness.

With the near eternity of a 10 second cast time (especially if you have a slow casting debuff on, which many DoV bosses helpfully provide), plus interrupts, the chances that you’ll get your group resurrected with this item once the tank or healer has died is infinitesimal.

Read More»

Grouping

Update Notes: Tuesday, November 8, 2011
Written by Feldon on Tuesday, November 8, 2011 at 3:13 am

From the EQ2 Forums:

POPULATION / ZONE PROGRESSION

Challenge Mode NPCs

  • Several challenge mode NPC effects that were incurable are now curable as curses.  These include Paralyzing Venom, Mesmerizing Web, and Corrosive Residue in the Aaranae Arcimae fight.  Combat Madness in the General Aakita fight.  Deathtouch in the Lichlord Skulldugger fight and several others.
  • Cooperative Strike is no longer always fatal each tick, it does about half your max health in focus damage with each tick now.

Temple of Rallos Zek: Foundations of Stone [Challenge]

  • Greater warboars during the statue of rallos zek fight have less maximum health.

Tallon’s Stronghold [Challenge]

  • During the Lieutenant Klaatuus fight the aviak trooper adds have even less health, no longer have symbiotic aura, and players have more time to move the mysterious totem away from him before he will begin healing.

ITEMS

  • Fixed missing red slots on some ranged weapons.
Game Updates & Maintenance | Grouping | Raiding
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