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	<title>The EQ2 Wire</title>
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	<link>http://eq2wire.com</link>
	<description>The EQ2 Wire</description>
	<lastBuildDate>Sat, 04 Feb 2012 13:21:37 +0000</lastBuildDate>
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		<title>Gninja: Mercs Shouldn&#8217;t Dominate PvP</title>
		<link>http://eq2wire.com/2012/02/04/gninja-mercs-shouldnt-dominate-pvp/</link>
		<comments>http://eq2wire.com/2012/02/04/gninja-mercs-shouldnt-dominate-pvp/#comments</comments>
		<pubDate>Sat, 04 Feb 2012 13:21:37 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[PvP/Battlegrounds]]></category>
		<category><![CDATA[SOE Wants Feedback]]></category>
		<category><![CDATA[mercenaries]]></category>

		<guid isPermaLink="false">http://eq2wire.com/?p=12637</guid>
		<description><![CDATA[At last year&#8217;s Fan Faire, Leko, champion of PvP balance, stood up after Mercenaries were announced and asked &#8220;Will Mercenaries work in PvP?&#8221; and then a series of questions about how they would be balanced, tested, etc. Well&#8230;better late than never.  
From Gninja:
While I can&#8217;t really address everything being said in this post right [...]]]></description>
			<content:encoded><![CDATA[<p>At last year&#8217;s Fan Faire, <a href="http://twitter.com/leko" target="_blank"><strong>Leko</strong></a>, champion of PvP balance, stood up after Mercenaries were announced and asked &#8220;Will Mercenaries work in PvP?&#8221; and then a series of questions about how they would be balanced, tested, etc. Well&#8230;better late than never. <img src='http://eq2wire.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>From <span style="color: #ff0000;"><strong>Gninja</strong></span>:</p>
<blockquote><p>While I can&#8217;t really address everything being said in <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=510719&amp;post_id=5711981#5711981" target="_blank">this post</a> right  now I can say we have been taking a look and we have a plan on how to  make mercs not quite as overpowered in PVP combat as they are currently.  Once we get the fix in place and we can accurately test it I can lay  out the plan for you guys.</p>
<p><strong>If you die to a merc you should not take damage to your gear.</strong> This will  be addressed asap and we should be getting some power tweaks for them  out to you as we can.</p></blockquote>
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		<slash:comments>3</slash:comments>
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		<title>Omougi: Adornments Should Be About Choice</title>
		<link>http://eq2wire.com/2012/02/04/omougi-adornments-should-be-about-choice/</link>
		<comments>http://eq2wire.com/2012/02/04/omougi-adornments-should-be-about-choice/#comments</comments>
		<pubDate>Sat, 04 Feb 2012 13:16:14 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[Game Updates & Maintenance]]></category>
		<category><![CDATA[Grouping]]></category>
		<category><![CDATA[Itemization]]></category>
		<category><![CDATA[Raiding]]></category>
		<category><![CDATA[critical mitigation]]></category>

		<guid isPermaLink="false">http://eq2wire.com/?p=12633</guid>
		<description><![CDATA[
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&#8217;s because the EQ2 team thinks we should have other viable choices, like [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="alignnone size-full wp-image-12635" title="Power-to-the-People" src="http://eq2wire.com/wp-content/uploads/2012/02/Power-to-the-People.jpg" alt="" width="226" height="225" /></p>
<p>The <a href="http://eq2wire.com/2012/02/01/breaking-critical-mitigation-removed/" target="_blank">announced removal of Critical Mitigation</a> 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&#8217;s because the EQ2 team thinks we should have other viable choices, like DPS. Adornments should be about choice!</p>
<p>From <span style="color: #ff0000;"><strong>Omougi</strong></span> on the <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=514443&amp;post_id=5711944#5711944" target="_blank">EQ2 Forums</a>:</p>
<blockquote><p>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&#8217;t have enough  crit mit, you couldn&#8217;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.</p>
<p>Now, [while] these adornments and spells actually do increase your survivability  at all times &#8211; equating the amount of crit mit lost to an equivalent  form of HP doesn&#8217;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 &#8211; the only change is the  adornments have been made <strong>more powerful</strong> in their actual  effectiveness with crit mit out of the picture.</p>
<p>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 &#8211;  changing the accessibility of content is.</p></blockquote>
<p><span id="more-12633"></span></p>
<p>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&#8217;re doing. These changes only affect up-and-coming guilds which are trying to do harder content, but can&#8217;t because they haven&#8217;t spent months farming obsolete gear whose only saving grace is Crit Mitt.</p>
<p>An oft-seen comment is &#8220;The EQ2 team will just replace needing 290 Crit Mit with needing 100k health to survive.&#8221; <span style="color: #ff0000;"><strong>Omougi</strong></span> has a great response to this:</p>
<blockquote><p>A few more HP is possibly the difference between an AE one-shotting and  being survivable. <strong> We really don&#8217;t want guilds to &#8220;force&#8221; their members  into slotting for survivability if they are trying to push progression.</strong> 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.</p>
<p><strong>We are trying to make customizing your gear with adornments a viable  option while progressing through content.</strong> If we make an adornment  choice too powerful, then there really isn&#8217;t much choice  there&#8230;especially if what you are &#8220;forced&#8221; into adorning isn&#8217;t what  your class is about. <strong> 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&#8217;s chance of progress.</strong> We  really don&#8217;t want to replace crit mit adorns with hp adorns and have  essentially the same problem.</p></blockquote>
<p>and some great news about the relatively limited choice of adornments we have now:</p>
<blockquote><p>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.</p></blockquote>
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			<wfw:commentRss>http://eq2wire.com/2012/02/04/omougi-adornments-should-be-about-choice/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
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		<title>Reminder: A Goddess Risen Prelude Event Ends February 6th</title>
		<link>http://eq2wire.com/2012/02/03/reminder-a-goddess-risen-prelude-event-ends-february-6th/</link>
		<comments>http://eq2wire.com/2012/02/03/reminder-a-goddess-risen-prelude-event-ends-february-6th/#comments</comments>
		<pubDate>Fri, 03 Feb 2012 20:29:04 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[Live Events]]></category>

		<guid isPermaLink="false">http://eq2wire.com/?p=12631</guid>
		<description><![CDATA[
Just a friendly reminder of our friendly reminder, the Goddess Risen event ends next Monday, February 6th to make way for the upcoming Erollisi Day 2012 event.
]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter" src="http://eq2wire.com/wp-content/uploads/2012/01/agoddessrisen.jpg" alt="" /></p>
<p>Just a friendly reminder of our friendly reminder, the <a href="http://eq2wire.com/2012/01/10/a-goddess-risen-prelude-event-ends-february-6th/" target="_blank">Goddess Risen event ends next Monday, February 6th</a> to make way for the upcoming Erollisi Day 2012 event.</p>
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		<title>Smokejumper Introduces Holly “Windstalker” Longdale, New EverQuest II Producer</title>
		<link>http://eq2wire.com/2012/02/02/smokejumper-introduces-holly-%e2%80%9cwindstalker%e2%80%9d-longdale-new-everquest-ii-producer/</link>
		<comments>http://eq2wire.com/2012/02/02/smokejumper-introduces-holly-%e2%80%9cwindstalker%e2%80%9d-longdale-new-everquest-ii-producer/#comments</comments>
		<pubDate>Thu, 02 Feb 2012 22:44:10 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://eq2wire.com/?p=12625</guid>
		<description><![CDATA[From the EverQuest2.com:


A Letter from Smokejumper
Hi there, Norrathians!
As  many of you know, I’m the Executive Producer in charge of the entire  EverQuest franchise, including EQ, EQII, and the upcoming (and very  different) “EverQuest Next.” For the last two years, I’ve also been the  Producer for your EverQuest II world, and it’s [...]]]></description>
			<content:encoded><![CDATA[<p>From the <a href="http://www.everquest2.com/news/article?month=022012&amp;id=5121" target="_blank">EverQuest2.com</a>:</p>
<blockquote>
<p style="text-align: center;"><img class="size-full wp-image-12626 aligncenter" title="daveholly2" src="http://eq2wire.com/wp-content/uploads/2012/02/daveholly2.jpg" alt="" width="450" height="350" /></p>
<h3 style="text-align: center;">A Letter from Smokejumper</h3>
<p>Hi there, Norrathians!</p>
<p>As  many of you know, I’m the Executive Producer in charge of the entire  EverQuest franchise, including EQ, EQII, and the upcoming (and very  different) “EverQuest Next.” For the last two years, I’ve also been the  Producer for your EverQuest II world, and it’s been absolutely a blast  working with the team, the game, its features, and most of all, its  players.</p>
<p>However, our company’s visions for the EQ Franchise are  bigger in scope than what I can coordinate alone on EQII while also  overseeing the rest of the franchise.</p>
<p>Therefore, we’ve brought <strong> Holly Longdale</strong> back to SOE to take over the Producer position for EQII.  In fact, she’s been working with the EQII team since last December. (We  delayed announcing her presence so she got a chance to come up to speed  for a few weeks before needing to answer a thousand questions.) <img src='http://eq2wire.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  But,  the honeymoon is over and it’s time for her to “take the con.”</p></blockquote>
<p><span id="more-12625"></span></p>
<blockquote><p>Holly  and I are still working closely together. There is no loss of knowledge  in this transition because we still meet and discuss the game’s  directions and tactics on a daily basis. Holly will be getting a huge  amount of support from the team, myself, and the rest of the company.  You still have an excited and motivated dev team, a quality Producer,  and a great game.</p>
<p>So please, take a moment and welcome your new  Producer to the fold. You’ll still see Smokejumper posts occasionally,  but you’ll see a lot more Windstalker posts as well.</p>
<p>~ Dave “<span style="color: #ff0000;"><strong>Smokejumper</strong></span>” Georgeson</p></blockquote>
<p>From <strong>Holly &#8220;<span style="color: #ff0000;">Windstalker</span>&#8221; Longdale</strong>:</p>
<blockquote>
<h3 style="text-align: center;">A Letter from Windstalker</h3>
<p>Greetings Norrathians,</p>
<p>I feel like I’ve come home!</p>
<p>Since  starting on the team, I’ve been watching, absorbing, and reading  everything I can before officially taking the reins. The opportunity to  be a producer on this team is surreal and certainly perfect. And  honestly, I am one of you. I’ve been playing EQ2 on the xxxxx server  since launch on my main and have several beloved alts. (Editor&#8217;s Note:  Sanitized for her protection!) EverQuest as a franchise has had a place  in my life for well over a decade now. It’s rooted in my history and a  source of deep and seeded pride.</p>
<p>A bit about me – I played EQ at  launch and had the blessing to change careers to become a Designer on EQ  at the time EQ2 was in development. SOE as a whole was as passionate  and as close a family then as now. And the players, now as much as ever,  are part of that family and great passion. Believe me when I say we  hear you. And as gamers, we understand. And as creators, we want to be  the best. And we are.</p>
<p>The content and quality of this game is  always growing. The advances and features since launch are really  staggering. The most recent expansion is really something to be proud of  – not just as a team here, but as players. The time and effort put into  Dungeon Maker by a lot of careful decorators and designers is beyond  impressive. There’s a wealth of creativity and ingenuity being expressed  that is second to none in this genre. And we will continue to look  ahead to more avenues for your virtual self-expression that makes you  real contributors to this fantasy world your avatar, and you, live in.  It’s the best MMO around soup to nuts. And I’m here to continue and  build on its success.</p>
<p>Under SmokeJumper’s (Dave Georgeson’s)  leadership and vision – which I strongly believe in – this team is hard  at work creating even more amazing game content for the upcoming Game  Update. We have big plans for this game and your experience in it, I  promise you. And at the same time, to support the game, we are looking  for new and better ways to build fun.</p>
<p>I can’t tell you what a  joy it is to be back at SOE. And as much as it feels like home, I’m  still absorbing the details, but you will hear from me again soon.</p>
<p>~ Holly “<span style="color: #ff0000;"><strong>Windstalker</strong></span>” Longdale</p></blockquote>
<p style="text-align: center;"><img class="size-full wp-image-12627 aligncenter" title="daveholly1" src="http://eq2wire.com/wp-content/uploads/2012/02/daveholly1.jpg" alt="" width="450" height="350" /></p>
<p><strong>Massively </strong> first <a href="http://massively.joystiq.com/2012/02/02/everquest-ii-producer-handing-over-the-reins/" target="_blank">broke the story</a>.</p>
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		<title>Silius: Crit Avoidance Not Going Anywhere</title>
		<link>http://eq2wire.com/2012/02/02/silius-crit-avoidance-not-going-anywhere/</link>
		<comments>http://eq2wire.com/2012/02/02/silius-crit-avoidance-not-going-anywhere/#comments</comments>
		<pubDate>Thu, 02 Feb 2012 09:55:16 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[Game Updates & Maintenance]]></category>
		<category><![CDATA[Grouping]]></category>
		<category><![CDATA[Itemization]]></category>
		<category><![CDATA[Raiding]]></category>

		<guid isPermaLink="false">http://eq2wire.com/?p=12622</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>From <span style="color: #ff0000;"><strong>Silius</strong></span> on the <a href="http://forums.station.sony.com/eq2/posts/list.m?start=100&amp;topic_id=514354" target="_blank">EQ2 Forums</a>:</p>
<blockquote><p>Just to clarify some confusion.</p>
<ul>
<li>Crit mit as a mechanic is being removed.</li>
<li>NPC crit bonus was countered by crit mit and we are reducing crit bonus to 0 across the board.</li>
<li>Critical avoidance is staying around. Critical avoidance is an NPCs way of contesting your chance to critically hit them.</li>
<li>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.</li>
<li>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.</li>
</ul>
<p>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.</p>
<p>If you have any questions please do not hesitate to PM me.</p></blockquote>
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		<slash:comments>40</slash:comments>
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		<title>Dethdlr&#8217;s Dungeon: EQ2&#8217;s Endgame Downfall &#8211; Critical Mitigation</title>
		<link>http://eq2wire.com/2012/02/01/dethdlrs-dungeon-eq2s-endgame-downfall-critical-mitigation/</link>
		<comments>http://eq2wire.com/2012/02/01/dethdlrs-dungeon-eq2s-endgame-downfall-critical-mitigation/#comments</comments>
		<pubDate>Wed, 01 Feb 2012 23:02:32 +0000</pubDate>
		<dc:creator>Dethdlr</dc:creator>
				<category><![CDATA[Dethdlr's Dungeon]]></category>
		<category><![CDATA[critical mitigation]]></category>

		<guid isPermaLink="false">http://eq2wire.com/?p=12613</guid>
		<description><![CDATA[Editor&#8217;s Note: A week ago, Dethdlr sent me a draft of an article that he had the intention of posting to EQ2Wire at some point in the future. It hasn&#8217;t been polished or edited. But in light of today&#8217;s announcement, it&#8217;s timely and provides an interesting contrast to my article.

For many years in EQ2, I [...]]]></description>
			<content:encoded><![CDATA[<div style="border: 1px solid orange; padding: 12px;"><strong>Editor&#8217;s Note</strong>: A week ago, <strong>Dethdlr</strong> sent me a draft of an article that he had the intention of posting to EQ2Wire at some point in the future. It hasn&#8217;t been polished or edited. But in light of today&#8217;s announcement, it&#8217;s timely and provides an interesting contrast to <a href="http://eq2wire.com/2012/02/01/editorial-three-years-of-progression-comes-to-an-end/" target="_blank">my article</a>.</div>
<p style="text-align: center;"><img class="aligncenter" src="http://eq2wire.com/wp-content/uploads/2010/06/DethdlrsDungeon.png" alt="" /></p>
<p>For many years in EQ2, I was a casual raider.  What I mean by that is, I would primarily run group zones with guild mates but from time to  time I would join a pickup raid or tag along when another guild needed  to fill some raid slots.  Several times, when filling those empty raid  slots for other guilds, myself and some of my guild mates were asked if  we would be interested in coming along on a regular basis.  In one of  those cases, I even worked my way up to being one of the raid leaders  even though I was in a different guild.</p>
<p>The reason myself and some of  my guild mates were able to do this is because we like being good at our  characters.  We try to get whichever upgrades we can from instances, quests, faction merchants, etc.  We make sure all our  spells/CAs are Expert or above.  We make sure our items are adorned.  We  try to come up with the best AA spec we can and consult with each other to try and be as good a player as possible.</p>
<p><span id="more-12613"></span></p>
<p>When we  were asked along on raids, quite often we would out-parse a lot of the  regular raiders.  Back when I was playing my Assassin, I had two other  raiding assassins sending me in-game mail messages asking for advice on  how to up their DPS since I had soundly trounced them on the parse from  group 4 (traditionally the &#8220;leftover&#8221; group).</p>
<p>Then came <strong>Sentinel&#8217;s Fate</strong> and <em>Critical Mitigation</em>.  With the introduction of Crit Mit,  a barrier was put in place for raiding.  Now, in front of every raid  zone, there was a sign that said &#8220;You must have at least this much Crit Mit  to ride this ride.&#8221;   I tagged along on a  raid or two a few months  before <strong>Destiny of Velious</strong> came out.  If I didn&#8217;t get hit, I was either first or second  on the parse.  But because I didn&#8217;t have the right Crit Mit, if I *did* get hit, I was pretty much one-shotted.  Not fun.</p>
<p style="text-align: center;"><img class="size-full wp-image-12614 aligncenter" title="climbing-escalator" src="http://eq2wire.com/wp-content/uploads/2012/02/climbing-escalator.jpg" alt="" width="285" height="341" /></p>
<p>With Destiny of Velious, they made it even worse.  Not only do you have to have the right Crit Mit to keep from dying, you also had to have the right Crit Chance to make sure you can live up to your full potential.</p>
<blockquote><p>It  used to be that the reason you didn&#8217;t take a non-raider along on a raid  was because they didn&#8217;t know what they were doing, couldn&#8217;t play their  class well, or couldn&#8217;t do the DPS or healing job that a raider could.  Now, those things don&#8217;t matter if you don&#8217;t have the Crit Mit or Crit Chance for the zone.  It doesn&#8217;t matter how good you are at your class, if you don&#8217;t have the Crit Mit or Crit Chance, you&#8217;re useless.</p></blockquote>
<p><strong>Lets take two assassins.</strong></p>
<p>The first one, an average player in raid  gear.  The second one, an exceptional player in instance gear.  Take  them both and put them up against a training dummy and the second one  beats the first one on the parse.  Take them both and put them in  certain raid zones and the first one will wipe the walls with the second  one.  Why?  The second one is the better player.</p>
<p>On an equal playing  field, the second one can out DPS the first one even though they are  wearing worse gear.  But move them into a raid zone and those two little  stats, crit mit and crit  chance, will take that exceptional player and make them look like an  amateur.  Why?  What did this add to the game?  Nothing.  Some  unimaginative developer/designer a few years ago decided that further  segregating the raiders from the rest was a good idea for some reason.   Either that or they didn&#8217;t even consider the implications on non-raiders  which is even worse.</p>
<p>Before Sentinel&#8217;s Fate, you would see people looking in channels for certain  classes when they needed to fill empty slots in their raids.  Now, those  same messages come with a crit mit requirement that few instance runners can meet.  It really is a shame.</p>
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		<slash:comments>15</slash:comments>
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		<title>Editorial: Three Years of Progression Comes to an End</title>
		<link>http://eq2wire.com/2012/02/01/editorial-three-years-of-progression-comes-to-an-end/</link>
		<comments>http://eq2wire.com/2012/02/01/editorial-three-years-of-progression-comes-to-an-end/#comments</comments>
		<pubDate>Wed, 01 Feb 2012 22:42:27 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[EQ2Wire Commentary]]></category>
		<category><![CDATA[critical mitigation]]></category>

		<guid isPermaLink="false">http://eq2wire.com/?p=12610</guid>
		<description><![CDATA[
A funny thing happened when I was chatting with some folks about today&#8217;s news of Critical Mitigation being completely removed from EQ2. A few of them were surprised when I reminded them that Crit Mit has been part of EQ2 for over 3 years.
Critical Mitigation was introduced in November 2008 with The Shadow Odyssey expansion. [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;"><img class="size-full wp-image-12611  alignnone" title="kaeldrakkel-front" src="http://eq2wire.com/wp-content/uploads/2012/02/kaeldrakkel-front.jpg" alt="" width="500" height="305" /></p>
<p>A funny thing happened when I was chatting with some folks about today&#8217;s news of <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=514354" target="_blank"><strong>Critical Mitigation being completely removed from EQ2</strong></a>. A few of them were surprised when I reminded them that Crit Mit has been part of EQ2 for over 3 years.</p>
<p>Critical Mitigation was introduced in <strong>November 2008</strong> with <span style="color: #800080;"><strong>The Shadow Odyssey</strong></span> expansion. At first, it played no part in solo quests or group zones, thus many people weren&#8217;t even aware of it at the time. But anyone who was into raiding x4 (24 person) zones, and later, Ward of Elements x2 raids, has been collecting this stat for a while.</p>
<div style="margin-left: 30px; border-left: 4px solid blue; padding-left: 12px; font-family: Times New Roman, Times, serif; font-size: 14px;">Critical Mitigation is the reduction or <em>mitigation</em> of the enemy&#8217;s ability to do &#8220;Critical&#8221; damage to you. If an enemy has 30% Crit Bonus, then you need 30% Critical Mitigation to reduce its damage to the &#8220;normal&#8221; amount.</div>
<p><span style="color: #800080;"><strong>The Shadow Odyssey</strong></span> was fairly gradual with the amount of Crit Mit required. At the time, exceptional healers could keep an undergeared character alive long enough to get necessary gear upgrades.</p>
<p><span id="more-12610"></span></p>
<p><span style="color: #993300;"><strong>Sentinel&#8217;s Fate</strong></span> cranked things up a bit, requiring at least 1-2 Crit Mit adornments to do the harder content and making it a bit harder for healers to &#8220;cover&#8221; for a player who a few points short.</p>
<p>But <span style="color: #008080;"><strong>Destiny of Velious</strong></span> went completely bananas, initially requiring Crit Mit to do <strong>all raid, group AND solo content</strong>. Many of us fondly remember getting one-shotted by badgers and sea urchins during the Velious Beta.</p>
<p><span style="color: #800000;"><strong>Everywhere Crit Mit<br />
</strong></span></p>
<p style="padding-left: 30px;">At the launch of Velious, each group zone had a progression of gear, and that progression HAD to be followed to get enough Crit Mit to even consider moving into the next set of group zones. And unlike the somewhat forgiving Crit Mit mechanic of past expansions, Velious  made Crit Mit a &#8220;do or die&#8221; stat. Being a few points short became a death  sentence.</p>
<p style="padding-left: 30px;">Although the requirement of Crit Mit was eventually dropped for <strong>solo content</strong>, and more recently for <strong>all group content except Drunder</strong>, the requirements for raiding have remained incredibly steep.</p>
<p style="padding-left: 30px;">As a result, Velious has attracted parallels to the merciless &#8220;back-flagging&#8221; that made the original EverQuest&#8217;s <strong>Planes of Power</strong> expansion so maddening. Every new applicant to a raiding guild has needed remedial trips to raid zones and targets which the guild has moved on from  (typically EM or non-Challenge zones), just to get the right gear pieces to have enough Critical Mitigation to even dream of resuming work on their usual targets.</p>
<p style="padding-left: 30px;">Ironically, it was into this climate of challenging progression that EQ2&#8217;s well-intentioned <strong>Dungeon Finder</strong> service blundered into and promptly collapsed. A system that randomizes player styles and skill levels into a random selection of zones only works if the content is interchangeable. Dungeon Finder would have been a fantastic introduction in Kunark or The Shadow Odyssey, but with Velious tiered content, it never had a chance.</p>
<p style="padding-left: 30px;">If I recall correctly, Critical Mitigation was introduced as a way to <em>mitigate</em> the need for bi-annual level cap raises which tend to be a tremendous drain on development resources for content which, quite frankly, most people burn through in a week or two.</p>
<p><span style="color: #800000;"><strong>Ending the Crit Mit Rat Race</strong></span></p>
<p style="padding-left: 30px;">Before today&#8217;s news, I had been advocating <strong>a 20-30% across-the-board reduction in Critical Mitigation requirements</strong>. This would be a big enough change that raiders wouldn&#8217;t need to walk down memory lane quite so often, and players would have the option of equipping adornments other than Crit Mit.</p>
<p style="padding-left: 30px;">You may  recall that the mechanics changes in Velious (stripping cool   effects/procs off most items and moving them to Adornments) were sold  to  players with the lofty idea that it would usher in an era of freedom  of  choice.</p>
<p style="padding-left: 30px;">Yet acquiring new gear has been the definition of <em>mixed emotions</em>,   as a a steady stream of Primal Velium Shards  has been needed to   re-purchase Crit Mit adornments for each new  slightly  upgraded piece   of  gear just to stay in the Crit Mit rat race.</p>
<p style="padding-left: 30px;">The reality was, anyone serious about progressing through the harder  group zones, into x2 raids, and finally into x4 raids had only one  choice of adornment &#8212; Crit Mit. An EQ2 developer famously stated that <em>any EQ2 player interested in progression should exclusively be using Critical Mitigation adornments</em>.</p>
<p><span style="color: #800000;"><strong>A New Progression?</strong></span></p>
<p style="padding-left: 30px;">Love or hate Crit Mit, it has marked the progression of gear beyond level 90 for two going on three expansions. Short of raising the level cap, which seems unlikely based on past development comments, what will be the next &#8220;progression&#8221; stat?</p>
<p style="padding-left: 30px;">The ugly truth is, every MMO is a treadmill. The art of MMO design is concealing that reality and doing so tastefully.</p>
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		<title>Breaking: Critical Mitigation Removed!!</title>
		<link>http://eq2wire.com/2012/02/01/breaking-critical-mitigation-removed/</link>
		<comments>http://eq2wire.com/2012/02/01/breaking-critical-mitigation-removed/#comments</comments>
		<pubDate>Wed, 01 Feb 2012 18:08:11 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[Game Updates & Maintenance]]></category>
		<category><![CDATA[Grouping]]></category>
		<category><![CDATA[Raiding]]></category>
		<category><![CDATA[SOE Wants Feedback]]></category>

		<guid isPermaLink="false">http://eq2wire.com/?p=12607</guid>
		<description><![CDATA[
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 &#8220;SmokeJumper&#8221; Georgeson has announced that in the very near future, the Critical Mitigation stat will be COMPLETELY GOING AWAY.
First introduced in The Shadow [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="size-full wp-image-12608 aligncenter" title="Groundhog-Armed" src="http://eq2wire.com/wp-content/uploads/2012/02/Groundhog-Armed.jpg" alt="" width="250" /></p>
<p>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, <strong>Dave &#8220;<span style="color: #ff0000;">SmokeJumper</span>&#8221; Georgeson</strong> has announced that in the very near future, the Critical Mitigation stat will be <strong>COMPLETELY GOING AWAY</strong>.</p>
<p>First introduced in The Shadow Odyssey, greatly expanded in Sentinel&#8217;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&#8217;s the announcement of this revelation from the <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=514354" target="_blank">EQ2 Forums</a>:</p>
<blockquote><p>We’ve listened to all of your conversations  since <strong>Critical Mitigation</strong> 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.</p>
<p>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.<br />
So we’ve decided that a complete removal of it is by far the best solution for all concerned.</p></blockquote>
<p><span id="more-12607"></span></p>
<blockquote><p>Here are the details:</p>
<ul>
<li>Critical Mitigation (the stat) has been removed from the game.</li>
<li>Critical Mitigation no longer displays on the Character pane (for obvious reasons, since it’s no longer in the game).</li>
<li>NPCs no longer use Critical Bonus to add to critical damage.</li>
<li>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.</li>
<li>Critical Mitigation values on adornments will be replaced with hit point values instead.</li>
</ul>
<p><strong>This change will be coming to Test soon and then to the regular servers soon thereafter.</strong></p>
<p><strong>NOTE</strong>:  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.</p></blockquote>
<p>Trust me when I say that I checked the calendar more than once when reading this announcement. The only proximate holiday is represented above. <img src='http://eq2wire.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p><span style="color: #800000;"><strong>What Do You Think?</strong></span></p>
<ul>
<li>So do you think this is a good move?</li>
<li>A total overreaction?</li>
<li>How is SOE going to provide progression without raising the level cap?</li>
<li>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?</li>
</ul>
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		<title>It&#8217;s Almost Here&#8230;EQ2U</title>
		<link>http://eq2wire.com/2012/02/01/its-almost-here-eq2u/</link>
		<comments>http://eq2wire.com/2012/02/01/its-almost-here-eq2u/#comments</comments>
		<pubDate>Wed, 01 Feb 2012 15:10:48 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[EQ2U]]></category>

		<guid isPermaLink="false">http://eq2wire.com/?p=12597</guid>
		<description><![CDATA[
A new website from the makers of EQ2Wire is almost here&#8230;
]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-12600" title="EQ2upromo-LucanAntonia" src="http://eq2wire.com/wp-content/uploads/2012/02/EQ2upromo-LucanAntonia.jpg" alt="" width="640" height="471" /></p>
<p><em>A new website from the makers of EQ2Wire is almost here&#8230;</em></p>
]]></content:encoded>
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		<title>Logging: Velious Raid Target AoE Double-Casting</title>
		<link>http://eq2wire.com/2012/02/01/logging-velious-raid-target-aoe-double-casting/</link>
		<comments>http://eq2wire.com/2012/02/01/logging-velious-raid-target-aoe-double-casting/#comments</comments>
		<pubDate>Wed, 01 Feb 2012 13:53:41 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[Game Updates & Maintenance]]></category>
		<category><![CDATA[Raiding]]></category>

		<guid isPermaLink="false">http://eq2wire.com/?p=12590</guid>
		<description><![CDATA[
A selection of Velious raid mobs have been doubling up on Area-of-Effect attacks since the expansion&#8217;s launch nearly one year ago. Atan (of Unrest) summed up the issues:
Condition 1: Modifieable timers line up such that a mob casts 2 different abilities simultaneously.
Condition 2: Ability that normally comes ever 40 seconds comes twice in a row [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="size-full wp-image-12591 aligncenter" title="dr_strangelove" src="http://eq2wire.com/wp-content/uploads/2012/02/dr_strangelove.jpg" alt="" width="200" /></p>
<p>A selection of Velious raid mobs have been doubling up on Area-of-Effect attacks since the expansion&#8217;s launch nearly one year ago. <strong>Atan</strong> (of Unrest) <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=513667&amp;post_id=5709981#5709981" target="_blank">summed up the issues</a>:</p>
<blockquote><p><strong>Condition 1</strong>: Modifieable timers line up such that a mob casts 2 different abilities simultaneously.</p>
<p><strong>Condition 2</strong>: Ability that normally comes ever 40 seconds comes twice in a row with no delay.</p>
<p>Seems they are both bugs to me, but condition 1 is probably just a result of your design.</p></blockquote>
<p><span style="color: #ff0000;"><strong>Maevianiu</strong></span> is getting serious about addressing the AoE double-casting by raid mobs in Velious raid zones and had these responses:</p>
<blockquote><p>I cannot speak on Condition 1, I&#8217;ll leave that to the designers.</p>
<p>However, Condition 2 is definately a bug, and I&#8217;ve been chasing it for a while now and frankly. I cannot make it happen.</p>
<p>So I&#8217;m adding in some extra logging to try to pickup on when you guys  make it happen and see if I can track it down from there. I&#8217;ll post in  this thread later today with the zone(s) the logging has been activated  in and you guys and post when it happens in those zones and hopefully we  can find the cause and get it fixed.</p>
<p>And, if you guys can find a way to make it happen please post it here it will go a long way to getting this fixed.</p></blockquote>
<p>and:</p>
<blockquote><p>The logging is now active for any instances started after the time of this posting on the &#8220;<strong>Throne of Storms: Hall of Legends [Challenge]</strong>&#8221; zone.</p></blockquote>
<p><em><strong>Update</strong></em>:</p>
<blockquote><p>Logging is also enabled in <strong>Foundations of Stone [Challenge]</strong></p></blockquote>
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