15 thoughts on “The Itemization Puzzle Part 1

  1. Just shows everyone how stupid SoE can be. The lack of communication not only between the Devs and the players, but between themselves just shows how inept the division really is. I personally do not blame Fyre or Aeralik, but I blame their superiors and there lack of judgement if not there intelligence. We can now say that we have a cluster-fu_k with itemization.

  2. Something I’m noticing is that even though SK’s are now using STR as a “straight fighter” anymore, a lot of the itemization for them to be able to use mage items with tons of INT on them has carried over and I have to be careful on what I’m getting or it’s all to easy to find myself with a ton of INT gear still when I do not need that stat at all. Hopefully over time Fireflyte will be able to make a pass through existing items and make them more appropriate for the new stats.

  3. I freaked out when i first heard about item scaling. I think a lot of famous players like jethal did too. The argument was “So now not only do i out level my armor like normal, but now the armor gets even crappier as i level?”. I could imagine if this went live though. I’m a raider and my T4 shard set would be crap right now at 90. My raid guild is still doing T8 stuff like potato. Either we would all have to mentor and hope the armor scales to think we are still 80 or i may have to raid in some crappy treasured stuff i picked up soloing.

  4. I lost all confidence in Fyreflyte when I saw these two snippets from two of his posts talking about + spell damage and poisons:

    “It’s unintended that spelldamage bonuses affect your poisons.”
    and
    “I didn’t realize the spell damage bonus would affect them at all.”

    Assassins, and probably other classes as well, had AAs that gave bonuses to spell damage. The popup message on these AAs said that this would increase the damage of poisons. Right there in game text. This wasn’t some secret exploit or anything, it was an intended mechanic of the game that spell damage/int would increase the damage of poisons for anyone that used them. To find out that the main gear dev didn’t have a clue about this made it a very sad day for me.

    I understand that it’s tough to know everything about 24 different classes, but it’s not like poisons are some obscure thing in the game. Hopefully he has learned a great deal more about game mechanics since then.

  5. As i see this problem. Sony will continually have problems with gear for EQ2 until they set base, define, and support each classes role. If they continue to keep changing the mechanics of of any class. They’ll be continually increasing problems with gear, and how it affect game play.

    To sum what I’m saying up. Fix, and standardize all the classes, then when a foundation is acquired. Fix the loot.

  6. Nice article. 2 remarks.

    One: WOE was much too easy for the quality of gear it presented. By the frequency casual people farmed that zone you can see how risk vs reward was totally off, same as with the skeleton named in Protector’s Realm.

    Two: Gear scaling would have been just another means to do what every MMO has to do with a new expansion: make your old gear undesirable because the new one is better. If people weren’t such a bunch of whiners, they’d “suspend their belief” for a moment and realize that each new xpack only has the task to devaluate their old gear – because making the new gear better and better each xpack will some day just cap everything. How that is done, nobody should care. Essentially they could strip your character naked at the start of SF, and everybody goes from there. The mechanism is just the same. But oh nose, the whining and complaining just leads to having the developers come up with convoluted schemes to do the same in a more careful manner, introducing all kinds of new problems.

    It is obvious that either the problems in the SOE design team or Fyreflyte himself are not up to the task of providing consistent itemization from one to the next xpack, or even within one single xpack. With all the whining about how their precious TSO gear would suddenly be worth jackshit in SF, players just make it much harder for the devs.

    And this disaster is what we got. Thanks.

    SOE should be tougher on the players. Example Rune Etched Helmet from Shard of Hate, and its TSO upgrade from Gozak. Everybody with a bit of brain still uses these, I included. Why does SOE not acknowledge that they failed on that item (twice, actually) and nerf it to oblivion? It’s just ridiculous.

  7. Once and for all, holy crap it is SOE, not SoE, even EQ2Wire can’t seem to get it right, “SoE wants feedback” on the menu. IT IS SOE. SONY ONLINE ENTERTAINMENT… I’m going to go back and watch the BbC tonight to see Top Gear. Or maybe I’ll surf the WwW for porn.

    I have no idea why this is such a pet peeve but please, please people listen it is SOE not SoE.

  8. While gear scaling is a good idea, as things are now, it only works for every other expansion. TSO would have seen no benefit, due to no level cap increase.

    Another problem is that the game mechanics are too linear. Stat caps, mitigation, shield effectiveness, resists, damage scaling from “Nuke IV (master)” to “Nuke V (master)”… too many of these are just (level x constant). Not to mention all the DPS/haste/DA/crit effects that don’t scale at all; they just cap at 100/200 and never have room for growth…

    When the cap went from 50 to 60, that gave the devs 20% room for growth in all those linear areas, which probably wasn’t enough. From 80 to 90, it’s only 12.5%. When you try to cram upgrades to handcrafted, treasured, solo legendary, mastercrafted, group legendary, group fabled, x2/x3, and at least 3 levels of x4 into that narrow window, you’re going to have massive amounts of overlap and itemization is going to be a basket case.

    So we get more and more new numbers to raise every expansion, along with all the old ones we keep capped. Or we raise the “constant” to raise the cap. Or institute a new cap in addition to the old cap, like the Potency-for-stats-over-1200 in SF (it still has a cap, since potency caps at 100%).

    It’s always been this way… remember any outrage about imbued crafted items when they first went in? Procs went from “almost exclusively raid-only” down to the “handcrafted” tier in one update. It’s all been same-old, same-old from there; SF is hardly an exception to the itemization rule.

    How do you fix it from where we are now? Probably Everquest 3… for a couple years, until they do the same thing all over again.

  9. Originally posted by GP:
    Once and for all, holy crap it is SOE, not SoE, even EQ2Wire canā€™t seem to get it right, ā€œSoE wants feedbackā€ on the menu. IT IS SOE. SONY ONLINE ENTERTAINMENTā€¦ Iā€™m going to go back and watch the BbC tonight to see Top Gear. Or maybe Iā€™ll surf the WwW for porn.

    Sorry you underwear are in a bunch over a typo. I have corrected the Category, and I have gone back and changed some of the references from SoE to SOE. Honestly, when it was first pointed out to me that it should be SOE and not SoE, I thought, maybe my subconscious is trying to make a comment here. After all, SOE haven’t always been so great with the “Online” part of their business.

    If you find any more, try sending an e-mail.

  10. Originally posted by Lessing:
    Nice article. 2 remarks.

    One: WOE was much too easy for the quality of gear it presented. By the frequency casual people farmed that zone you can see how risk vs reward was totally off, same as with the skeleton named in Protectorā€™s Realm.

    For its intended audience, Ward of Elements was balanced very well in my opinion. I am going to go out on a limb and guess that you have never been this zone outside of guild groups or dedicated raiders.

    For its intended audience of Tier 2 shard armor, no Mythical, maybe 1-2 pieces of Fabled jewelry, and 185 AAs, I thought Ward of Elements was fine. As you gear up, it gets easier, and it’s completely trivialized by Mythical, T4 gear, and level 81-90 gear.

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