From the EQ2 Forums:
GUILD HALL AMENITIES
Depots
- You can now set tradeskill access separate from withdrawal and deposit access on each Depot’s UI.
- Transmuting components are now labeled properly and can be added into the harvest depot by selecting the appropriate choice in the deposit dropdown.
- Treasured – Fragments and Powders
- Legendary – Infusions
- Fabled – Manas
ITEMS
- Augmented Blessing and Augmented Smite no longer stack proc chance. They now increase in effectiveness for each similar effect you wear.
- Augmented Blessing and Augmented Smite no longer proc in PVP combat.
- Augmented Blessing and Augmented Smite’s “On Damage Received” effect can now only trigger once every 15 seconds.
DUNGEON MAKER
- XP for weaker creatures has been reduced in dungeon maker dungeons.
Fine, its good that stuff are being fixed but %¤”%¤”& why havent they fixed the green adornments that require you to take damage? I bought one of those for alot of plat, using it for a full day, taking damage with “0%” showing on it. Apparently tanks get like maximum 4% for a day of tanking with them at level 0. That is not okey, and so near broken you can come…. I´m not easily agitated but they´ve had alot of time to fix this. And its not hard to fix either.
I had the same experience with a green adorn for tanking.
“Grit of the shiverback king” I believe was its name, I paid 160 plat for it on the broker and wore it for about 3 weeks, playing as a raid tank 3 times a week, and tanking dungeons + completing 1/2 of the signature quest line.
I reached 8% of level 0. That adorn was overwritten by another tanking one that I just need to earn XP for and its 43% after a week or so.
So if I see “requires user to take damage” then I just don’t bother now.
There was absolutely nothing fixed with this update, so I have no idea what you are talking about Kong.
Instead of fixing Drinal or getting the loot options set on the chest for Teku, they are jerking off and nerfing things. The Augmented Blessing and Smite procs were not hurting anyone and there were some very happy crafters because that stuff was selling for a ton on broker.
Now it is worthless and as if the DM didn’t already suck enough they are reducing the exp on some mobs in there.
So pray tell exactly what do you see fixed with this patch today?
The only thing that is going to result from this is some other things are gonna get broken as a result.
Typical SOE. A minority complains about something that is a perceived injury to them (generally someone getting something for “free” or with less effort than the complainer), and they feel compelled to take something away from another group to satisfy them. Bravo!
Reminds me of the endless class nerfs in the old days. Defilers complain that Templars get X, so Templars get nerfed. Paladins complain that SKs get X, so SKs get nerfed.
I dream of a world where “fixing” balance and other issues isn’t just taking away from one group to satisfy another. The real “game” here seems to be seeing how loudly you can complain about irrelevant issues so devs can waste valuable time that could better be spent fixing real problems.
another empty patch.
But i m happy then try to change depot, and finaly correct mislabeled mutting stuff.
Still some other minor thing need to be “fixed” befor correct major one like Teku 😛 lol
lol nerf DM, it’s not dead ! nerf nerf nerf it ! i got xp while doing it. Set it to 0 xp problem solved lol. How many time DM xp got nerfed since start ? I dont care my Dungeon are never touched by all your nerf… i dont use the easy way. And still 😛
Come to my dungeon they are nerfproof.
I m glad they fixed the proc from experimental (and i m happy to see people cry about this loss).
Even the proc should have been like ALL other proc… limited to one and dont stack at all.
They was too kind to still allow the proc to cumulate. Way too kind. It’s not the proc rule from most major item, but a crafter can bypass god rule now 😉
While shawl still have a ridiculous proc rate compared to few AA … (and i feel it proc less and less with time)
I love to see people cheer “fixes” like this when so many other things are fundamentally broken. SOE always ignores the core issues, preferring instead to address symptoms. Feldon made an excellent case of this when he spoke in detail about the irrelevancy of 1-80+ content. If SOE really wanted to fix the “problem” of how people choose to level given the reality of the game today, they would scale up the old content in difficulty and make significant adjustments to quest experience to incentivize the style of play they want most players to conform to. These nerfs here and there to reduce the allure of power leveling may satiate the jealousy and nerd rage of the purists, but it does nothing to solve the real core problems.
EQ2 is now a game that begins at level 90. If we don’t have the time/money/interest in making 1-89 anything other than a temporary barrier to get to 90, then we shouldn’t give a damn about how people choose to get to 90 when they can start playing the “real” EQ2.
Powerlevelers aren’t the problem. SOE’s development strategies are.
It’s interesting that some people think this wasn’t a fix or a needed change when it was. DM wasn’t functioning as intended, when people started using it as a substitute for playing their game like they wanted, they had to do something about it instead of fixing the other things that need fixed.
Then the people who caused SoE to have to change it blame the 3 or 4 people that were complaining about it as if that had some sway in SoEs decision. They only left it for as long as they did because it was over a Holiday that it got widespread.
I’m speaking about the principle – this isn’t the first or last example of everything I posted about.
Lempo +1
I dunno… I use DM’s to PL a ton both before and after the Experimental gear; and I think something probably needed to be done. Last night my preferred zone took me 15 minutes to complete, this morning it was back to about 40. Each run gave me 1200 DM Tokens and an insane amount of XP. On double XP weekend I could go from 0-320 AA in 3 to 4 runs (45 min to an hour). The fact that my 22 Zerker can parse 5M DPS and 150K HPS in the zone tells me something is goofy… The single biggest advantage of DM zones is that with .5% Vitality I can receive the benefit of that vitality for the duration of the DM (since it is only used when you zone out). So can effectively use 600%-800% vitality when I only have .5%. If you have no issue with this then they might as well remove Vitality from the game altogether; why should this mechanic alone bypass using vitality?
I do want to add to my comment above that I’m not suggesting that there are not “broken” elements to the game that I would rather see SOE spend their resources fixing.. Just saying if you are honest at all DM PL runs were certainly OP; and not being used as intended. On the other hand I doubt I would bother running them at all if they weren’t the best XP/Hour ratio I can find (especially when I’m low or out of Vitality).
looks like all the depo’s are broken
The depots need to be set through the depot options which are ON the depot and not on the guild hall door anymore (and can be set by trustees only of course)
On an unrelated note… EQ2u seems to be down.. database error
Play your way is crap, I’d just like to see SOE admit it. Someone used their toys in a way that THEY found fun and someone else didn’t like it. The whiners convinced Sony that they could sell levels and the fear of lost revenue is a strong motivator. It pains me to agree with Lempo, but I can’t disagree with him on this one.
Anyone who believes this was a critical game breaking feature should wake up and realize that the game isn’t about people playing the way YOU think is right. Sony made the decision to support all play styles that are fun for people. That means way more people who play in ways I think suck.
Life goes on.
It´s a fix, because this was a bug (the SK powerleveling). Anyone who don´t admit it, doesn´t know the facts. But yeah, there are other matters at hand. The adorn fix (for the Grit of the Shiverback among others) was promised early January. Nothing yet…
Koleg,
Trying to stop powerleveling is idiotic.
This has nothing to do with Shadowknights. I can powerlevel toons with my ranger with a inq merc.
If SOE ever adds an insta-90 I’m going to laugh at all the people who have been saying “We have to stop fast leveling and force people to play the game the way *I* think it should be played. We have to artificially slow down gameplay even for your 3rd, 4th, 5th alt. etc”
The EQ2 Lead Designer who nerfed Firemyst Gully, Chelsith, Anathema, etc. no longer works at SOE.
@Kong
Where was the SK powerleveling addressed?
In lowering the XP on weaker mobs?
I don’t know if you mean the unlimited target AOE or w/e
Is that what you call fixing?
If so I’m sorry to tell you but that is half-assing it at best.
The fix today had nothing to do with SK’s, and toon even a cloth wearer could be the tank here
@Lempo – completely agreed.
See all of you on the other side think that we’re just complaining that our “free PL” was taken away, but that wasn’t the case here at all. As Lempo says, they did a broad change that won’t fix the core problem but will screw over other people who weren’t even doing this to begin with. Very typical to paint with broad strokes and throw the baby out with the bathwater.
The issue of whether the DM “exploit” was “broken” or not is completely irrelevant. Show me how it harmed play for anyone in the game. Show me how autofollow leveling harms anyone.
@Feldon – AMEN, BROTHER.
Is that a veiled suggestion that prioritizing this fix was “strike one”, Feldon? 😉
I’m sure it’s more Squeaky Wheel Syndrome.
i hope they ll never put instant level… it’s like remove level. They can also remove plat while they r at it. It’s not sims (not yet)
I don’t understand how people can complain about fixes being too small or being the wrong fix. Large fixes like Drinal and Teku take time and effort. Most companies, including the one I work for contain several levels of experience. You have the experienced senior developers who know how to tackle complex issues like Drinal, and junior developers (like myself) that can fix smaller bugs rather quickly. If you check the update notes on my company’s software, many of the bug fixes come from me, while the important bug fixes are few and far between. Would you rather have small fixes every week, or only fix large issues once every three months in a Game Update with small bugs running around?
I still think they should just include all transmuted items in a section called “uncommon”
The major problem with nerfing the smite/blessing gear is the other pvp gear is broke… SOE needs to fix that broke crap then people wouldn’t result to coming up with there own solution. They should ignore the people on the “Blue” servers cause they don’t know what real pvp is until the go out to WF and watch people die so fast from the massive DPS that classes play. Which is why i don’t play my healer in open world any more. I’ve seen where healers are have become less and less involved in open world.. Bg’s aren’t PVP thats a zerge fest with a random class vs class set up. Another point i’d like to bring to the table is Good Vs Evil.. Exiling should not have a set of gear for pvp.. I’d love to see it go back to the gear like it was back in the gold old days.
Benj, I would rather have had them delay the expack release a few weeks. Drinal was actually killable for just how long because of how buggy the encounter was when it was released?