From the EQ2 Forums:
- Fixed a bug that allowed agnostic dungeons to bypass level recommended code for XP reduction. Dungeon Maker dungeons now start reducing XP after 95.
- Resolved an issue where the Save option wasn’t available after equipping an item that first required attunement.
- There is now messaging when a specific instance of an item could not be found when equipping a set. This messaging differs if another copy of the item was found and equipped instead.
POPULATION / ZONE PROGRESSION
- Two [Solo] zones were mistakenly spawning collection shinies, which have been removed. Collections are intended for zones of Advanced Solo difficulty and higher.
Temple of Ssraeshza: Echoes in Time [Raid]
- Diabo Kela’Set no longer roots players under 40% health.
Ossuary: Resonance of Malice
- Praetor Pheris will provide feedback as to why he is casting Bonewall faster.
- Praetor Pheris will no longer occasionally hit someone who should not be hit with Bonewall.
- Praetor Pheris now has a hard limit on how faster he can cast Bonewall.
- Valdimus V’Derun will now properly execute his script all the time.
- Basepop will now be slightly easier.
ABILITIES / ALTERNATE ADVANCEMENT
- Crystallize Soul now summons the correct item when the spell is a Grandmaster.
- The Aerakyn Wing appearances now have the proper names.
- Inspired Malevolent Chain Legs now realize that they’re actually cloth.
- Maligant Blocker is no longer mastercrafted.
- Players using Pteranodon mounts below the level at which their stats are active will no longer receive ‘requires level at least 100’ messages when zoning.
- Corrected a bug that prevented spiritstones [Green Adornments] from gaining experience.
- Unsafe Harbor: Antonia and Vishra’s conversation should now trigger correctly and update the quest as intended.
- The Allu’thoa Menace: Dispatchers should now properly run away when attacked. They will no longer occasionally become untargetable and stuck in combat.
After Holly’s mention of an adjustment to Dungeon Maker XP that didn’t materialize, I imagine most players assumed that the issue had been dropped. Now 8 days after the All Access launch of Altar of Malice, and after most raiders and hardcore players have already leveled their characters, it looks like the door is being closed to using Dungeon Maker for level 95+ XP grinding.
On one hand, I can understand the EQ2 design team’s sentiment that players should see and experience the game’s best new content, acquire new gear and level-appropriate spell upgrades, and become used to new game mechanics. And it’s undoubtedly healthier for the game if players are bumping into each other, forming groups, and otherwise interacting. Otherwise, a game with some 50,000 active players gets unfairly tagged as a “ghost town”.
On the other hand, for some players (specifically raiders), level cap raises bring no pleasure and serve only as a temporary roadblock to character progression. This may seem counterintuitive to a casual player who views leveling AS progression, but these days, between grinding tokens, finding extremely rare harvests for researched recipes, acquiring rare adornments, and the normal progression through gated raid mobs, a few hours of artificially slow leveling actually makes very little difference in the long run. Even if you feel that MMOs should still have some “uphill both ways in the snow” aspects, it’s odd to see this change going in after the damage has already been done.
Only time will tell if yesterday and today’s XP boosts to Altar of Malice contested heroic, advanced solo, and solo zones, as well as heroic mission quest XP will soften the blow.
A footnote to this change will be that it will likely mark the ignominious end of Dungeon Maker. Once hyped as outlet for player creativity and world-building skills, Dungeon Maker has been reduced over the years to an XP assembly line for adventurers, and a nearly-endless storage locker for decorators. Dedicated players have tried to breathe live into Dungeon Maker, but there’s only so much you can do to soup up a Dodge Dart.
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