View Full Forums : REVIEW: Last 20 days


Gimli fan
09-10-2002, 01:08 PM
Most of this info was followed on eq.castersrealm.com where all real EverCrack folks go for their news.

Here is how the last 20 days have gone. This will bring you up to speed. Ignore my parens if you want just Verants facts.

My main gripe is the open endedness of their wishy washy goals. Makes us have to retro discuss already made changes or take shots in the dark as well all have been doing.

For the sake of argument I want to point out that Druids get ports and snares. Also that I use harmony to get phat loot ;)

Feel free to delete this post if any or all apply:
- to long
- re-states only information already discussed
(Lots of folks have been yelping about quotes so I just
put the whole 20 days history down with few ommisions)
- to many flames come
- you feel like it
- I should just shut up and level my alts



August 21, 2002 eq.castersrealm.com

A slightly scaled down version of Complete Heal is being tested for Druids & Shaman. The spell is currently set at Level 54. The spell would only heal 75% of the target players hit points up to a maximum of 2925 for Druids and 1950 for Shaman.
This spell has been very clearly marked as Test Only however and may not go live at all.

(Spell found on test. Druid, and Shammy's happy...Clerics choke on their tater chips.)

--------------

August 22, 2002

A number of new spells were added to the Test Server for Clerics today. Two of the spells should provide some extra versatility to the healing options available for Clerics, whilst the others may be more useful in general gameplay.
Here are the details:

Hammer of Judgment
Yaulp V
Ethereal Light
Ethereal Elixir

(New cleric spells hit test.)

---------------------------

August 23, 2002 Rich Waters on Testing

We wanted to talk a bit about some of the recent changes we're testing out on the test server and how they affect our customers.
Putting new ideas on the Test server is really an interesting thing to do sometimes.

(Statement of fact == SOF. A deep though from the sounds of it, glad its interesting for you..us to.)

On the one hand, players are constantly requesting upgrades, changes, new features... yet when we need to test some of these new ideas out to see how they work in a real situation, lots of people jump up and down in a rage.

(SOF, must be talking about priests in this case.)

This is aggravated by the fact that often people have incomplete information, so the new change may not even be what they think it is.

(SOF, you are the cause of the incomplete information by withholding the goals of these tests.)

New features, changes, and ideas on Test server are there to be tested.

(SOF. Really? Wow that’s for treating us like children, can you get to the point?)

They may go live after some testing, they may get significantly changed, or they may end up not working out and being removed from test.

(SOF. Or they may be removed from live servers...)

If you see changes on Test that you like or dislike, by all means send in some feedback and let us know what you think - we're always happy to get more input from players.

(Request for individual feedback.)

It also works to just post your opinions and reasons on one of the many class message boards in the EQ community, everyone on the dev team reads many of those boards each day and keeps up on the hot topics concerning each class.

(Indicates class boards are read, place you opinions (rants, insults, class bashing....) on boards. I can't image they sift through all this filth, by that I mean my posts...and yours.)

The game has grown and shifted enormously from when it was initially released, and the role of each class has changed in many ways.

(SOF)

Some classes have worked out fairly well, some have seen significant changes in the past, and certainly a few need some meaningful alterations to fit into present-day EverQuest.

(SOF, and indication that balancing is currently taking place/being tested)

We're well aware that not all classes have grown equally over time.

(SOF, some classes are imbalanced. Perhaps indicates that the relative number of each class has changed as well as the relative desirability.)

When the game was originally designed, no classes needed to have things like a defining raid role, as frequent raiding simply didn't exist in the original view of the game.
(SOF)
Over time, many new factors have popped up and were retroactively squeezed into class balance, with varying degrees of success.

(SOF. It’s darn hard to please half the people half the time.)

It's our goal that all classes have a vital role, scale well with other members of their class, and remains desirable in many situations.

(Defines a goal or mission. Also points out that really nobody should be desirable all the time. Uh oh, now that opens a can of worms, and it’s in a mission statement. I agree though, if you can keep balance in the force.)

Attaining and keeping that balance with so many classes and play-styles is a slow process to get right.

(SOF, sorry these things take time folks.)

It's better for everyone involved if we take the time to correctly balance and test before moving to live servers, as it causes tremendous amounts of frustration to players when we need to change an item or ability they already are using.

(SOF. Indicates powers can be given as well as taken.)

Some of the things we're working on right now will be controversial - some players are going to love them, and others are sure to be angry about the changes.

(Talk about statement of fact!)

By the time these changes are done, the game will be healthier, more entertaining, and better balanced for the majority of players.

(Defines reason and result of goals.)

I know it's hard for people to keep a positive outlook when big things are changing around them and they don't necessarily see how it will turn out in the end, but I hope you'll continue to be patient and try to believe we have the good of all classes very much in mind as our goal.

(Re-state patience is needed, attempt to sooth classes that feel jilted past & present)

Some big changes on Test right now include the introduction of some new healing spells for priest classes.

(SOF. Pending as only one priest has new healing spells, and the others have only one spell being tested.)

This is a sticky topic with many players, especially as it's left clerics with concerns about their desirability to groups and raids.

(Clerics first class mentioned specifically, brings up fact that Clerics have concerns/issues.)

The decision to make some changes to clerics has been a long time coming and much debated before we decided to move ahead with it.

(More on Clerics, seems to indicate a late night beer drinking session.)

Clerics are an unusual class as at high levels they become mandatory for raid encounters, but often are thought of as unneeded in high-level groups, and lack the ability to solo efficiently.

(The solo portion being SOF, grouping portion with relation to other classes desire in groups seems more a statement of perception...but written as SOF.)

With the introduction of some better raid-level heals for shamans and druids, clerics can be assured that we're intending to give them more versatility and greatly improve their group and solo roles.

(The other priests are mentioned. Multiple "raid-level" (not raid only) heals are promised. Clerics are mentioned in the same breath and promised "more versatility to "greatly improve their group and solo roles, role on raids not mentioned for clerics.)

It should be possible to have any priest class function as an effective healer, but if you want the best and most efficient healing you'll always get that from a cleric.

(Clerics mentioned specifically again, this time that they will remain the best and most efficient healer, makes sense. The "other" priests are mentioned in that it "should be possible" to function as an effective healer (not adequate)...but no definition of what effective means.)

I'll stop by the cleric board and make a post about more of the cleric specific concerns, but you can be certain that the new heal spells for the other priests are not going to make clerics obsolete by any stretch of the imagination - expect for the role of a cleric to become more entertaining, versatile, and valued soon.

(Clerics again, indicates personal visit to Cleric boards to post (has he?) about "concerns" and the new heal spellS for the other priest classes. Of course there are no other spell(s) for priest classes so perhaps he is discussing the new Cleric spells.)

Classes are continually being looked at and revised.
(Re-SOF)

If there are legitimate issues with your class, we'll certainly be addressing them over time.
(Statement of intent w/o timetable for all class, no mention of "caster balance".)

We're working our way through the classes and given time we'll be addressing each class with any needed fixes.
(SOF, no timetables but various minor tweaks have come out for non-Clerics, and DOT stacking.)

These things take time, but we're committed to bringing you the best game possible.
(Re-SOF, and statement of intent...bringing us the best game possible.)

Rich Waters
Lead Designer, EverQuest
Sony Online Entertainment
-----------------------

August 23, 2002 Rich Waters on Cleric Changes
Lately, we've been working up some changes to help balance out the cleric class. This is important to get done before Planes of Power, as it's the foundation for the growing role of priest classes in the future of EverQuest. The goals behind these changes are to:

(Clerics are the baseline for priests. Healing will be important in PoP (DUH!), maybe more folks should be able to heal the damage that is inflicted in every encounter in this hack and slash game.)


1. Provide clerics with useful group and raid roles as other
priests gain raid quality healing

(Retain powers and grow needed powers as baseline healer, re-establish (missing?) usefulness before other priest changes go in.)

2. Decrease the cleric's mandatory dependency on grouping for any reasonable gain.

(Allow Clerics a % effectiveness of soloing, no mention of the fact that grouping high level encounters will provide more EXP with coming EXP changes.)

3. Increase the level of variety and interest involved in playing a cleric

(Address the fact that playing a Cleric is almost as boring as quad kiting...well gee they figured out Clerics were boring, about time. When added to the length of time needed...wow.)

The first part of the change was to add the following spells:
Hammer of Judgment - CLR/56 (summon a hammer with a powerful and frequent proc effect)
Yaulp V - CLR/56 (self only melee and mana regen buff. Adds haste, dexterity, mana regen, and stamina regen)

(Some of the new candy, and indication of how clerics are going to solo)

These spells are useful in allowing the cleric to do a new form of combat damage. Clerics use the new Yaulp spell to gain melee haste, standing mana regeneration, and increased Dexterity. This helps out a great deal by allowing the cleric to use their new summoned hammer at peak efficiency.

(Explanation, no mention of the nerfs coming in a few hours.)

The summoned hammer is a unique weapon in that it has a very high proc frequency, doing 75-150 damage per proc.

("very high proc freq", is that a good idea? No mention of the killer stats.)

This allows clerics to do reasonable melee style damage by relying on the procs alone. The cleric's pet "Unswerving Hammer of Faith" has had it's (its) mana cost and casting time lowered, as well as it's (its) effectiveness upgraded. The hammer pet cannot be riposted or effected by spells, though it is rapidly killed if no one is tanking for it. The hammer pet still poofs after each combat, but for the new price of 250 mana, it adds an amount of damage that's very competitive with other damage-over-time spells.
(Mana cost lowered)

Using Yaulp + the Hammer of Judgement, the cleric begins to be effective in toe-to-toe combat. Other supporting spells available to the cleric are his low cost summoned pet, and the Mark of Retribution/Mark of Karn spells. Using a combination of these spells, along with the clerics excellent buffs give surprisingly good results. In testing, clerics have been effective soloing the entrance to Charasis and Chardok, grouping in a number of high end dungeons, and even making reasonable experience as a two-cleric duo in Cazic-Thule.

(The drunken test.)

This upgrade allows clerics a new style of relatively effective soloing, as well as some excellent options to add value in groups. While this may not be sufficient to get clerics into groups by itself, it does add significant value and allows even multi-cleric groups to be profitable. Fairly extensive play-testing, both by game designers and clerics on test have proven these spells to be effective, and perhaps more importantly, very entertaining to use.

(Entertaining if it remains...sure you don’t want an undead quad kite spell, undead snare and two undead quad kite zones with a couple camps in each? It’s a barrel of laughs.)

In addition to the added spells, we'll be trying out the Bash skill for Clerics, beginning at level 25. While this skill will cap out lower than their melee counterparts, clerics should still get a decent amount of value out of this addition. It adds a bit of damage as well as a free chance to stun opponents. This also works well with the recent improvements to shields on Test, that give a meaningful boost to armor class, in addition to a chance to block incoming blows.

(Little bit to get pally's nervous. Nice interrupt to accompany stun spells)

The following heal spells were added to the cleric class:
Ethereal Elixir - CLR/60 (group version of the Celestial Elixir heal-over-time spell)
Ethereal Light - CLR/58 (upgraded version of Divine Light single target heal)
Ethereal Remedy - CLR/59 (upgraded version of Remedy single target heal)

(Three kick butt heal spells for ya.)

These spells are not expected to add a great deal of power to clerics, as clerical healing is already more than sufficient. These spells are all minor but useful upgrades to existing clerical heals. The goal with these spells is to round out a cleric's healing versatility and allow them to tailor their memmed healing line-up to whatever adventuring situation they find themselves in. With this large selection of healing spells, clerics are able to fit various situations more efficiently than any other class.

(Yeah, we can all see that, we see the spells. Funny line "as clerical healing is already more than sufficient." ??? Seldom do I use more than one question mark but...eh? Do you mean to get ready as Druid and Shammy will get heals that add a great deal of power as their heals are less than sufficient?)

It's important that clerics maintain their role as the premier healer of the game.
(Re-stated from previous letter. Don’t think anyone is arguing this. YOU BETTER NOT BE DRUIDS, course cleric will be top healer)

Raid quality heals are being added for other priests to allow them to fulfill their role as secondary healers in most situations.

(Re-stated from last letter, wording changed from "raid-level" to "raid quality" heals. Same malarkey with no specifics.)

Clerics have always been a healing specialist, but the situation has escalated such that many raid level encounters may not be undertaken without disproportional large numbers of clerics.

(Statement of Fact == SOF. This one hurts when your class aint even invited.)

No other class has been able to fill in if a cleric is absent, and healing is too important of a role to allow one class to dominate it so completely.

(SOF. Really, healing is important in a hack and slash game?)

After these changes are complete, clerics will still be the very best of healers but other priests class are (classes are) able to substitute to some degree.

(A goal or mission. Notes that clerics will be the very best...as we already knew. Also makes vague promises of "substitute" (I wonder if the first draft said "replace" hehe.) to "some degree"...means what? Currently I sub in about 20%, what degree is that, 32 F?)

Clerics are going to receive additional changes so that they have some abilities that makes them more sought after for grouping.

(Seems to hint at massive changes to EXP increases for mobs that fall to cleric dependant groups, or perhaps the addition of utility spells such as invis. No mention of nerfs to the hammer being tested, etc.)

The final ability choices will be made after this first set of changes is evaluated and tested more extensively.

(Whoa. lets make sure Clerics dont get to powerful.)

It's very important that clerics have an ability that makes other players say "I really want to invite a cleric because they can do X, and that will be really helpful." This is vital to the health of the class.

(Short way of saying I want to invite clerics because the mobs will hit me and cause me pain that the cleric can heal, and if I die I wont lose any EXP or have to make a corpse run. Thanks for the rez's clerics, I love you...don’t hate me because I leave a smelly corpse.)

All priests should offer a similar level of value in solo, group, and raid situations, and they won't be considered balanced until this is true.

(Seems to be statement of a goal but says, "should" not "will". Goal indicated seems to be:
"I really want to invite a druid/shammy to my group/raid because the can do X?X, and that will be really helpful.")

We understand that there's a lot of trepidation at major changes, and fears that your class will become less valuable in the game.

(Pokes at the Cleric whines.)

When the changes are finished, I think most people will be pleased and will feel that their concerns have been listened to and addressed.

(Mission/goal. So far so good, eh?)

The health of all classes in the game is as important to the dev team as it is to the many people who've spoken up passionately about their concerns here on this board.

(Letter to Clerics so I guess thanking them for their passion.)


Thanks for your patience,

(Rich is losing his patience.)

Rich Waters
Lead Designer, EverQuest
Sony Online Entertainment

-------------------

August 24, 2002 Test server patch

Experience: Post-50 characters will now gain far more experience from hunting NPCs at or above their own level than ever before. This is a test of a potential new system. Briefly, the idea isn't really that much of a stretch: The larger the risk you take, the larger the reward should be.

(Being the best really count, and grouping gets better EXP now.)

Experience: Post-50 "hell" effect levels are gone. There are no longer any levels in EverQuest that are anywhere near twice as hard as their previous levels. Please note: This does not change the amount of experience required to go from "No experience in level 1" to "Full-bar in level 60." It's just about smoothing out the trip.

(No change for a lvl 60, maybe some folks lost exp...whatever.)

---------------

August 26, 2002 EXP Clarification

Yesterday's patch message regarding experience gained from harder NPCs wasn't worded right. It gave the impression that only white, yellow, and red /con NPCs would yield a change in the experience given.
Instead, let's try it this way:
Experience: Post-50 characters will now gain more experience from hunting NPCs closer to their own level than ever before.(Meaning: Higher level blues, whites, yellows, and reds will pay off considerably better than they have in the past.)
This is a test of a potential new system. Briefly, the idea isn't really that much of a stretch: The larger the risk you take, the larger the reward should be.
The additional time that it takes to gain experience from high blues, for example, should now be rewarded more appropriately. Groups who test their limits by fighting NPCs that are hard to them should reap the greatest reward

( ...a better explanation)

---------------

August 27, 2002 Zero sum

...
And I disagree about the whole 'zero sum' idea.
...

(Absor disagrees with the whole 'zero sum' idea.)

---------------

September 4, 2002

I just wanted to let you know about this sooner rather than later. We're not completely finished with testing and evaluating the semi-complete healing spells, so we won't be pushing them to the live servers tomorrow. We haven't given up on them, we're just not done looking them over.

Alan

(Much needed info given in time. One a select few good PR moves of late. No mention of other healing spells going in.)

-------------------

September 4, 2002

Big patch day.
Live server’s get the big patch...wont repost ;)

Some stacking issues fixed.
DOT Stacking ...most pleasing to Necro's, then Shammy, then Druids. Yeah! (Druids nukes get better than DOT)
EXP changes...reduces the amount of EXP in the game for many soloers, increases EXP for the
more efficient groups.
Resistance changes...hurts casters?
LOS changes. (Hurts some things, helps with runners)
Sound and Music (They have begun working on the weak sound in the game.)
Pets
Keyrings
UI
Bazaar
AA EXP...takes more time to get a AA EXP point? Hey why not EQ2 is coming out next year.


I think we all remember this:

Priest Changes
Clerics gain the Bash skill beginning at level 25. They will have a maximum skill of 125 at level 50, 165 at level 60.
Clerics gain Hammer of Judgment - a level 56 summoned hammer with a powerful and frequent proc effect
Clerics gain Yaulp V - a level 56 self-only melee and mana regen buff that adds haste, dexterity, mana regeneration and stamina regeneration.
Clerics gain Ethereal Elixir - a level 60 group version of Celestial Elixir, the heal-over-time spell.
Clerics gain Ethereal Light - a level 58 upgrade of Divine Light, the single target heal spell.
Clerics gain Ethereal Remedy - a level 59 upgrade of Remedy, the single target heal spell.

(Boo hoo, I feel a bit left out. Great patch for priests, I really underestimated how great this patch is for me.)


------------------------------------------

September 6, 2002 Follow up patch

The soler EXP they took out of the game returned. (Umm yeah I wanted to spend 2x do the same mundane thing...)
EXP added to the game for fighting high level mobs (omg what a novel idea. Add EXP to this timeless game.)

(Least you can still sit you un-grouped behind on Raptor Island or the Grey and bore yourself to death for the same amount of time to accomplish your EQ goals. Lmao. Best EXP is an efficient group, though balance to the classes is far from done. Cart before the horse thing.)

Cleric melee power nerfed, made a bit of a comeback later but never to the fun of day 1 and only.

---------------

September 8, 2002 New Cleric Spells

Lvl 58 Hammer of Divinity
Lvl 60 Hammer of Souls

(Couple spells for Clerics.)

------------------


September 9, 2002 Druid Epic change confirmed

Stealth change that pleased many Druids on the boards no doubt provided some surprises for those that don’t read the boards. The epic had its snare removed, but the change was not noted in the September 6th patch...hope you had ensnare up or enjoyed your dirtnap.

Gimli fan
09-19-2002, 12:16 PM
New PoP spell preview comes out:

61
spells (worthless)

62
spells (crap)

63 spells ( one heal, finally cold debuff...LADI FREAKIN DAH!)

64 spell (lol)

65 spells (insulting)


They all pretty much suck. Loose ground in healing and damage dealing the only things in this hack and slash game.

No mention on priest balance.

EQ community panics at the though of losing one of the two porter in the game...then remembers the Plane of Ports.

Gimli fan
09-19-2002, 12:20 PM
Forgot.

Tuved looks like he is breaking down the straight away to win his bet on when Verpissant will bring "balance" to the force.

Up Irish.

Tuved Stormrunner
09-19-2002, 03:42 PM
LOL

sudawilde
09-19-2002, 05:44 PM
(Least you can still sit you un-grouped behind on Raptor Island or the Grey and bore yourself to death for the same amount of time to accomplish your EQ goals. Lmao. Best EXP is an efficient group, though balance to the classes is far from done. Cart before the horse thing.)


This one statment hurt the worst. The reality of it is painful, and i am thinking that it sucks. Why does the druid always have to be last? Everyone gets this great new exp and a druid out side of his own guild cant get a stinking group? I know there are other class's that get the group shaft too, and it sucks for them too :(

Vi wake up, you are loosing it..... Get your Collective (insertsomecolerfulwordhere)'s in gear and get balancing Done NOW. This is so typical of you, i have come to expect you to throw steak to 2/3rds of the class's and Bones to the other 1/3rd. I am watching friends leave, and it makes me sad, and the less friends i have here the less i want to be here! get the point? Can you say domino's?

Gimli fan
09-21-2002, 03:29 AM
The weekend arrives and there is a mystical feeling that SOMEthing is going to happen....

We all feel a strange breeze blowing. Tumble weeds roll by, and it seems there is a howling voice on the wind.

Folks rush to sell their level 3 focus items, the price of Druid spells holds high, and lvl 60's come out to max out there EXP before the leaves turn.

All Druids eyes turn to next week...


(PS. JK, actually I feel quite awake and ready to get outta here by not playing this week. I abandon my quest to get to 60, got bored. I anticipate next week will be an interesting week as the company has gotten all its important business out of the way. Oh yeah, plus I will cancel my account if there is no Druid news next week.)

Luviane01
09-22-2002, 05:13 PM
Gimli...thank you for that "play by play" post. I think I'm going to print it and hang it up near my computer. I loved your witty little comments. So fitting =)

For the past few weeks, I have developed a hatred toward Verant and EQ. The only way I'll log on is if someone is holding a gun to my head.

I decided to check out when SWG comes out (supposedly Dec 16th), but wait....that's a game by Verant also (yes, I knew this already). I'm tired of blindly forking over money to a company that doesn't take customer satisfaction into consideration and manages to smoothly dodge customer concerns. Hmmm, I wonder if any of the people working for Verant are into politics?

I laugh everytime I see news on the EQ Invasion Tour. They can't seem to find new customers, so they head out into the communities and try to get new people addicted?

I think it's either time I got my life back before I got addicted to EQ or check out what Brad McQuaid and Microsoft are up to.


/sarcasm off

Cassea
09-23-2002, 09:22 AM
Thursday will either be my return to EQ or the end of three plus years with Verant NEVER NEVER NEVER to return to anything with their name.

So Verant which will it be?