| Played: 1274 | Download | Duration: 01:05:36
Played: 6674 | Download | Duration: 01:07:25
| Played: 980 | Download | Duration: 01:07:04
Cody helped dig this up, so big thanks to Cody. I apparently need to do more visits to the Forums.
An Overview
EverQuest II is a complex game containing 24 classes which all need to
have their own personal identity. This results in a number of spells
and combat arts which when put together make players very powerful.
One aspect where this is very noticeable is with fighters. The goal of
the fighter is to deal with incoming damage from an NPC while also
making sure the NPC keeps focus on the fighter instead of his or her
allies. This was once true and the fighters did just this holding
aggro with taunts and absorbing the damage through mitigation or
avoidance of the attacks. Overtime, this morphed more into the fighter
holding aggro through certain buff combinations and by maximizing their
damage potential.
In short, these changes are about
getting back to those roots. Fighters continue to focus on taking
damage but now we need to refocus the fighter on holding aggro through
their taunt abilities instead of purely through damage.
From the damage class perspective, things are equally troubled. Most
damage classes can freely go 100 percent with little risk due to
certain spells they have or may receive. This gives little risk to the
damage class and makes certain spells which reduce your aggro have
little to no value. Aggro is a two way street. The fighters need to
gain as much as they possibly can but the damage classes need to watch
what they are doing. This is why the changes are not restricted to
just fighters because we want to emphasize this fact.
Aggro Changes
The most noticeable thing about the aggro mechanics in eq2 is that hate
generation has scaled linearly since inception. Damage however has
progressed exponentially as new effects and spells have been added to
the game. This resulted in reduced threat output from taunts and
detaunts. In addition, it was found that aoe based spells and combat
arts were adding excessive hate when cast on groups of npcs. Not only
did the npc gain hate from the damage applied but a small portion of
that hate was added to the npc’s party members. Most of the time you
will hit all of them with an aoe based spell so this extra hate
spreading was removed so as to not penalize or benefit certain classes
more than others due to their spell makeup. For example, take a
warlock using Armageddon. This spell can hit up to 5 targets. Hitting
all 5 targets would then penalize the warlock with approximately 20%
additional hate for all of the targets instead of just adding the
damage as hate to each target.
One of the first things
completed was reworking the scaling a bit. To properly scale with other
effects taunt criticals, base taunt amount and normalized taunt amount
were added similar to how combat criticals and bonuses work today.
Aggression has also become more important since it impacts taunt based
spells. Aggression will increase the amount of threat added to taunt
spells. In addition, higher threat values relative to your target
increases the resistability of the fighters core taunts.
We
also expanded on the concept of the single target and aoe tanks. The
single target tanks are the guardian, paladin and monk. The aoe tanks
are then the bererker, shadowknight and bruiser. The designations are
about where the classes excel the most but are not absolutes. A
guardian can tank single targets efficiently but they are still quite
capable in situations with multiple npcs.
The single target
tanks gained additional efficiency to their single target taunts while
the aoe oriented classes improve in gaining aggro in the group
encounter settings. In general, the aoe classes have a slight
disadvantage in the single target fights by having to use higher power
and higher casting time spells. The single target tanks then have
higher values and improved efficiency when it comes to single target
creatures. Single target tanks should still be effective when multiple
npcs are encountered but the aoe tank will be more efficient in these
types of encounters.
As stated above, aggro is a two way
street between the fighters and the damage based classes. Certain
spell combinations were effectively leaving high damage classes with no
risk of pulling aggro even though they were going all out. So the
adjustments to abilities like hate gain, hate reduction and transfers
were made.
Hate gain and hate reduction were plentiful
from a small number of spells. This made it easy for many players to
hit the 50% cap and have little risk from their action. Thus the values
were toned down or removed from these spells in favor of new methods.
This will in turn allow us to grant these effects sparingly on items
and have a meaningful effect. In the past this was not possible due to
the ease of hitting 50% through certain spell combinations.
Hate transfers had similar issue to the hate gain and hate reduction.
Hate gain at least allowed for improved hate from the players actions
while hate reduction was just removed completely. Hate transfers on
the other hand moved hate from one player to another. In limited use,
this makes for an interesting gameplay element. However, once again
the values often hit an extreme amount. It was decided though to shift
the emphasis from the damage classes more to the fighters though. The
shift resulted in several transfers like Amends being changed to
something more appropriate.
Stances and Spell Consolidation
When the stances were analyzed several things stuck out. First was
players tended to favor the offensive stance for tanking over the
defensive stance. This is largely due from the fact that damage is the
preferred method for holding aggro. The second was that a fighter
essentially ran one of the stances along with several other buffs. A
common complaint from all of the classes is time to rebuff after
dying. So instead of casting multiple self buffs they were merged into
the stances. Third, the skill bonuses and reduction of the stances was
changed slightly. Skills have a relatively low cap allowing for a few
buffs to quickly get the player there. Thus the skill gains stop in
the level 40 range now instead of their continued linear increases.
The reductions also have a similar cap and no longer continue a
downtrend which in the past made lower level stances slightly more
effective due to reduced penalties. Also the skill penalties are much
less than they were previously.
The offensive stances have
been altered slightly to give the fighter viability when they are not
tanking. It allows them to do decent damage which keeps them viable as
an extra in a group or in a raid. Slight damage improvements come with
penalties though. In the offensive stance hate gain is reduced, damage
taken is increased and taunts actually reduce your threat.
The defensive stances on the other hand give improved viability to
tanking. There is additional hate gain, defensive skills and variety
of other effects you would expect from a class built to hold aggro and
take damage. Like the offensive stance, these bonuses come with
penalties. In this case, defensive stances reduce overall melee damage
while also making it more difficult to hit.
The object of
the stances is then to give the player a decision to make. Do they
need to tank or are they better off doing damage? The choice is theirs
based on the situation. Tanking for a group would make the defensive
stance a better choice. Soloing or clearing raid trash might make the
offensive stance a better choice.
In Closing
Hopefully, this gives everyone a little insight into why these changes
have occurred. They can be quite shocking at first glance. However,
we feel if you play through them with an open mind you will see things
are not quite as bad as they may seem. We would encourage people to
make use of the Test Copy server and try things out there with their
normal group if possible. Using this play data, then submit feedback
using the /feedback command. We will then read and evaluate the
feedback and make adjustments as needed.
| Played: 943 | Download | Duration: 01:24:03
Played: 880 | Download | Duration: 00:43:59