*** Downtime ***
As EverQuest has grown over the years, the amount of downtime imposed upon players has grown as well and we'd rather players find challenge in the fights themselves than in the time between them. Toward that end, we've created a new system that is simple to use, but powerful and flexible enough to control downtime as the game continues to grow.
The basics of the new system are simple. Once you have been out-of-combat for a sufficient amount of time, you can sit down (or be on a non-moving horse) and begin to rest. While resting, you enter an accelerated regeneration state that will quickly recover your mana, health, and endurance. For most single group content, once you are out of combat for 30 seconds you can rest. While dealing with multi-group content, that time is 5 minutes. The amount of time you have to be out-of-combat before you can rest varies for group content and raid content due to the different needs of the different encounter types.
This new out-of-combat regeneration system is...
| ...overpowering: | 161 (11.0%) | |
| ...a bit overpowering: | 368 (25.1%) | |
| ...a well-balanced game mechanism: | 817 (55.7%) | |
| ...not quite useful enough: | 50 (3.4%) | |
| ...not useful at all; I want to regenerate faster: | 29 (2.0%) | |
| ...something I have no opinion on: | 43 (2.9%) | |
| Total: | 1468 |
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