Forum Settings
       
Reply To Thread

Downtime RegenerationFollow

#27 Sep 23 2006 at 4:54 AM Rating: Decent
Change is a normal thing over time.

The old game back in early 2002, when I started, was very different than the one today. I remember 5-15min medding sessions at the Guard Tower in NK many times per hour. We were medding more than fighting. I remember running across 7 zones to get Freeport to sell my stuff (and getting killed on those very runs). Those first few years, the game did not change its basic format; it just added more content. That is exactly what those players wanted. We wanted to fight tooth-and-nail for every yellow bulb. We wanted trails-and-tribulations. We wanted that satisfaction of spending 4-6hrs to get a single yellow bulb of exp. We wanted the playing experience to be difficult, that was the whole point. We wanted to quest. We never wanted anything handed to us, it seemed cheap.

As time progressed, Sony got more monthly subscribers. The age dropped down into the teens. The player makeup went from Dungeons and Dragons into First Person Shooter. Next thing we knew, these new folks focused on getting to the end as fast as possible. It because a race, it became about the end. Patience got non-existent. Play became very aggressive. Attitude became negative, of course. Play became very FPS; exploits were actively sought out. Then some folks found about that the EQ economy could translate into real word dollars, and that took quite some time to wreak havoc with the game makeup.

This game will change every 6mths; like it or not, take it or leave it. This med time reduction is an attempt to keep competitive. Sony is a big company and will be run that way, forever. Virant was a small company and could be run much differently.

I am still paying my monthly fee, after all these years. I don't see myself stopping anytime soon. Given a choice of TV or EQ, I'll take EQ 99% of the time. At least with EQ I'm using a portion of my brain. This game is nothing more than a spare-time filler for me and with my job demanding 70hr work weeks and my family demanding most of the remainder, I'm lucky to get logged in these days. Some weeks I never even get my trader char logged on. Some weeks I get my full 12hr allotment in. For some folks, EQ is their only source of enjoyment and entertainment, so they feel more passionate about it.

I hope this info helps out.
____________________________
Lvl 58 Human Ranger
Lvl 25 Half-Elf Druid (Bazaar Mule)
Only on Luclin(Veeshan) Server

"And a Ranger shall be King."
#28 Sep 23 2006 at 5:22 AM Rating: Decent
I guess i'm old school but i think it creates too much chain pulling. I am more of a casual player. Been on 3 years and my highest char just hit 60.
____________________________
No matter where you go you are there.

Fenton Mudd 76 High Elf Wizard
Kenton Mudd 64 Vah Shar Beastlord
Xenton Mudd 51 Froglok Warrior
Phoenixx Rising 24 Gnome Rouge
Kahhn Nooniansingh 21 Dwarf Berserker
Zenton Mudd 21 Wood Elf Druid new trader
Aenton Trader on Kane Bayle deleted by Sony
#29 Sep 23 2006 at 6:44 AM Rating: Decent
This was a much needed change for warriors. But it might be too over powering for casting classes. A wizard can sit out one pull and be back to full mana. The tank and healers pretty much have to be involved in every pull.

Really reduces the time hit you take after a death though. I like that.
#30 Sep 23 2006 at 7:57 AM Rating: Decent
11 posts
I was in a group in Icefall Glacier for 3+ hours and not once did I have time to go into OoC regen. My group was chain pulling, as soon as one mob was almost dead there was already another in camp.

My grp wiped a couple times in Direwind Cliffs other day and were back to fighting within 3 minutes.

For guilds like mine where everyone works and goes to school full time we cant play 8+ hours a day like some others. When we log on we have a few hours and we pick something to focus our time on and be productive. This saves us from spending a large portion of our playtime waiting to regen mana after a rez or medding.

I definately think it is a good thing.
____________________________
Tavarien 75 Bard
Ezudzen 73 Magician
Legacy of the Heroes
Drinal
#31 Sep 23 2006 at 8:13 AM Rating: Decent
33 posts
I love being able to regen faster when oof combat. With a druid with little mana regen, a cleric with high mana regen but higher mana :P and a war, I do alot of sitting between fights and it causes tri-boxing to be a pain, especially during epic piece camps like Ferubi in the cleric 1.5
#32 Sep 23 2006 at 10:53 AM Rating: Decent
*
139 posts
Time and time again I see caster classes shouting to the hills how awesome the ooc regen change is and how much they love it. There is a reason for that obviously -- it totally ruined even the mockery of class balancing that was in place. As it was before (both grouping and soloing) pure melees and casters were "almost" balanced.... Pure melees soloing could take out an almost never ending stream of low dark blue mobs (those that are light blue now) and burn through some HoT potions to make a decent amount of solo XP while caster classes soloing could kill higher dark blue con mobs (those that are still dark blue) or in some cases even white to red mobs (don't knock it -- I know wizzies / necros that regularly solo'd hive and nest missions) but had to worry about downtime generated by mana useage. Now however melees are STILL locked into their steady stream of lowbie mobs while casters have absolutely no need to worry about downtime and in many cases can upgrade to bigger badder mobs than the ones they were soloing before just because they don't have to worry about a 10-15 minute med downtime between each mob. Sure melees get to regen endurance / health with the ooc regen... but that doesn't help them kill bigger badder mobs even a little... bigger badder mobs still hit harder and have more HP for the melee's constant DPS to take out. "OMG you can use your disciplines now and not have to worry about taking forever to regen endurance!!" -- yeah yay I can use my once every 20-45 minute disciplines to kill 1 mob each... biiiig bonus.

For those of you thinking "soloing isn't what this game was designed for OMG grouping it makes everything better!!": Yeah sure -- makes everything better for the casters and nothing better for the pure melees... Pure melees are still limited by their discipline reuse timers while caster classes can DPS to their hearts' content and only have aggro to worry about and are never more than 3.5 minutes from full mana. Furthermore, caster DPS classes don't even have to engage a mob as soon as it gets into camp like pure melees do in order to do their jobs so caster classes have an even longer period of time available to them to utilize the ooc regen. The fragile "balance" that existed between caster DPS and melee DPS in the past where casters could burn short duration burst DPS and provide superior utility while melees had higher overall long term DPS has been totally demplished by this ooc regen system. Now caster classes bring much better utility and similar long term DPS to a group while melees are still locked in at their previous group desireability. The only thing that remains to be discovered is how long it is going to take for the general population to realize and decide to start using phrases like "fine, get the rogue for DPS since we can't find a necro / wizzy / mage / druid instead."

Edited, Sep 23rd 2006 at 2:54pm EDT by noitallguy
#33 Sep 23 2006 at 12:21 PM Rating: Good
***
3,937 posts
Quote:
As it was before (both grouping and soloing) pure melees and casters were "almost" balanced....

if you think classes were "almost" balanced before this, you're either a moron, or you don't play everquest, heh.
#34 Sep 23 2006 at 1:07 PM Rating: Decent
I was dutyfully building my HP & Mana regeration rates from innate abilities and items. I was calculating carefully which combination of items would maximize my mana regeneration while balancing other stats. Purchasing alternate skill to increase the maximum mana regeneration cap from items was a priority. Getting these mana regenaration auras was a big event. Now, I feel this is all gone as a difference of say 5 mana regeneration per tick is no longer relevant.

I am not unhappy with the change as it creates other possibilities. I just wanted to share my thoughts on this specific aspect.
#35 Sep 23 2006 at 2:12 PM Rating: Decent
Balanced...and I love it. Thank you Sony! I solo a lot and this helps save potions.
____________________________
I'm a lumberjack, and I'm okay,
I sleep all night, and I work all day.
I chop down trees, I wear high heels,
Suspenders and a bra.
I wish I'd been a girlie,
Just like my dear papa!
#36 Sep 23 2006 at 3:10 PM Rating: Decent
Scholar
*
124 posts
I can't believe so many people believe this is balanced. Oh it's possible they are just blind, going through life not aware of anything. I tend to think that most don't want to knock it for fear it will be nerfed, ending their eternal PL session. Maybe I'm giving them too much credit.

The more points I read about how it is overpowering, the more I believe it to be true. You'll notice, in general, more in-depth descriptions of why a person feels it's overpowering. The standard "balanced" remark states that and usually only that. I could be seeing things one way because I am on one side of the fence on this issue. Maybe I like to see myself talk!






Edited, Sep 23rd 2006 at 7:11pm EDT by sprucecln
#37 Sep 23 2006 at 3:19 PM Rating: Decent
Scholar
*
222 posts
I voted well balanced, but I'm a solo-only player. Frankly, the only thing it changes for me is downtime, and I don't really see how downtime would be considered part of balance since everyone's downtime is the same.

There's really not much chatting about staring at your char while it sits for 5 minutes.
____________________________
illovich
Soma | Jaya | Viergang of the Dalaran Transcendents
formerly known as Viergang, 7th Hammer Wanderer-at-large

If you don't like my ideas, maybe you'll like my dogs...
#38 Sep 23 2006 at 8:38 PM Rating: Decent
21 posts
This is awesome for the game overall....

I voted ...a well-balanced game mechanism

Groups will build faster.

Solo XP will be faster (for those niteowls like me who cant find a group).

Those of us who have families and other RL responcebilities (cant play EQ everyday for hours on end) can spend less time sitting and more time XPing (having fun!!).

Since When is managing mana and Endurance fun? or add to the overall game??.

How does thinking about mana/end management make you a better player?

Those who talk about being too trivial are just jealous....cuz the rest of us will not have to wait as long to get to the same level they are at (want all the glory, while keeping casual players down).

For my ranger this means; being able to add alot more dps without just sitting there with the autofire on my bow, being able to add to heals when there is not enough healers to go around, being able to solo xp alot faster.

For my Tank this means; being able to use Disk's more often (losing agro less without having to have the latest/greatest gear (= more combat time +less time making others rich), Actully being able to solo some content just like the earlier levels (due to the ability to use more disks and regen faster).

all these things dont make me a less intellegent player...........
......Cuz more time in actual combat means more actual game exp(thats what makes a better player, not sitting on asses!!:) ).

Regards,
Menvarin 68 Rng, Stromm
Gladiatorius 70 War, Stromm
#39 Sep 23 2006 at 8:55 PM Rating: Decent
13 posts
I voted a Bit Overpowering. If u look at most of these posts, alot come from soloer's, and I am sure it is a godsend for them.. But I beleive they can tweak this down some and it will still be good for the soloer's. Casuals who do not have the Mana regen AA's or even capped worn Mana regen will love this too. But to me it trivialses these things that are part of EQ now.. I Play a War in a hi end raid guild. Demi-Planes raiding guild atm.. I also have a 9k mana box cleric. Atm she can sit on her horse and heal in a group and not need any mana regen buffs. chain pulling. she has worn FT at 18 atm. I dont think this is a good thing myself.. I love rest medding tho, I just think it needs to be tweaked some.. As for my war. Chain pulling will drain the Endurance for sure a 10.5 end pool will go down.. But it takes a bit .. But now all i have to do is sit for about a min or 2 and be full again.. I think this is the same with pretty much all classes. There has to be some challenge to the game.

The real good benefits for me ic are Medding after Rezz's in groups/solo and Raids.. This will knock of alot of downtime on raid wipes. This will be great.. But regening 375 end per tick in groups is a bit too much atm.

U have to still make the Mana regen on items and the mana regen AA's still worthy of getting and atm with the way this rest system is, I think these will be put on the back burner..
#40 Sep 23 2006 at 9:34 PM Rating: Decent
8 posts
I think its great for soloing. Haven't soloed for ages because of the down time. When I want to solo I play WoW. However, when in group the melees get a heal and are ready to go but the casters are holding up the group waiting for mana. We're always hearing 'you need more intellegence, or better gear, mana management hun'. The pullers seldom wait 30 sec before tagging another mob, hence always in combat this is not going to be as useful. Still 1 min medding is better then 5 min down times.The melee guys should be happy for it.
____________________________
Radaana Dragonheart
Awesome Druid and Protector of the Glade
#41 Sep 24 2006 at 12:17 AM Rating: Decent
Scholar
*
124 posts
Less downtime is great. Aonar pointed out a perfect example; after a rez or wipe. It has definately helped me. Again, great idea, much needed, but I think it needs tweaking.

I'll describe how this relates to my experience in XP groups:

As a puller, chain pulling to keep everyone happy, I get the least amount of benefit from this addition. I am almost always on a mobs hatelist, unless a medbreak is called. I can usually pull more mobs then before.

When tanking, I am usually the second person on a mobs hatelist, unless I am pulling. It isn't necessary for me to use my /disc constantly in this setting. It's basically a safety net and eye candy. I call a medbreak if /disc are due soon and I'm low on endurance.

As a debuffer, I probably get the third worst usage from the regen. I usually need to debuff/slow when the mob gets to camp so I am on the hatelist immediately after the tank is.

When I play melee DPS, I find I get to take advantage of this between pulls if the pull is a ways out.

My cleric has it pretty good, as others have said, I HoT on incoming and it gives me a little extra time to get 3 and 1/3% back. If grouped with a druid or shammy I can effectively sit out one pull and be back to full if I used a ton of mana on a previous pull. I have been nuking about three times more than I did pre-patch.

My necro has really good regen already, but who needs to tap now? Other pet classes will have a hatelist around the time of the melee DPS, unless they keep their pet back. They benefit greatly from this unless counted on to debuff.

On my casters, I have noticed that I can easily be full mana by the time I need to nuke and sometimes I am sitting 100 for a while. That is WITH chain pulling. As soon as mobs are dead in camp where I am not on a hatelist, I begin the short thirty second countdown. Mobs can still be in camp and the puller can pull more mobs. As a caster, chain pulling is not a valid reason for me to say it's balanced. Casters have it really good, even in chain-pulling XP groups.

Understand that this is my experience. Your experience may vary. I would be interested to see parsings of blocks of time pre-patch and post-patch, if that is possible. I would imagine the increase in DPS during a period of time is significant.

I can see how solo'ers are having a blast with this. I solo on my necro and notice no extremely significant change, as I hunt areas where I can chain pull.

I play a wide array of classes and therefore can comment on it's use to me in varying circumstances.

I'm interested in hearing about other's experiences rather than what you vote. I voted overpowering, but that means jack to you.

Edited, Sep 24th 2006 at 7:55am EDT by sprucecln
#42 Sep 24 2006 at 12:18 AM Rating: Good
***
3,937 posts
Quote:
Since When is managing mana and Endurance fun? or add to the overall game??.

How does thinking about mana/end management make you a better player?

Those who talk about being too trivial are just jealous....cuz the rest of us will not have to wait as long to get to the same level they are at (want all the glory, while keeping casual players down).

I totally agree... lets just give everyone 50khp, 50kmana, and 1000/20 weapons.. where's the fun in ever dying?
#43 Sep 24 2006 at 2:31 AM Rating: Decent
***
1,246 posts
Eric wrote:
all these things dont make me a less intellegent player...........
......Cuz more time in actual combat means more actual game exp(thats what makes a better player, not sitting on asses!!:)


mana management has nothing to do with being "intellegent". no mana management (due to insane regen) means EQ is a bit easier (dumbed down some might say). mana mangement simply added to the complexity of EQ, what still one of the USP's (unique selling points) is...

maybe they'll merge EQ1 and EQ2 and Vanguard and SWG and trivial pursuit and "hunt for the GM" some stage...

and I totally agree. a lvl 75 player with lotsa exp is so much smarter than a lvl. 30.
____________________________
Still a noob. :-P
Characters on Drinal, Povar, EMarr, Firiona Vie.
#44 Sep 24 2006 at 3:29 AM Rating: Default
21 posts
[/quote]
I totally agree... lets just give everyone 50khp, 50kmana, and 1000/20 weapons.. where's the fun in ever dying?
[/quote]

What a rediculous statement....i mean really is this going to change the game that much? NOT!

At least try to make an intelligent argument , like why sitting on are asses watching the mobs go by really makes us a better players, get real.

ppl that have time to make 3409 post in this forum 4 of which are in this topic alone are precisely the type of ppl that dont have real lives and want the rest of us to just sit on our asses like they do. where's the fun in wasting hours of gameplay?.

as for dumbing down, sitting on you *** sounds like dumbing down the game. Nothing about it sounds very smart, nor does it add to the complexity of the game, just makes it tedious and boring.

This is not going to dumb down EQ, it will make it easier to keep groups going tho. It will give ppl more constant, uninterupted (by hours of rezzes and medding) gameplay, that can only mean smarting-up the game.

lets let other have a say rather than flaming everyones posts ( you all know who you are, enuf said). I think the vote count so far shows most ppl in favor of this, Good job SoE :).

On further note:
Notice the post totals for each person who thinks this a bit overpowered.......
lots of ppl with lots of time on there hands. Whereas most ppl for this regen patch are mostly ppl with alot fewer posts...(ppl with RL's that want to have fun when they play eq, not sitting for hours telling everyone how the game should be played). I just find that a real interesting trend :)

Edited, Sep 24th 2006 at 7:44am EDT by erikofsantarosa
#45 Sep 24 2006 at 4:45 AM Rating: Decent
Scholar
*
124 posts
Tell ya what, sitting on your butt medding doesn't make anyone a better player. It's what you in between sitting on your butt that makes you a better, more intelligent and experienced player. Saying someone is level 75 has absolutely nothing to do with their experience, skills or intelligence. A person attaining level 75 is only a function of time.

Everquest becomes more "dumbed-down" the longer I play it, to appeal to a larger target. There are so many instances that I can and can't name.

- The Plane of Knowledge made knowing the geography of Norrath inconsequential and Druids and Wizards lost a lot of utility with that. Travelling Norrath took planning and at least a vague idea of what was in the zones to be travelled, before PoP.

- The Guild Lobby removes the need for CR's and Necro's for them, in almost all circumstances. Before the GL people had to find innovative ways to retrieve their corpse. Perhaps I'm a *********, I do my own CR's as much as possible.

- The out-of-combat regeneration has trivialized mana usage for many classes in many circustances while reducing the value of certain class-defining abilities, aa's, spells, items and augmentations. It will abrubtly change the "gearing-up" path of many players.

I understand the value of having these things in place. My point is to describe how EQ has been dumbed-down, not list the positive points of what I mentioned, as there are many. I like how many things are convenient now.

I still pay to play, but the enjoyment I get from the challenge changes with every new "convenience."

My apologies for going off topic a bit.

Edited, Sep 24th 2006 at 8:59am EDT by sprucecln
#46 Sep 24 2006 at 5:31 AM Rating: Decent
10 posts
I really like it because if I'm sitting and I've just FM'ed a lot and I'm waiting for my regen to go up because I'm in a group or something. It starts going up at 4% a tick! So that's amazing to me.
#47 Sep 24 2006 at 7:00 AM Rating: Good
Scholar
***
2,198 posts
erikofsantarosa wrote:
On further note:
Notice the post totals for each person who thinks this a bit overpowered.......
lots of ppl with lots of time on there hands. Whereas most ppl for this regen patch are mostly ppl with alot fewer posts...(ppl with RL's that want to have fun when they play eq, not sitting for hours telling everyone how the game should be played). I just find that a real interesting trend :)


Are you seriously bringing post count into this debate? Low blow, especially considering a lot of "those" people have been posting here for 4, 5, 6 or more years. Not to mention that there are more then just this one forum. Out of topic, site feedback, other games, class, quests, items, etc. The next time you're looking through the item entries, mob lists, quest entries, etc, look really close and you'll see that a lot of "those" people are the ones providing some of the best information.
____________________________
Zingin Ansinging
Zolotaya - Ms Necro
-
BF2
Zingin2142
#48 Sep 24 2006 at 7:17 AM Rating: Decent
*
148 posts
Quote:
What is next for you in the world of EverQuest?


From the player of the week. Thats right WORLD OF EVERQUEST! its a clue! lol

I have a feeling im gonna get some angry posts so just so you know, its only a joke... OR IS IT!?

--------------------------------------------------------------------------------------------------------------------------------------------
In the immortal words of Sirran the Lunatic "What?! Now you've done it! The Bunnies are angry! ANGRY I TELL YOU!"




Edited, Sep 24th 2006 at 11:27am EDT by Krouk
#49 Sep 24 2006 at 7:46 AM Rating: Decent
Avatar
**
746 posts
I like it. It's not even close to imbalanced; I mean 4% a tick?
#50 Sep 24 2006 at 10:04 AM Rating: Decent
7 posts
My main is a lvl 70 Druid and I am usually part of a group that when healing counts, the less time I have to worry about mana the more my group survives. I like this new regen and have no compalints, even in a large raid group, it takes less time to med. We pure casters have had to spend 99% of our EQ life medding.

Do or do not....there is no try.

Eithne Wolfeyes
70 season Druid of Tunare
#51 Sep 24 2006 at 10:23 AM Rating: Decent
12 posts
I like it! Now the entire group doesn't have to wait (while I sit with max regen going) for my mana to be high enough to pull again. The game needed something to balance out having to wait over 8mins for FM. After 10k+ mana, the down time gets to be insaine, this new mana regen/hp regen system is a god sent. Thank you SoE.
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 0 All times are in CDT