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#52 Sep 24 2006 at 12:18 PM Rating: Decent
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Ok first off the whole thing about bards and fade. As a bard I have to say this, FADE IS WAY OVER POWERED. On that note, with max ft and aa's I never had major issues with downtime appart from recovering for a rez. It would happen, but not often, and with how powerful fade is I would be just as happy if the mana regeneration of this ability did not effect bards. As far as the ability goes its slightly overpowered...but thats a good thing. The only adjustment I would make to it other than possibly moving it from 30 seconds to 60 seconds is adjust how the timer works. Something seems wrong about the dps increase casters are going to get out of this vs melees. A caster can unload all their mana till oom, sit out a mob, then are full mana again. Maybe adjust how it works with group agro. If a group member has agro it counts against your timer. Would be annoying for longer pulls but would make it more balanced imho.
#53 Sep 24 2006 at 12:37 PM Rating: Decent
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Two views on this:

1) My ranger view - Holyyyyyyyyyyyy crap. In between the new resting system, and the quests they crank out for armor in Blightfire Moors, this is EXTREMELY overpowering. My cleric on Karana now has 2 hp and 2 mana regen from her quest armor alone, not to mention saves, hp, stats, Mana Preservation II, and Improved Healing II. Some of the non-caster gear includes ATK, more regen, and even Damage Shield modifiers.

2) My cleric view - I can actually solo decently, even as a tank-cleric. Sometimes I take aggro from the group, to let a rogue work on his backstab, or just to work up my defense skills. The last time I managed to do that, was when I was still in gloomingdeep with my Erudite. But my Drakkin manages it quite well. Farming the sporali caves in Blightfire is really fun, as the farmers tend to spawn 5x "A Sporeling" when you engage them, and I can live through all of them, and the farmer attacking me. And still come out of the fight with 35-40% mana.
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#54 Sep 24 2006 at 2:57 PM Rating: Decent
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I voted slighty out of balance.
The solo or grouped out of combat is too powerful and while in raid not good enough.

While the rate of regen is excellent out of combat, inside combat it sucks badly.
I'm a druid that gets thrown into Cheal Rot's on raid quite often.
I used to finish a lot of fights very low on mana.
Now I go OOM before the end of fights a lot, especially Jelvan.
Druids didn't have the mana for long fights and now we are ttotally useless for it.
The idea that just because the guy next to me is in combat while I am sitting medding (and now getting less mana back) has made the whole concept of a well paced raid idiotic in the least. Constant med stops while the raid waits for it's casters to med up, even if it's a quicker med time now is annoying.

Also has anyone else noticed (that can charm) that while you have a pet charmed, your mana regen comes at the rate of as if you are in combat.
I hope it's a bug, it makes the idea of keeping your pet for a while a slow mana consuming effort that makes you oom faster than not having one.
#55 Sep 24 2006 at 3:44 PM Rating: Default
21 posts
Initially I felt it was too over powering but I tend to be in rapid pull groups with multiple mobs in camp - we don't stop to med unless its absolutely necessary (rare) or we run out of mobs (sometimes). As a result, I do not take adavantage of it much except when there is nothing to pull in which case Id be waiting anyway. As far as raids - raid targets/zones are all 5 min timers and hardly overpowering. Its nice after a wipe to begin rapid regen once rezz effects are off so even then u have wait about 2 min before u can even take advantage of the system.

I think certain group structure - kite DPS groups can take good advantage of the new system - 2 necro and 3-4 mages/Wizards could take turns 2 at a time to med up while the rest DPS and slaughter stuff in a minute the other 2 will be up and running to full. In some situation I think can be a bit overpowering but many things seem to have been thought out before it went live.
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#56 Sep 24 2006 at 4:07 PM Rating: Good
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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?.

you're funny.

I never said less downtime made worse players. I said no mana management made worse players. You're confusing the two.

I'd be perfectly happy, even if this was 6 or 7% a tick, if the out of combat timer was slightly longer, or if they made you inherit your group's timers. (so, as soon as the war goes in combat, everyone does.)
#57 Sep 24 2006 at 4:25 PM Rating: Decent
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I agree, a longer timer and group aggro rather than personal aggro would balance it.
#58 Sep 24 2006 at 7:54 PM Rating: Decent
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I have to say that I am really enjoying the new downtime regeneration system. After having gone through EQ's old school, time consuming, money grubbing exp grinds for many years on many characters, it certainly is refreshing to play fast and hard and not have to sit around paying for zero productivity time. I was always unhappy with that aspect of EQ's design. Times change. Wanting to move faster and play harder is not a bad thing. Far from it in fact. Anyone who wants to painstakingly grind exp for ungodly amounts of time should feel free to do so, but should not put that off on anyone else. Particularly for those of us who have already been through that era of online gaming. Let the past be the past; times, thankfully, change. And I am glad to change with them. Cheers to the new downtime regeneration system !!!
#59 Sep 24 2006 at 9:03 PM Rating: Decent
I like the idea of having it for raids and raid mobs, like before wipes on mata muram would take an hour till your ready for the next attempt, so I like it in that way.

but in groups it is over powering. while lvl'n up to 75, most groups i've been in have been a pally as only healer, because they can with the regen rate, it's over powering. if a group needs to use the rest timer for a break there's obviously something wrong and people are wasting their mana.

I've one grouped anguish alot the last few days as well as farming nests and 69.1 hards, and I've noticed that in the lower end zones (69.1 and nest) the casters and healers go oom a lot more then in anguish, the rest timers are already being abused. If you need to rely on rest timer to keep a group going you obviously don't know how to conserve mana/end and need to learn to play your class.
#60 Sep 24 2006 at 11:18 PM Rating: Decent
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We have not yet seen the full effects of the new regenration. People are only evaluation how it impacts _current_ game tacics, not the new tactics people will come up with to make full use of this.

It most definatly kicks in too soon. During group play it will activate on long pulls, without taking specific med time.

One effect it has is definatly makes it much more desireable to solo for casters. That can not be a good thing.

It severly devaluates the mana regeneration abilities of varius classes. My sk used to use his group mana regen all the time, now I really dont see the need.

Chantes so get the shaft on this. Not only will their mana ragen abilities take a dent, crowd control also became less on an issue. With healier sitting at close to FM all the time, you can probably handle adds just by using fast heals. Relying on this used to have a high downtime cost, but now its fixed in 2 minutes. And a lot more goups will be able to do stuff without slow now as well.

Having a minute before activation, and using a double or tripple regen (include from spells and items), would be balanced. This is totally out of hand.
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#61 Sep 25 2006 at 2:53 AM Rating: Decent
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Hi Everyone,

I also picked balanced. I think it is a good thing and it definitely helps with my downtime as I duo most of the time.

Hamfiend
#62 Sep 25 2006 at 4:22 AM Rating: Decent
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for those that are saying "it's great because it gets rid of the rediculous downtime" - believe it or not, there are some people that play this game for the intellectual, strategy-based challange of it, not just to kill things as fast as possible and get the maximum amount of exp. just because that's the way that YOU play does not make it better than someone else's play style. for people that play for the challage, this is a huge and mostly not positive change. part of the challage was coming up with stratagies that allow you to use your LIMITED mana in the most effective way, so that you don't go OOM and have to sit for extended times to get it back - either wasting your solo time or forcing your group to either lose DPS while you sit or lose all exp while you sit cause they can't do battle without you. the time it took for mana to regen was part of the challange, and part of what you had to consider. now, that is mostly gone - and trivializes a lot of things. (just as a note - this is NOT my opinion. it's my bfs - but i do agree with his points, even if i don't see it the same way.)
now, to be honest, neither of us has done much yet that puts us in a chain-pull group since the change (which we usually are - i'm a monk, he's a chanter. i feel like i'm not doing my job if i don't have a mob incoming as the one in camp dies.), so i don't know how much the ooc regen is going to help there - it may just reduce downtime when someone does go oom, and then i see no problem with it (again, personally - not sure his opinion on that part). i think this was a bit overpowered - i think that we would have been much better served with an innate bonus to health, mana, and end regen based on the size of your pool - so that it would still slow down the ammount of downtime, but isn't 'i sit for 3.5 minutes and i'm fm/fh/fe!'. yes, it would have needed to be a BIG bonus for the huge pools - but it would be much less of a change.

just my 2cp
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#63 Sep 25 2006 at 4:46 AM Rating: Decent
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Thanks Kudilu,

It's reassuring when others appreciate the challenge of efficiently managing the numbers (ie, mana/end pool) rather than " = ) I like it I think it's balanced!! ; ) YAY!! = D " Liking something and and game balance of a new mechanic are two totally different things. I wish people could differentiate a little better.

Check a previous post of mine on the first page. It shows my objective experience in an xp group. I am a casual player and very far from the best group gear. I have absolutely no experience with raiding and high-end grouping and the ooc regen.

I don't disagree with people that say it's balanced based on there liking of it or their experience. It's all valid. I just don't think it's balanced and that is where we differ.

Sorry, it just doen't seem like many people (not all) who say it's balanced have anything to back that up with (if you strictly solo, how the @#$% do you even know it's balanced?!)

Flame all ya want but I hope they tone it back a great deal.

Edited, Sep 25th 2006 at 9:01am EDT by sprucecln
#64 Sep 25 2006 at 5:21 AM Rating: Good
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I play caster classes more often than any other and the new system is not just a "well-balanced" system it is (imho) long overdue. I took my level 30 wizard to the Overthere and with a group was almost able to keep in mana the whole time while casting two or three times a fight! I had *never* been able to be such a help to the tank.

And the tank(s) - a pair of Necromancers who also were able to pull, kite, heal their pets, and still med enough mana to be able to keep the experience going almost constantly. Yes, it will change the way the game is played; but for casters it's a wonderful addition and allows us to gain experience without too much downtime, even if there are no tanks to group with. And, in a group, allows us to considerably shorten a fight - now I need to try this on my level 59 wizard! :))

This one was well done Sony.
#65 Sep 25 2006 at 5:41 AM Rating: Good
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While appreciating this post in general I would like to take issue with the idea that the new system makes strategies to manage man better obsolete.

I agree mana management can become less important but those of us who have learned the importance of mana management will end a fight with close to FM rather than merely over 50%. To my mind that is a *huge* benefit for those situations where the puller says "inc 3" then "oops!" - an oops which previously would have led to a wipe.

And, a word of encouragement. The chanter's crowd control or regen buffs will never be less important - especially in the situation above. The additional boost may not seem like much for clarity (in all it's forms) when added to the new system but, a mezzed mob and the new regen may be all that's needed for the hard-pressed wizard or druid to get off the evac which saves nearly all of the group.

One element I think the new system may increase is the need for higher level class members to take younger ones under their wing and teach them about mana management and crowd control. Perhaps that would be good for the game as a whole.

Thank you Kuilil for a thought provoking post
#66 Sep 25 2006 at 5:43 AM Rating: Good
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heheh - oops! Sorry Kudilu - misspelled your name :((
#67 Sep 25 2006 at 5:52 AM Rating: Decent
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I love the mana regen I get when grouping. I don't mind paying a penalty for over-using my mana or getting dead, but to drag it out so far as we used to have to do... This is better, imho.\

However, raiding is a different subject. 5 minutes is a little long when I go oom, and it is almost impossible to do if I am one of a few killed. - The 5 minute timer needs to run concurrently with the death penalty. Few if any raids are going to wait on the long time it takes to regen when dead this way then having to wait for the death penalty and 5 minutes longer, plus the time to actually regen 12k mana is a bit much.

In a fight where every minute counts, seems to me that perhaps either running the two concurrently or shortening the timer from 5 to 3 or something would trully help. It is very frustrating to be out of mana, trying to regen, while on a raid plow.

I am sure some of you see this as part of the game, but if we are going to allow fast regen for players, let's do it right.

Edited, Sep 25th 2006 at 10:01am EDT by Mishafael
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#68 Sep 25 2006 at 6:03 AM Rating: Decent
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I didn't read every message in this thread, so I appologize if anything I say has been already said, but here's my opinion about the rest regen:

I voted for "balanced". Here's why.

In the high-end zones, one encounter will easilly take up half of the cleric's mana pool (trash hitting for 2k - 3k, they can't chain CH, they have to spam quick heal). Having to break for 5-10 minutes between each kill, is just wrong. The faster regen makes it so there's about a minute of downtime between mobs. Still is slow, but could have been much worse.

As a chanter, when doing the grind to 75, I find there's still little downtime. I've been relying on my normal regen spells and abilities for most of my regen. People don't want to stop, they want to chain pull Lost Notebook and Origins of the Curse missions for 30 - 60 minutes non-stop at a time. I try not to take a break if anyone's burning a Lessons of the Devoted, but usually ask for a 2 minutes med break every 30 minutes or so (still better than the 10 minutes it used to take).

In raid situations, it's almost a non-issue. It takes 5 minutes before entering the rest state. The only time you're really going to get that is prepping for a boss kill, or post-wipe. The way a raid party clears trash, there is no guild that I know of that will wait 6 minutes to regen. They may get another player to make up the slack so someone can med while other fight, set up a rotation for resting, but that's up the classes and how they run things. But for the most part, no one in a raid will be resting. The thing it will do for a raid is lower the downtime post-wipe to 10 minutes or so from 20 or 30.

So my opinion - it's balanced and I hope this doesn't get nerfed.
#69 Sep 25 2006 at 6:11 AM Rating: Decent
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Mmmm funny thay EQ and EQ2 now have almost the same type of mana regen, I see sony droping one or the other game here soon myself.
#70 Sep 25 2006 at 6:16 AM Rating: Decent
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Doesnt trivilise anything. The only thing the enhanced regeneration effects is downtime BETWEEN fights. It wont help you kill a raid mob that you couldnt kill before. It will help people get stuff done in a shorter time.

does too.

healing in groups is a snoozefest for me.

I'm playing a cleric, pretty much in endgame GROUP gear... and I no longer have to manage my mana.

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I play a CLR with some mid-end group/raid gear and I haven't had to manage my mana much for quite some time. Since the launch of TSS, I actually have to watch my mana usage because I do SO much more than just heal.
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#71 Sep 25 2006 at 6:19 AM Rating: Decent
So far i have only been able to solo since this went into affect, so i have no idea how it works for a group. For soloing i like it although to balance the timer needs extended to about 1 min.

As far as soloing its pretty convenient. Downtime is cut to nearly nothing.
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#72 Sep 25 2006 at 7:52 AM Rating: Decent
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I too felt it was somewhat overpowering... at first. Many of the casual players posting here make points about not wasting their time now.

Two things that won me over:

1. Recovery from wipes minimized dramatically. It still takes time to get back to your hunting ground and you may not be able to pickup where you left off, but having 2 wipes in a row (it happens once in a while) did not terminate an entire EQ session as it might have in the past due to mana/end recovery time.

2. It occurred to me, that MOBS regen this quickly when they get out of range for a time. Why can't we have the same thing? Now we do (except we must sit and be OFF aggro/hate list). I am OK with this.

Perhaps SoE can put in a toggle to disable the REST system so each player can choose old or new system. Then you could do a solo/group/raid with or without depending on how much you wanted to challenge yourself.

You still have to WAIT. This doesn't change regen during combat or if you have aggro. My only thought was perhaps party/raid members should inherit the RestTimer of anyone in the group who aggro'd a mob, but that could get sticky in terms of coding.
#73 Sep 25 2006 at 8:03 AM Rating: Default
I LOVE this new state..it's a bit overpowering I agree...but when I went from 3% - 100% with over 5500hp in 45 seconds...I just stared at the screen. I love it!

Props to Landagar,Suki,Lovingtouch,Pahnelen,Honr, Uldyana..and all of you!

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#74 Sep 25 2006 at 8:20 AM Rating: Default
I think it's fine... I don't know why, but there are some mobs lightblue mobs at 73, that are capable of doing 6k damage in one round. Without rest I wouldn't even want to explore the mines of Sunderock. The downtime would be horrible for just light blue mobs. Icefall and Direwind seem like a pushover heh.
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#75 Sep 25 2006 at 9:53 AM Rating: Default
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As a shaman, I'm very unhappy. Don't have to canni practically at all when soloing. :<
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#76 Sep 25 2006 at 10:24 AM Rating: Decent
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1st of all the whole thing about down time getting progressivally worse over the years is utter crap. CRAP!!!! You dont need to wait on boats anymore, you dont need to beg for ports, you don't run across 15 zones to get somewhere anymore, you don't have to 1st get back to the zone you died in then beg for a sk or necro to summon your corpse for you anymore, you don't need to do alot of things you used to have to do. Now i know someone will say "well they meant down time between fights not the down time you used to have to spend in every other aspect of the game." Well sorry but down time is down time and like i have said in other threads the game is just getting progressively easier.
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