Changes with the February Update: AA Grants & Ability Change

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Changes with the February Update: AA Grants & Ability Change

Postby Tarvas » Tue Feb 04, 2014 2:44 pm

This should be all the different pieces of this change coming up. The URL will show the whole thing of course.

Changes with the February Update: Alternate Ability Grants for Gold Members and Ability Changes

Piestro, post: 3043095, member: 17 wrote:With our February Update, we have a number of significant changes coming to EverQuest that we want to discuss with you. These changes include granting a significant number of AA to all Gold Members, as well as some changes to a number of abilities that are currently contributing to poor server performance. We wanted to present them in advance so you have an opportunity to let us know your thoughts before the changes go live.

AA Grant for Gold Members

One of the consistent points of feedback we have received from both existing and returning players to EverQuest is that the massive numbers of Alternate Abilities that are available in game can create a barrier for some players to progress their characters. Over the last several years, we’ve polled players in game and engaged in discussions on this topic on the forums and at live events.

After carefully considering your feedback and weighing our options, our current plan is to grant all AAs up to four expansions behind the current expansion. This will allow players to quickly get up to speed without completely eliminating the need to invest time in their character. Currently this will bestow the AAs up to Underfoot, but when we publish our next expansion, characters will receive the House of Thule AAs. Note that accounts must be Gold (after the membership changes, SOE All Access) to receive the auto-granted AAs and other requirements such as character level and pre-requisite abilities must also be met.

Ability and Spell Changes

In addition to the above changes, we’re also considering a number of changes to spells and abilities that allow for killing excessive amounts of NPCs simultaneously. The reasoning has to do with the ways that these abilities are used and how they are negatively impacting other players’ experiences and server performance. In order to more fully explain these changes, let’s turn this over to a few members of the Development Team.


Piestro, post: 3043097, member: 17 wrote:Jonathan “Prathun” Caraker (Lead Designer):

What's happening?

In the upcoming February update, we will modify several abilities so that they do not encourage killing massive groups of NPCs. Though this type of play is now commonplace, we never intended for these abilities to be used in this manner (I can attest to this personally, as I created the Mage and Wizard beam spells). The team would prefer not to nerf abilities, especially in a way that dramatically changes how they are used. Unfortunately the state of the game necessitates that we do something, and soon. To take a step back, let me acknowledge that, ultimately, the goal of EverQuest is to provide a fun experience for all. So, one might ask, if kiting large amounts of NPCs is fun then why bother disallowing it? Because, unfortunately, it creates an experience that is not fun for everyone.

What's wrong with pulling massive groups of NPCs?

Calculating pathing is an expensive operation. This is true in other applications and it's especially true in EverQuest. That is, the server has to determine how an NPC will get from its current position to a location where it can melee whoever its mad at, and this taxes the processor. When an NPC continually needs to recalculate its pathing, this taxes the processor continuously. And when hundreds of NPCs continually recalculate their pathing, the server has a problem. In extreme cases, NPCs cease to move - not just in that zone, but every zone hosted on the affected server. This can be extremely disruptive to other players.

For more details on server performance impact, see Jenn Chan's statement below.

Why are we making the change now?

This is a topic that we've discussed at length, for months. We considered adding summoning NPCs to zones where kiting was a problem, but we cannot catch all possible locations. Summoning NPCs as part of population also had the potential to penalize players who were not attempting to kill massive numbers of NPCs at once. Looking forward this was a solution that we'd always need to account for in our zone population. Whenever possible we avoid design decisions that will limit what we can do with zones, and reduce the viability of intended play styles.

We wanted to approach this with a concise and complete change that would address the issue completely, which meant also considering the difficulty for new and returning characters to catch up and the difficulty of acquiring thousands of AAs. To this end, we are making a dramatic change to the way legacy AAs are handled. We will automatically grant AAs for every expansion up to Underfoot to characters of Gold members. In addition, at the launch of each expansion, we will add one more expansion to the auto-grant list, such that characters will have the four most recent expansions' AAs to earn. This should greatly reduce the need to harvest many thousands of AAs.

What abilities are being changed?

The short version is that we're changing the abilities that are useful against scores to up to hundreds of NPCs simultaneously. There are several spells, melee abilities, and AAs that have been used for “swarm killing.” Generally, but not always, they meet the following criteria: they can hit multiple NPCs, that don't have a target limit or use limit, and their benefit is additive. The changes are meant to ensure that they are still useful, but no longer as useful against very large numbers of NPCs.

For more details on which abilities are being changed, see Aristo and Elidroth's statements.


Piestro, post: 3043101, member: 17 wrote:Jenn Chan (Technical Director):

We have charts that show our server performance over time, such as the chart below. We've noticed a disturbingly high amount of spikes in CPU and memory usage. After reviewing our logs and other data gathering resources, we've identified a number of problematic gameplay behaviors. In extreme cases, the CPU usage of a zone can use TEN TIMES the normal expected load. When the CPU is under this kind of load it cripples the zone, and even worse it also impacts the performance of any other zones on that same server. Our initial suggested fix was to add summoning NPCs to the population of the most problematic zones, but this change had other consequences and would likely not completely address the problem. We opted to take the time necessary to solve the problem as universally as possible.

[IMG]

An example of how mass killing NPCs impacts server performance. The peaks in this chart represent times when individuals were engaged in various forms of swarming

Since swarming can potentially adversely impact the gaming experience of many other players, our goal was to address the problem comprehensively. No longer rewarding swarming should discourage the behaviors that can cause these types of CPU spikes.


Piestro, post: 3043102, member: 17 wrote:Doug “Elidroth” Cronkhite (Assistant Lead Design: Systems):

When these spells and abilities were created some time ago, we never could have imagined players would utilize them in such clever ways. Being able to gather up most of the NPCs in a zone and take them down with a select group of spells does take skill and some finesse, but unfortunately, it’s not how the spells and abilities were meant to function. And more importantly, as Jenn mentioned, this style of gameplay is causing major server issues that disrupt gameplay for a lot of other people; these are issues we simply cannot ignore.

As a result, we’re making changes so the servers will be healthy both now and in the future. In doing this, we understand some of you may take a hit to your preferred play style. It’s never easy making big changes, but do know this will help the health of your server. These changes will also give us the potential to expand on these abilities more in the future instead of letting them decay.

AA Changes - Assassinate, Decapitation, and Headshot

The changes we currently have planned for AA abilities are significant in a few ways. Rogue's "Anatomy" and Berserker's "Decapitation" AA will be changed to limit their ability to proc against an infinite number of targets with no limitations on frequency. In order to prevent one class from having an unfair advantage, the Ranger ability "Headshot" is going to be similarly limited in use. These abilities were designed to allow players to quickly dispatch trivial enemies. Rather than return them to usability upon grey con NPCs only, the proposed changes to these abilities are as follows:

* Each ability will have its chance to proc reduced. The intended chance to proc should average out to about 2 procs per minute.

* These abilities will only trigger off of activated attacks, and not from riposted attacks.

* All ranks of these abilities will be refunded and new versions created, so players may choose to repurchase them if desired.

We’re also aware that some of you used these abilities as your primary way to earn AA experience. Our other changes (mentioned by Jonathan above) will help bridge the gap between your current AA count, and AAs needed to play your class well.
Last edited by Tarvas on Tue Feb 04, 2014 2:46 pm, edited 1 time in total.
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Re: Changes with the February Update: AA Grants & Ability Ch

Postby Tarvas » Tue Feb 04, 2014 2:45 pm

Piestro, post: 3043104, member: 17 wrote:Ed Hardin (Designer: Systems)

Below is a list of the spells and disciplines that we looked at when making these changes, along with a brief explanation of each change.

Warrior

The Shocking Defense Discipline line was not modified due to its low duration and relatively low proc modifier.
The First Spire of the Warlord AA was not modified due to the fact that its effect (a melee damage debuff) is not enhanced by multiple applications.
The Brace for Impact AA was not modified because it already has proc limits. Future extensions of this AA may not increase the number of procs allowed.

Cleric

We considered a cap of 30 targets on PBAE nukes but ultimately did not change them due to the inherent danger the caster is placed in. If they become a problem we may have to revisit this in the future.
The Ward of the Divine line of spells had a cap of 80 procs added. This means the level 97 version now provides a maximum potential of 186,480 damage per 2026 mana cast.
The Shining Rampart line of spells has changed in function.
Added a cap of 40 procs and increased its mana cost in a manner similar to the Shaman Lingering Sloth line. This means the level 99 version of the spell can now heal for a base of 97,240 HP at a cost of 939 mana.
The proc rate for this line of spells will now decrease on targets that are below the level of the spell. Like the similar restriction on the Skin of the Reptile line, this is intended to provide a good boost at the expected levels and a much lesser boost when applied against trivial content.
We have separated the damage absorption buff and the proc buff. All ranks of Shining Rampart, Shining Armor, and Shining Bastion will now trigger-cast Shining Defense, a spell which absorbs 10 percent of incoming damage. It has no damage cap, but will fade after its bearer takes 2000 hits. It has a player level for focus purposes but is not memorized on its own.
Changed the spell icon for the 'proc' portion of the buff so that it is not confused with the HP absorption effect.
The Divine Retribution AA line had a cap of 40 procs added, even though the short duration means this limit will probably not be reached. This is meant as a "future-proofing" method to prevent future upgrades from causing problems.

Paladin

The Ward of Tunare line has had its proc limit increased from 24 or 29 to 32. This line has a relatively low duration but raising the proc limit means it may reach that duration more often.
The Armor of Courage line was not changed. It already has a proc limit and a damage absorption cap in place.

Ranger

The maximum target amount on the Hail of Arrows line was not raised due to the spell line's overall efficiency and dependability of damage.
The Vinelash Cascade line was not changed because its effect (root) is not more effective when applied en masse.
The Nature Veil line was not changed because its effects only provide hate reduction, which we do not consider to be game-balance-affecting even en masse.
Grasping Nettlecoat was not changed because its effects only provide a snare effect, which is not enhanced by multiple applications.

Shadowknight

The Decrepit Skin line was not changed. It already has a proc limit in place.
The Gorgon Carapace line was not changed. It already has a proc limit and a damage absorption cap in place.

Druid

We considered a cap of 30 targets on PBAE nukes but ultimately did not change them due to the inherent danger the caster is placed in. If they become a problem we may have to revisit this in the future.
The Oaken Guard spell line was not modified due to its very low duration and the fact that its effect (hate reduction) is not considered game-balance-affecting even when applied en masse.
The Protection of Direwood AA buff was not changed for the same reasons.
The Skin of the Reptile line had its proc limit increased from 12 or 32 to 40 and its mana cost reduced slightly to be more in line with similar Cleric spells. We also increased the duration of early levels of this buff to match the later increases.
The Wrath of the Wild AA line was not changed because it fades after a single proc.

Monk

The Counterforce Discipline line was not modified due to its low duration and because its effect (slow) is not enhanced by multiple applications.
The First Spire of the Sensei effect was not modified because of its relatively short duration and because the defensive proc has a damage limit of its own.
The Third Spire of the Sensei effect was not modified because of its relatively short duration and because the proc does not increase in effectiveness as it is stacked.
Invocation of the Faithful/Devout/Righteous was not changed because it already has a proc limit.

Bard

The Autarchian Mindwrack/Rumbling Barrier line was not changed because it already has a proc limit.

Shaman

Breath of Antraygus was not given a target limit since it, like PBAE spells, requires the targets to be close to the caster. If there are upgrades to this line in future, a limit may be added.
The Lingering Sloth line had a proc limit added due to the fact that it has a chance to reflect a duration heal on the buffed player and because it has a very long base duration. Because of its long duration and because the duration heal doesn't stack with itself, this was given a large proc limit of 160.
We also reevaluated the mana cost of this line and have decided to increase it slightly over time to match the gains in power it makes.
We also decide to increase the chance for lower ranks to cast the heal effect from a slow proc. This has increased from 30/40/50 to 45/47/50, making ranks 1 and 2 much closer in healing power to rank 3.
This effect previously had no cap but now it is limited to a total of (roughly) 93366 health for the level 97 Rk. 1 version with a casting cost of 1153 mana.

Necromancer

The Necrotic Pustules line was not changed because it already has a proc limit.

Wizard

Increased beam spell target limits from 8 to 12 to match the change to Magician beams.
Increased the target limits on the Funnel of Frost line from 8 to 12 as well.
We considered a cap of 30 targets on PBAE nukes but ultimately did not change them due to the inherent danger the caster is placed in. If they become a problem we may have to revisit this in the future.

Magician

Added a target limit to beam spells of 12. This leaves them unmatched at efficiency with reasonable numbers of targets, but the spell no longer gains power infinitely.
We considered a cap of 30 targets on PBAE nukes but ultimately did not change them due to the inherent danger the caster is placed in. If they become a problem we may have to revisit this in the future.
Changed the limiter of Burning Aura/Brimbody/Pyroshroud from 240 incoming attacks to 48 procs to match later spells in the line. We made no additional changes to the spell line.
Changed the limiter of Hulking Bodyguard from 240 incoming attacks to 48 hits to match later spells in the line. No additional changes to the spell line were made.

Enchanter

The Ward of Bedazzlement line was not changed due to the fact that mesmerization is not enhanced by multiple applications.
The Rune of the Kedge line was not changed because the buff has an inherent limit in the rune component and because hate lowering effects are not considered game-balance-affecting even when applied en masse.
The Tendrilmist Guard line was not changed due to the fact that snare is not enhanced by multiple applications and the rune portion of the spell creates a natural cap.
Did not change the Color Shock AA line due to its relatively short duration and because the procced effect (stun) cannot, by nature, multiply its effect.
Added a cap of 24 procs to the First Spire of Enchantment AA to keep the number of procced pets to a reasonable number. This new cap is high enough that we do not expect it to be reached except in extraordinary circumstances.
Did not change the Rune of Banishment AA because it has an inherent damage absorption limit.

Beastlord

The target limit on the Flurry of Claws line was not increased or decreased.

Berserker

Arcblade's target limit was not increased or decreased.
Bloodthirst was not changed due to its low duration and the fact that its effect (a melee buff for the caster) is not enhanced by multiple applications.
The Unpredictable Rage Discipline line was not changed due to its low duration and the fact that its effect (a melee buff for the caster) is not enhanced by multiple applications.
Did not change the First Spire of Savagery AA because its effect (offensive debuff) is not increased with additional applications.



Piestro, post: 3043105, member: 17 wrote:Feedback

Your feedback on these changes is very important to us, and we will carefully monitor this thread to read your thoughts. We didn’t want to move forward with these plans without first explaining to you the reasoning and intent behind them. We’ll take your feedback and posts into consideration.

That being said, things which negatively impact server performance (and therefore the experience of EverQuest for a very large number of people) can’t be ignored. Please try to keep that in mind when providing your feedback. Feedback which is explanatory or solution oriented is always more helpful than simply saying you don’t like something.

In closing

We know that making a large-scale change like this is an admission of error on our part. It means we made a mistake. We want you to know that, in spite of our missteps, we all care about EverQuest. This game has been a big, positive part of our lives for many years and we expect for many years to come. We're making this change for the long-term health of the game.

Thank you for your feedback and understanding.
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Re: Changes with the February Update: AA Grants & Ability Ch

Postby Rashod » Tue Feb 04, 2014 4:00 pm

Tarvas wrote:After carefully considering your feedback and weighing our options, our current plan is to grant all AAs up to four expansions behind the current expansion.


I hope this also comes with an increase in character slots or Tarvas will have nothing to do.

In all honesty though, for raiding purposes, I believe this will triple some of our members AAs. With that in mind make sure you know what your new AAs do and how to use them. Maybe we need a per class guide as I can't imagine being granted a bunch of AAs I didn't buy (or even read the description of) and learn how to use them all at once.

My biggest fear is this creates a bunch of new people running around at max level with a bunch of skills they don't even have hot buttoned.
Last edited by Rashod on Tue Feb 04, 2014 4:06 pm, edited 1 time in total.
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Re: Changes with the February Update: AA Grants & Ability Ch

Postby Tarvas » Tue Feb 04, 2014 4:05 pm

Rashod wrote:My biggest fear is this creates a bunch of new people running around at max level with a bunch of skills they don't even have hot buttoned.


You just described 90% of my alts :D
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Re: Changes with the February Update: AA Grants & Ability Ch

Postby Tarvas » Tue Feb 04, 2014 5:01 pm

Elidroth, post: 3043517, member: 323 wrote:Just to clarify something really quickly. When a player is auto-granted their AA, there is still a lot of work to be done. They are not being given everything. Not even close. There are a lot of AA still to earn. The per-class amounts before being capped AFTER auto-granting are as follows:

Warrior - 4341
Paladin - 5436
Shadowknight - 5110
Ranger - 5442
Cleric - 5077
Shaman - 5704
Druid - 5414
Beastlord - 5295
Monk - 4505
Rogue - 4245
Bard - 4675
Berserker - 3873
Necromancer - 5040
Magician - 5796
Wizard - 4394
Enchanter - 5648
Last edited by Tarvas on Tue Feb 04, 2014 5:29 pm, edited 1 time in total.
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Re: Changes with the February Update: AA Grants & Ability Ch

Postby Tarvas » Tue Feb 04, 2014 5:02 pm

Elidroth, post: 3043519, member: 323 wrote:As for the Ranger, Berserker, and Rogue abilities, I absolutely am interested in raising the level cap, damage amounts, and so forth to ensure they are useful. As I said before, this gives me the ability to keep them relevant in the game, and continue to upgrade them.
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Re: Changes with the February Update: AA Grants & Ability Ch

Postby Rendus » Tue Feb 04, 2014 6:42 pm

I'm not terribly surprised by this, although if the reason truly was performance, I wish they'd have taken a different route (a follow-the-leader style pathing calculation, where the entire group uses the pathing calculation of one particular member of the group rather than calculating individually, would have gone a long way toward addressing the issue, but who knows how sensitive the pathing routines are...). Oh well. I'm also willing to bet they're tired of people claiming entire zones for their power-leveling.

The AA grant is interesting - Unfortunate they're restricting it to Gold/All Access. I wonder how they'll handle buying Gold for a month to get the grant, then dropping the subscription again. Right now, you can farm up uncapped AAs and retain use of them when you switch back down, but if this is a flag that simply grants all unpurchased AAs between Luclin and $maxexpansion-4, they might strip it off... But then you'd wind up buying AAs, then suddenly not having their prerequisites, so I'm pretty sure they'll grant it upon qualifying and leave it alone after that.

I bet they still leave you at the 1k cap though, so you'd have to buy your way up at like 250SC per 100AA.

This winds up being a boon of what, 6-8k AA from zero?

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Re: Changes with the February Update: AA Grants & Ability Ch

Postby Zantetsuken » Tue Feb 04, 2014 8:08 pm

Guess the servers will be ok with just the SK and Monk swarming. I'm not suprised they want to limit stuff like headshot and such.

I'm more worried about more Rangers, Rashod.... teh horror!

Paladin change is a joke, the proc has such a low chance already, I never run out of counters in a normal setting... even if its a big pull I barely run out of counters before the buff fades. Hate having to refresh that buff every two minutes. Beside Ward of Tunare was nerfed hard long ago.
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Re: Changes with the February Update: AA Grants & Ability Ch

Postby Tarvas » Tue Feb 04, 2014 9:01 pm

Rendus wrote:I'm not terribly surprised by this, although if the reason truly was performance, I wish they'd have taken a different route (a follow-the-leader style pathing calculation, where the entire group uses the pathing calculation of one particular member of the group rather than calculating individually, would have gone a long way toward addressing the issue, but who knows how sensitive the pathing routines are...). Oh well. I'm also willing to bet they're tired of people claiming entire zones for their power-leveling.

The AA grant is interesting - Unfortunate they're restricting it to Gold/All Access. I wonder how they'll handle buying Gold for a month to get the grant, then dropping the subscription again. Right now, you can farm up uncapped AAs and retain use of them when you switch back down, but if this is a flag that simply grants all unpurchased AAs between Luclin and $maxexpansion-4, they might strip it off... But then you'd wind up buying AAs, then suddenly not having their prerequisites, so I'm pretty sure they'll grant it upon qualifying and leave it alone after that.

I bet they still leave you at the 1k cap though, so you'd have to buy your way up at like 250SC per 100AA.

This winds up being a boon of what, 6-8k AA from zero?


When you go to gold, get the AAs, and come back down to silver you retain the AAs you get. You just cannot get anymore without buying another AA unlocker. I'd give you the specific quote but the damn thread is over 40 pages now.
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Re: Changes with the February Update: AA Grants & Ability Ch

Postby Sevex » Wed Feb 05, 2014 12:06 am

They could add the summoning ability to mobs on the agro list based on:
1) player agro num_mobs count of mobs
2) all mobs agro on player begin summoning at (5 x (num_mobs-20))% health
3) only applies to mobs >= level 70
4) doesn't change other summoning abilities of mobs

For example...
Sorox gets 20 mobs on agro list. Mobs don't gain any additional summoning ability.
Sorox gets 30 mobs on agro list. Mobs would begin summoning at 50% health.
Sorox gets 40 mobs on agro list. Mobs would begin summoning at 100% health(instantly).

Right now, I can still go agro all those mobs and create server spikes. Nothing has changed that...

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Re: Changes with the February Update: AA Grants & Ability Ch

Postby Glauri » Wed Feb 05, 2014 12:12 am

OK Sevex...I can honestly say that I have no CLUE what you just said. But I'm sure you're right!

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Re: Changes with the February Update: AA Grants & Ability Ch

Postby Mattmarr » Wed Feb 05, 2014 12:32 am

Rashod wrote:My biggest fear is this creates a bunch of new people running around at max level with a bunch of skills they don't even have hot buttoned.


This was the fear I was trying to express earlier when we were having the discussion. It's taken practice, time, and yes, sometimes reading to really learn how to best use my AA's effectively and which ones aren't even worth looking at. Maybe we'll be able to get more traffic in our class forums with some guides though!
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Re: Changes with the February Update: AA Grants & Ability Ch

Postby Tarvas » Wed Feb 05, 2014 7:44 am

Mattmarr wrote:
Rashod wrote:My biggest fear is this creates a bunch of new people running around at max level with a bunch of skills they don't even have hot buttoned.


This was the fear I was trying to express earlier when we were having the discussion. It's taken practice, time, and yes, sometimes reading to really learn how to best use my AA's effectively and which ones aren't even worth looking at. Maybe we'll be able to get more traffic in our class forums with some guides though!


I need the boss to split the those forums by class. Its not my fault that I fall under ranged, melee, tanking, crowd control, and healing. Sometimes what I am trying to say falls under all 5 at once. Hence my use of the bottom of the page :D
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Re: Changes with the February Update: AA Grants & Ability Ch

Postby Rendus » Wed Feb 05, 2014 8:40 am

Mattmarr wrote:
Rashod wrote:My biggest fear is this creates a bunch of new people running around at max level with a bunch of skills they don't even have hot buttoned.


This was the fear I was trying to express earlier when we were having the discussion. It's taken practice, time, and yes, sometimes reading to really learn how to best use my AA's effectively and which ones aren't even worth looking at. Maybe we'll be able to get more traffic in our class forums with some guides though!


Yeah, this was a problem for me even without suddenly having thousands of new AA activations available to me, and that's with classes I had already played for /years/ before I left the game. Learning the ins and outs of the Enchanter AA stuns and such was 'fun', I can't imagine having less familiarity with the class, and then suddenly having fifty new, in some cases /very/ niche abilities to learn.

Thinking about this for a moment, I think my preference here would be to get to within 3 expansions for passives (at least defensive AAs!)... And it wouldn't be such a bad thing to roll them out as they would become purchasable naturally - Ding 61, start getting the POP passives. Ding 66, GOD, etc.

My experience grinding from 1 to where I stopped at 91/92 was the game is an absolute joke until you're in Underfoot or maybe the expansion before it. Suddenly you go from pulling trains for fun to evaporating into a red mist in two (and in VOA, one) combat rounds. You /very/ abruptly run into a content wall that needs probably a thousand AA per expansion to get over, or some real tenacity working through it.

This is also where prestige gear limitations for free players shifts from annoying to just downright brutal, too. I had to switch back to unauged Abstruse and the VOA equivalent from (poorly) auged cultural and Recondite/Ambiguous and that pretty much meant the end of playing in VOA content. I've picked up some of the 2k HP/mana pieces that you can equip at 92 that drop in the latest expansions, which would make VOA content viable again if I started playing, but I'm at the 1K AA cap, so... Eh.

Something had to give on the sheer cliff face you're looking at around 80-85, and I'm glad they're granting the AAs. I just wish they'd consider them to be baseline, not count against your cap as a free player, and be more smoothly distributed so you're working with the tools from 46 on up. I'm willing to bet their retention rates for non-Gold players drops to near zero when people hit House of Thule. I didn't *have* to do Underfoot, but your options really thin out and you don't have any viable alternatives to HOT approaching 90.

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Re: Changes with the February Update: AA Grants & Ability Ch

Postby Lhimy » Wed Feb 05, 2014 11:37 am

It's not a huge surprise with the nerfing. I find it kind of annoying because I personally stick almost exclusively to swarming in instances because I know how god awfully annoying it is to deal with people swarming in regular zones so I'm here kind of like "well, i've been good about it so why am I being punished?!?!" hehe. But as well, swarming/head-shoting has been a staple and main stay of EQ for what? 8+ years now? Just let it be.

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Re: Changes with the February Update: AA Grants & Ability Ch

Postby Tarvas » Wed Feb 05, 2014 2:47 pm

Piestro, post: 3045176, member: 17 wrote:Hey folks, I'll get back to reading and responding to the thread shortly but I wanted to update you all first. I'm just back from a meeting with the team where we discussed a number of these issues and we have made some changes to the current plan:

We've eliminated Spell Casting Subtlety from the grant, along with the tradeskill AAs. This should prevent any negative impact for those that don't want these AA.

We will be lowering the level of the Glyph of Undetermined Reward (name approximated) to 51 and removing the Alaran Language requirement. This will allow anyone 51+ to level lock by diverting their experience to AA and using it to buy this glyph.

There are other potential changes from the meeting earlier today, these are the ones we can tell you about now. We're meeting again this afternoon to discuss more topics related to this plan that have been brought up in this thread. Thank you for your feedback, and please keep it coming.
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Re: Changes with the February Update: AA Grants & Ability Ch

Postby Tarvas » Wed Feb 05, 2014 2:50 pm

Piestro, post: 3045197, member: 17 wrote:We're strongly considering this and investigating the feasibility. It's not simple unfortunately, but we do like the idea of opt in and opt out.

Piestro, post: 3045246, member: 17 wrote:We're strongly considering the opt out, it has technical aspects so isn't something we can easily answer quickly.
The 70-80 range is something we've discussed a number of times internally, but is beyond the scope of this thread.
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Re: Changes with the February Update: AA Grants & Ability Ch

Postby Tarvas » Wed Feb 05, 2014 3:00 pm

Piestro, post: 3045281, member: 17 wrote:The AA will be granted per level. So at 51 you get the 51 AA.
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Re: Changes with the February Update: AA Grants & Ability Ch

Postby Rendus » Wed Feb 05, 2014 6:18 pm

I love that they're being so responsive and transparent in their approach here. I think they immediately learned from the subscriber SC reward announcement. Who would expect agility and quick adjustments from SOE, of all companies?