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The Combat Revamp: The Sky is Not Falling


The Combat Revamp: The Sky is Not Falling
Brenden "Magi" Gardner - 8/9/2005


The songs that are being sung all across EverQuest II communities, big and small, are an all too familiar tune to me. Instead of perhaps looking at a darker, black background I am looking at the vibrant colours of EverQuest II banners and message boards. Really, what we're seeing, the concern and attitudes, isn't much different than Star Wars Galaxies before that infamous combat upgrade.

I am a long time Star Wars Galaxies player and I felt that though there was some serious short term pains but the game improved dramatically. I also feel the same effect will fall on EverQuest II.

Now before I get some very angry e-mails I am well aware that there were big, significant differences between what was Star Wars Galaxies (pre-combat revamp) and what EverQuest II is currently. By every stretch the combat system is not broken or inherently flawed. Yes, we can all point out its problems but it is not broken. But there are significant problems with the combat system that impacts the rest of the game that needs drastic improvements.

I won't make it a secret: I am a Ranger. It is a class that I have enjoyed tremendously, ever since I began as a young scout and a bold predator. I didn't mind, as I went through the different areas of the game, my supposed "gimpiness." So what if I could only defeat blue, or if I was fortunate, white mobs? I didn't care. I was having fun.

But as we all should know, end game is a completely different story.

Whether it is smaller quests, hunting named mobs or flow-blown raids there was some serious issues that were prevalent. To start, my damage was rather low (this being the biggest problem with the class). Secondly, my buffs were rather pathetic: they held no real useful purpose in raids that only I could deliver. So what happened? I was excluded by groups and guilds for more "useful" classes.

There are other classes who are in this same position, most famously the Wizard, and we have real serious concerns.

So yes we need a radical change to the system since we all know from first generation MMORPGs nerfs here and there don't solve problems (neither do buffs here and there). So this is why we have the revamp.

Here is one thing to keep in mind as well: what you see on test server today, tomorrow and one week from now is not what you'll see come when that update is released. As Moorgard and other developers have pointed out there are spells and skills that are incomplete, and let's not forget the fighter and priest [classes].

But there is a more important point to consider: when all is done, and the update released, you may not like [what you see] but the game will be considerably better in the long term.

This is exactly what happened in Star Wars Galaxies and it too turned me off originally. There were things that I no longer was able to do, namely defeat certain mobs with ease. Combat took longer but it was definitely more strategic. I had to group where I had not grouped before. All of these things aren't necessarily bad, but more shocking at first. Not only that but once the servers and players adjusted to the new system life became that much better. There is inter-dependence among the combat classes. There is a stronger feeling of community. Those are just a couple of benefits, not directly involved to combat, that helped the game considerably as a result of the upgrade.

Now I'm not going to stand up and suggest all these feelings of Star Wars Galaxies, post combat revamp, is what we're going to see in the new look EverQuest II. What I am saying though is that the game will ultimately be better. It may not look that way but SOE does value subscription numbers and wouldn't do this if they were to go down permanently.

So what exactly will we see?

This is hard to say. If you asked me a few weeks ago I would simply say that the under-powered classes, such as the Ranger and Wizard, would receive buffs to bring them in line with everyone else, be it in damage or group desirability. Today I say that I expect that, plus something more.

For instance, encounters are taking longer than they're use to (which is a change we saw in Star Wars Galaxies). This is something that was really only uncovered in experimentation by developers and testers alike. Perhaps the encounters are taking longer because they have to so balance can be obtained. Maybe, even, they're longer only temporarily, while the developers figure out different ways to balance. Or perhaps, a long stretch mind you, is to make combat more strategic.

We will have to wait and see.

There is also one other positive point that I would like to consider that perhaps has not been given much thought originally: if the combat revamp delivers, making all classes viable and useful, we'll see diversity brought to a whole new level.

Let's not kid ourselves: players who enjoy raiding immensely, beyond all other things, are not going to play classes like the Ranger and Wizard who are gimped in raid situations. It's not going to happen. Also, let's keep in mind, a good chunk of the population is raiders, for EverQuest II's end game is built around it. So how many Rangers and Wizards do you see? Not that many.

We already saw this when the Frogloks were released. Sure, there were Frogloks galore in the canals of Qeynos and the sewers of Freeport but now, months released from their enslavement, the numbers have dwindled but we do see them (along with the other races). It is such a great thing to see.

As I've already said, we will see the same thing when the combat revamp arrives: Rangers and Wizards won't be as rare as the plague anymore.

Despite it being August and the Desert of Flames expansion due out in September it doesn't seem like there is a lot of time left. But rest assured there is plenty. For those of you who were around in the last month of beta knew a lot of things changed in the last week or two before launch: when the pressure is on its amazing what gets done.

So let's save these worried glances, frantic outbreaks and "the sky is falling chants" until we see the final product, please?

Come the expansion, I think you'll all be pleasantly surprised.



Questions? Comments? Suggestions? Send me an e-mail at magii@rogers.com

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Posted by mizzgnomer@aol.com at 2005-08-10 10:00:44
Ha ha ha wizards are doomed if the current change to our root remains I am a level 50 wizard and with the change to root I can safely now solo SINGLE GREEN CONS Thats it anything higher and Im a speed bump. To quote the new name for wizards from the beta boards we shall now be known far and wide as Debtmongers. Period all well be good for after revamp UNLESS the devs actually read the boards which at this point Im doubting. Im going to check out DDO because if the change to wizard roots goes thru as it is now I wont be playing EQ anylonger.


Posted by Chilidog at 2005-08-10 12:17:52
As always.. Magi is way too insiteful great stuff.


Posted by Aeroslin at 2005-08-10 17:57:54
Are you nuts Im a 47 wizard and I finally feel like Im a force to be reckoned with. I can take out white and even yellow solo mobs multi mobs even. It was a gift from the gods that we received ring of cold without that spell we wizards would definitely be gimped. I dont know how it works in raid situations but Im a dps nuke nuke nuke thats my motto not to mention we are the mana sieves for the rest of the party when were not DPSing.


Posted by Cwan at 2005-08-11 12:06:12
Will the proposed changes effect the best solo class in game Pallys and how bad will our nerfing be they ruined our horse already one of main reasons alot o my fellow Pallies and SKs even chose the tank class that cant duel wield. I Get to 45 and find out theyh are ruining us. The monks were first to suffer from a nerfing ruin there Agility monks became the Redheaded step child of EQ2.


Posted by gnofear at 2005-08-11 21:14:46
Im all for the combat reveamp. The only people that are complaining are the ones who realise that they wont be able to exploit the system anymore and harvest herorics


Posted by Llam at 2005-08-12 20:10:57
I am a level 40 mystic and the only real thing i have are debuffs. I chose this class because of the wards and heals only to find out that for the healer class we get very few of each and even less damage DD or DoT. I hate to start over so I will continue until I hit 50 but I seroiusly doubt I will try to advance any farther with this guy. I am all for revamping good or bad Maybe it will even out some of the damage or maybe even bring this priest class out of hiding its face in the sand.


Posted by rendclaw at 2005-08-21 15:53:26
Last I checked killing an herioc while solo was a big accomplishment. As a 49 ranger I have in the past kited group mobs and usually I win. If I stumble at all in my fight I am toast. Why is that something that upsets people. I have also been slaughtered by GREY group mobs that were casters. Every class does something well or if they dont fix that. What turned me off in EQ was after a certain point you had to group or you could forget it. EQ2 was supposed to be an environment where groups or soloers could advance to end game.


Posted by Tippo at 2005-09-13 17:10:42
Chuckle. Im a 48 ranger. Rangers got totally nerfed. We do more damage with our pokers per combat round but some of my 40 combat abilities do approximately 41 damage. Only 2 of our spells can be cast on the run now meanign we cant kite anything meaning I have been whipped by blue mobs. I think people of all classes will be outraged. They have revamped everyone be cause the elite few found a way around the upper end code. Silly. 1231239908 - 14 income after next pay cycle for me.


Posted by Striipe at 2005-10-06 14:46:39
I think the revamp has hit SKs and Pallies too hard


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