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 Rank: One of the Main Weird Groups: Member
Joined: 7/23/2008 Posts: 359 Points: 501 Location: UK, Tonbridge
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I've just seen this from SOE, its generated a instant 28 page thread on one of the forums straight away, from the sounds of it they are making some big changes to the whole way aggro and tanking works in EQ2 for update #51. The fighter revampThere are of course a few complaints there, from my view though I'm liking the looks of the changes, its adding in more numbers you can see to the game (via the hate meter), not sure if that's something people want or not (I've heard the original EQ did not tell the player anything), personally I like the numbers part myself since I can see what is going on and I get feedback from all my actions, not just the moment I get aggro. But what is interesting here is that they are changing the tanking because they felt that tanks were not requiring to master threat enough as part of their role as a tank, this is completely the opposite of WoW where blizzard employees have announced that they did not think having to worry about threat was a fun part of the game and were minimising it. Those are two completely different approaches to the game, on a different note I have also seen some people commenting about slightly improved graphics, will have to look for this myself.
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 Rank: One of the Main Weird Groups: Member
Joined: 11/1/2007 Posts: 142 Points: 432
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Lomax wrote:(I've heard the original EQ did not tell the player anything) Damn right it didn't - I don't know what it's like these days but when it started out you got no numbers on XP, health, damage, spell descriptions - about the only thing you got numbers on was (from memory) resists and things like INT/STR. You didn't even know what levels mobs were beyond how they conned. It's changed a huge amount since then, of course - I think it's a bit of a loss, it robbed EQ of some of that mystery. Part of me is worried that a hate meter will do the same - where's the skill in judging just how hard to nuke, knowing your tank's abilities, if you've got a frikken meter telling you that you can do another 147.5 damage before you get aggro? That said, I'll probably love having it there. I'm contrary like that :) On the wider question; I think that tanks should be required to worry about their aggro - that's what keeps it from being a boring button-mashing role surely?
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 Rank: Admin Groups: Administration
Joined: 10/20/2007 Posts: 1,525 Points: 3,139
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I totally agree, it is dumbing it down for everyone. I get that they want to increase visibility of fighters actions and want them to be more responsible for their hate management, but this is just an easy button, from what I have seen it isn't even just a meter, it is also a numerical value that shows..
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 Rank: One of the Main Weird Groups: Member
Joined: 11/1/2007 Posts: 142 Points: 432
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Fighters are already responsible for their hate management - you don't need to see numbers to know how to manage hate from either side. Hell, back in EQ1 knowing precisely how to balance your hate was a defining skill of a necro, because we could deliver insane DPS that could pull aggro away from the best tank if we didn't. Anyway, we've already got a hate meter. If the mob is hitting you and you're not supposed to be tanking, your hate is too high.
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 Rank: Admin Groups: Administration
Joined: 10/20/2007 Posts: 1,525 Points: 3,139
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ahnlak wrote:Fighters are already responsible for their hate management I guess I phrased that wrong, fighters are responsible for their own hate, but everyone else is responsible for not allowing it to be exceeded by their own.
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 Rank: One of the Main Weird Groups: Member
Joined: 7/23/2008 Posts: 359 Points: 501 Location: UK, Tonbridge
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Cyanbane wrote:ahnlak wrote:Fighters are already responsible for their hate management I guess I phrased that wrong, fighters are responsible for their own hate, but everyone else is responsible for not allowing it to be exceeded by their own. I think the difference here seems to be that other classes were contributed through skills so much hate to the tank that tanks were just focusing on dps at least according SOE (is this true?), so now they want the tank to have more of a job to keep hate/aggro and not be supported by their group so much. Blizzard have gone down the route where hate isn't too big a deal and yet they are happy with this result. As for the meter, I'd actually say that a simple meter is harder to use then a totally exact one like they have in WoW addons, on these you know down to the last number exactly what the aggro is which makes it a science, on this meter you might have 0% hate yet pull aggro immediately since not much hate has been built up. As for whether it is easy mode, there was one big thing that struck me in some of the dungeons (admittedly only early ones) that I've experienced in EQ2, in the burning crusade heroics even non elite minor mobs would one shot the healer which made the instances really twitchy and a good solid challenge where each group was planned in detail. All in all I'm not sure if this will make it easy mode, it really depends how the instances are designed, I'd like to hope they're going to be hard. I'd say this is harder to run with a hate meter then one where cloth classes can take a few hits and the tank then reacts to things going wrong slowly, although I'm not sure here how the end game instances are in EQ2?
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