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Re: team or die.

Posted: Wed Nov 03, 2004 10:44 pm
by lordzren
but the point is for the gamers who cannot commit to playing the game 5 hours straight at a time what will the game have to offer?

Re: team or die.

Posted: Wed Nov 03, 2004 11:53 pm
by jeffhill
Melee vs mage soloing IMO is unbalanced. I bet your all melee characters. Soloing has always been very risky for me as a mage as stuff can kill me in 2 hits. At least now with mobs lower hps ( and I still die in 2 hits ) this patch has increased the soloability of mages to be more equal to that of melees.

Re: team or die.

Posted: Thu Nov 04, 2004 12:11 am
by zukor
jeffhill wrote:Melee vs mage soloing IMO is unbalanced. I bet your all melee characters. Soloing has always been very risky for me as a mage as stuff can kill me in 2 hits. At least now with mobs lower hps ( and I still die in 2 hits ) this patch has increased the soloability of mages to be more equal to that of melees.


By basically making solo play untenable for either? Not sure that's the right way to fix the problem.

Doctor Z.

Re: team or die.

Posted: Thu Nov 04, 2004 12:52 am
by calvelli
I'm also primarily a solo player, and used the re-spec to reflect that. Wheras before I had tried to build a fairly balanced character with a variety of skills, I now focused on building max strength, constitution, balance and metabolism for my level. My remaining points went to increased attack, self heal and speed.

This seems to have paid off given the decreased hp of mobs. While they hit harder, I kill them faster, heal for more and can flee with a higher chance of success. So far I have been pretty successful with my lvl 50 melee, only having died when I was less-than-careful picking my fights (attacking a pack of gingos is no longer a possibility).

I'm not sure if I rendered myself useless to grouping, but as a casual player that wasn't really a concern. The game is still fun, and seems to move faster now. I am not getting as much xp per kill, but I seem to be killing more mobs/hour which balances that for me.

Anyone have experiences similar to this?

Re: team or die.

Posted: Thu Nov 04, 2004 1:40 am
by drech
calvelli wrote:I'm also primarily a solo player, and used the re-spec to reflect that. Wheras before I had tried to build a fairly balanced character with a variety of skills, I now focused on building max strength, constitution, balance and metabolism for my level. My remaining points went to increased attack, self heal and speed.

This seems to have paid off given the decreased hp of mobs. While they hit harder, I kill them faster, heal for more and can flee with a higher chance of success. So far I have been pretty successful with my lvl 50 melee, only having died when I was less-than-careful picking my fights (attacking a pack of gingos is no longer a possibility).

I'm not sure if I rendered myself useless to grouping, but as a casual player that wasn't really a concern. The game is still fun, and seems to move faster now. I am not getting as much xp per kill, but I seem to be killing more mobs/hour which balances that for me.

Anyone have experiences similar to this?


I'm not much higher than you but mobs that I need to kill for xp solo hand me my ass. I did the same thing you did, focused on const,balance, and regens as they pertain to melee. I didn't spend any points on anything that wasn't directly melee related and only on things known to have an effect on mobs, directly or indirectly. I am as pure melee as you can get.

I wondered about the mage soloability. With the reduced HP of the mobs, casters should have a much easier time of it I'd htink. Nuke fast and excellent xp should be in range.

From the posts above though it sounds like even casters can't solo with the patch?

Re: team or die.

Posted: Thu Nov 04, 2004 2:14 am
by silverio
Hmm im lv 160 fighter and i soloed some herbivores quite fast .. max hp regeneration and jewelery + heavy armour only ql 100 but ql 140 pike cc . 2300 Hp with 1600 hp heal that i need to use every 3 fights ... herbivores give more xp now and have less hp so they was looking as good fast prey to solo kill. As i heared Group works but not any more maxed to 9 members as it is still too hard to have good equipment on my level .. no crafters around making that level stuff but overall this patch is crafters paradise so there will be soon some beter equipment aviable ..

Re: team or die.

Posted: Thu Nov 04, 2004 2:30 am
by kkuryllo
I'm soloing melee lvl 52 outside of Yrk and am leveling just fine.

Re: team or die.

Posted: Thu Nov 04, 2004 3:54 am
by Lukati
I don't care what anyone says. A level 52 fighter should not come anywhere close to dying from a Baying Ragus. It's that simple. Not only did I come close, I simply got flattened in a matter of seconds. You could blame it on a possible lack of effective game-playing skills... whatever. I'm not a hardcore player, and I'm not big on teams... and it seems that anyone falling into that category is being royally screwed.

The WORST part, is that there was nothing wrong with the previous system! I have spent every waking moment in the same beginner playing zone (Cities of Intuition) and have been slaughtered every time I've taken one step into another zone. I struggled taking on Hard Kipees. I could still get overtaken by the random Zora Kovan attack. I don't see what was wrong with the initial system one bit. Not to mention, I'm making a hell of a lot less money off missions now. Dunno what the deal about that is, but I guess I'm out of my league, wanting explanations as to why this game suddenly no longer appeals to a good percentage of its population.

I was in the process of suggesting to my friends that they jump on the 14 day free trial deal starting Nov 8th. Now I'm not even sure if I'll be playing by then.

Well done, Nevrax.

Re: team or die.

Posted: Thu Nov 04, 2004 4:48 am
by svayvti
Amusing part is I found I could solo magic just fine.

Using high powered spells I killed things in nothing flat. Most before they could even hit me - the best way to level now.

In a team I could level worth squat. For anything which wouldn't insta-chew the tanks gave too little (as in like 200ish) xp. Most of the time when we were successful, the tanks killed it too fast for me to get a nuke in.

I think a 200% increase in mob damage was way overkill. Especially since some mobs already had way too much damage or HP already. It should be a lower damage increase and it shouldn't be across the board with all mob types. Lower heals back down if need be, but teaming was insane.

Re: team or die.

Posted: Thu Nov 04, 2004 10:32 pm
by lordzren
this game is getting harder than early EQ.

mabey they think that is why EQ lasted so long .. hmmmm