Everquest Legends

yerm

Avatar of War Slayer
7,716
20,454
They are not going to give you 13K AA, some that are super op 100 expansions in, lol. THJ gave us like 4-5K specifically chosen and curated per class to be OP but not too OP. And I remember the devs of THJ being asked if any more AA would be added and they specifically said no in one of thei stereams. They said MAYBE they would add some to some classes that needed more balance in the future. But I gotta tell you that was a problem with THJ. If you played 1-2 characters over time you pretty much maxxed out AA. Only thing you had left was to camp the current end game raid and level up items. Farm sleeper every day for those precoius block augs.They added an AA so that you could use AA exp on item leveling. I think I had like 4500AA on my main dude and that was jsut from running the raids over and over. I think I stopped actually farming the AA at like 2300 or some shit.

But from what I saw in Legends is that while AA are turned on all the time, kind of like a passive AA gain while you level, they came in really slow compared to thj. You would get like 40+ AA per clear of Dragon Necropolis n THJ. They also gave us plenty of double EXP events and weekends which would double this. The pet cucks would jsut leave their toons on at night or while at work and the pets would farm AA for them AFK. So the pace is different. But the AA in THJ were motre impactful because you got the whole set up front. They were not slow walked to you every expansion. Like Legends will udoubtedly do. LIke CA and CS for example, I think we got like 16 ranks of that shit in THJ wile Legends only has 3 each. So yeah more impacful for sure.

More of the class defining stuff too like monk kick and punch doing like 10x dmg tied to AC of boots and gloves. Pallys slay the dead which would literally one shot the dead, even without attacking, just by a rioste. and like the above I linked, 1h damage doubled while having shield. All kinds of shield block and other shit. Healing stuff too. Rangers got their headshot stuff and all their bow crap. etc... Rogues got their assasinate line, basically could become invisible to ANYTHING so they never had to do any trash, not even deal with the FD or anything. Jsut sneak by all the trash right up to raid mob and slay, then on to the next. Etc.... Bards had almost just as good skip AA that would drop all aggro if no LOS and you could just spam it. Train one minute and next youre fighting raid boss.
This sounds great if you're an emulator autist who thinks gates of discord is awful and refuse to move past pop.

If the game ACTUALLY proceeds on to some of these really excellent future expansions like gates, tss, sof, it needs to have progression to follow with it.

Given the people in charge and the majority of the clientele I am pretty certain they won't be going to Nedaria, maybe not even to the moon. But if they handle their shit properly and DO release an excellent gates of discord (the best LOOKING zones in everquest) or secrets of faydwer (it has secrets in the name, come on, and its also one of the best expacs)... they'll have to solve this problem.
 
  • 1Like
  • 1Solidarity
  • 1Moron
Reactions: 2 users

mkopec

<Gold Donor>
28,846
45,684
This sounds great if you're an emulator autist who thinks gates of discord is awful and refuse to move past pop.

If the game ACTUALLY proceeds on to some of these really excellent future expansions like gates, tss, sof, it needs to have progression to follow with it.

Given the people in charge and the majority of the clientele I am pretty certain they won't be going to Nedaria, maybe not even to the moon. But if they handle their shit properly and DO release an excellent gates of discord (the best LOOKING zones in everquest) or secrets of faydwer (it has secrets in the name, come on, and its also one of the best expacs)... they'll have to solve this problem.
I think the plan was go up to Dragons of Norrath in THJ, after that it was undecided.
 

Gavinmad

Mr. Poopybutthole
46,409
57,650
This sounds great if you're an emulator autist who thinks gates of discord is awful and refuse to move past pop.
How was Gates of Discord not awful? It basically killed the game.

I hope Triune continues to add expansions but if you're going to freeze the game at a specific point PoP is not a bad place to do it.
 

mkopec

<Gold Donor>
28,846
45,684
How was Gates of Discord not awful? It basically killed the game.

I hope Triune continues to add expansions but if you're going to freeze the game at a specific point PoP is not a bad place to do it.
When released it was shit, but I guess they fixed it up over time to be sort of good? IDK, never played it but I guess it ended up being decent after many patches and actually finishing it.
 

imready2go

WTF is a Raider?
<Gold Donor>
1,525
6,523
Apparently there was a big Dev stream yesterday. I sure as hell wasn't going to sit through that but someone on Reddit posted a summary fo the points the EQL devs talked about:

  • The team is going back to roughly weekly patches for now instead of biweekly updates. Some weeks may be larger than others, but they expect a faster update cadence in the near term.
  • The existing roadmap is still on schedule. Auction house, aliases, housing, additional achievement-related systems and other previously announced features are still being worked on.
  • Non-respawning instances are getting completion rewards, likely in the next patch or the one after. Completing one will refund the instance charge used to enter it, so a successful clear should let you immediately start another.
  • The devs strongly reaffirmed that EQL is intended to remain a solo/casual game. Grouping should be fun and worthwhile, but they do not want grouping to become clearly superior to solo play or turn the game into something that expects large raids and long daily play sessions.
  • They specifically said they are not going to balance around the loudest power gamers at the expense of slower players. Casual players should still be able to reach endgame and have a reasonable shot at the best gear.
  • They acknowledged that some endgame content, including Plane of Sky, still needs work for both players already there and more casual players who will arrive later.
  • New classes and races have been discussed for the long term. A new class by Kunark is considered unrealistic, but they clearly do not view the current class and race list as permanently closed.
  • Manastone, Healthstone and Vigorstone are not currently obtainable. They existed previously, were removed because of an exploit, and will return after that exploit is fixed.
  • 50-slot bags are expected Tuesday, August 25. They will be bank-only.
  • Ogre and Halfling unlocks are still being looked at because both are considered more painful than intended. A small Halfling-related change has already gone to Test.
  • PayPal support is being worked on through the account/payment side of the company. PaySafe was also mentioned as something they would like supported if possible.
  • The current Exaltation class restrictions are partly there because future items could become absurd if every class restriction were removed. They used Kunark's ranger-only Conflagration Dagger as an example. They are more open to loosening rules around non-proc Exaltations later.
  • More spell vendors are being considered, especially for places where certain classes currently have poor coverage.
  • Pet naming is planned, but there is no date yet.
  • Gender will be selectable per loadout in a change expected within roughly two weeks. Different character names per loadout will eventually come through the alias system.
  • More ways to earn loadout slots through gameplay are coming within the next couple of weeks.
  • A future appearance system is planned that will allow more character appearance customization. They did not give details yet.
  • Kunark will not simply be EQ1 Kunark copied into EQL. It will have familiar zones and characters, but also new material and changes to the timeline and lore.
  • Velious was explicitly confirmed as coming after Kunark in some form. EQL is not committed to following EQ1's original expansion order forever.
  • The devs are actively testing unusual class trios internally and still want all reasonable combinations to be capable of clearing the game's content. They acknowledged that balancing hundreds of possible three-class combinations will always be ongoing.
  • Rogue backstab modifiers are planned to scale with item upgrades. The current target is roughly within the next month, though the exact scaling is still being worked out.
  • Rogue poisons are intended to work with ranged weapons. That functionality is coming once the remaining bugs are fixed.
  • Scaling rogue poison disciplines through motes or another system is still being discussed, but it requires more work and is not an immediate change.
  • The devs do not see the current melee/caster balance as simply "casters good, melee bad." Their strongest builds tend to combine multiple damage sources. That said, they specifically called out Rogues, pets, Beastlords and Ranger ranged combat as areas they are looking to improve.
  • The bug where DoTs can strip buffs has a fix in QA and should reach Test soon.
  • The looping Bard Singing Mastery cast-animation bug is next on the list for the developer working on the spell-stacking fix.
  • Low-level melee endurance use is being reduced. The current scaling hurts melee much more at low levels than intended. The change should be noticeable while leveling and provide a smaller improvement at level cap.
  • Beastlord itemization gaps are being filled over time because Beastlords did not exist in Classic EQ. The team has already added more proc options and expects to add more appropriate focus-effect options as new zones arrive.
  • A new Beastlord ability involving synergy between the Beastlord and warder is in development, although it is not specifically a Frenzy of Spirit change.
  • Berserker Frenzy is due for another look. Rampage is mostly working as intended but may need more damage. Burst of Power was acknowledged as something that had been overlooked and now needs attention.
  • Rune amount will eventually be visible near the health bar. This should make effects like Blood Rune much easier to evaluate, and the devs said they will buff Blood Rune if the new visibility shows it is genuinely underperforming.
  • Pet weapon scaling is being redesigned. After the change, giving a pet a weapon will always improve it. Better weapons will give larger improvements, removing the current situation where some weapons can effectively make a pet worse.
  • Beastlord warder AI is under review. They specifically acknowledged warders making bad spell choices, such as repeatedly casting weak low-level DoTs instead of stronger abilities.
  • Tracking may eventually get better search/filter tools. A future feature will also give some additional tracking functionality to characters that do not have a tracking class.
  • Spell-upgrade preview tooltips are in QA. Putting motes into the upgrade window will show the resulting changed values before the upgrade is committed.
  • A third phase of spell upgrades is being designed for effects that do not currently scale. No timeline yet.
  • More spell slots are not currently planned.
  • The 50-AA banking cap is intentional for now. The devs want excess AA spent on other class combinations rather than stockpiled indefinitely.
  • More AAs are planned before and during Kunark, with a much larger batch naturally coming with the expansion.
  • Pet accuracy problems are being treated as a general pet problem rather than something that should require a special AA to fix.
  • The devs are interested in improving old quest rewards. Many Classic quest rewards were strong in original EQ because raid gear was inaccessible to most players, while EQL makes that gear much more available.
  • New quest design will generally try to remain discoverable. They still want puzzles and secrets, but do not want to spend time making content so obscure that nobody ever finds it.
  • An Agnostic deity unlock quest already exists in the game.
  • Charm is considered stronger than intended in some high-end situations, especially Hate, Fear and Sky.
  • The plan is not to gut charm. They are looking at specific overpowered charm targets and some level-scaling behavior while also trying to make normal pets substantially stronger.
  • The intended end state is that charm remains powerful, but a well-geared normal pet is sometimes a legitimate alternative rather than charm being the automatic answer.
  • Starting cities and older Classic zones may receive new quests and further updates over time. The team does not view a zone as permanently finished just because it has already received one pass.
  • Rujarkian Hills will be an outdoor high-level leveling zone. They initially described it as 35-50, then clarified that it is more realistically around 40-50, with possible endgame content deeper in.
  • Nektropos Castle is still coming, but they are not ready to reveal its level range.
  • They also teased an unannounced raid project and another unannounced feature.
  • Something is planned around Labor Day. Future holiday and classic EQ-style events are also planned.
  • They reiterated that they do not want limited-time events to contain permanent character progression that creates FOMO.
  • Raid scaling for two- and three-player groups has been substantially changed and is currently in testing. This is meant to address group raid bosses becoming enormous HP sponges for small groups.
  • Dungeon revamps are gradually moving toward higher-level zones.
  • Estate of Unrest is the next dungeon revamp.
  • Permafrost is getting a larger redesign and is intended to become an endgame alternative to Sol B.
  • D5+ content has already been designed and playtested. The devs described it as deliberately unfair and aimed at players who specifically want that kind of challenge. It is being worked on, but there is no release date.
  • The Blue Crystal Staff from Phinigel Autropos is not currently dropping because the relevant epic content is not yet in the game.
  • Quillmane is not being fundamentally trivialized. Improved tracking should help, and private instances remove kill-stealing, but the devs still want the hunt itself to remain recognizable.
  • Quillmane is not guaranteed to appear in a non-respawning instance.
  • More overworld content is planned. The team acknowledged that EQL currently leans heavily toward dungeon crawling and wants to make better use of outdoor Norrath again.
  • The development team is expected to expand, though they did not give hiring numbers or timing.
  • More hidden quests and environmental storytelling are planned. Torrid Corruptor was described as an early example of the sort of discovery-driven content they want to do more often.
  • There is an intentional lore reason Mayong Mistmoore is not currently in Mistmoore Castle.
  • Traps and currently underused skills like Disarm Trap may get more use in future content, particularly in castle-type zones.
  • Plane of Sky loot is being changed. When you kill a boss, there will be a chance for an additional item appropriate for one of your three active classes from that boss's loot table.
  • That class-targeted Sky item is extra loot and does not replace the normal boss drop.
  • The purpose of the Sky change is to reduce the current situation where players can run the zone dozens or even hundreds of times without seeing a particular class item.
  • Mote drop chance is affected by several multipliers. Multiclass mobs get a bonus based on their number of classes, rare or unique mobs double the chance, and raid targets triple it.
  • Those mote bonuses multiply together. Under the right circumstances the chance can reach 100%, so named density is especially important when farming motes.
  • The team is also adding the rare-creature flag to more old named mobs so they properly receive the rare-mob mote bonus.
  • Existing motes will continue to work on Kunark items and spells.
  • Progressing beyond the upgrade limits currently available in Classic will require new drops from future content.
  • The team is continuing to build EQL as its own version of Norrath rather than simply replaying old EQ expansion content exactly as it originally existed.
 
  • 4Like
  • 1Worf
Reactions: 4 users

Mrniceguy

Blackwing Lair Raider
1,307
-225
Gender will be selectable per loadout in a change expected within roughly two weeks. Different character names per loadout will eventually come through the alias system.
 
  • 1Picard
Reactions: 1 user

Araxen

Golden Baronet of the Realm
11,397
8,889
I'm glad they are making those changes to sky. I still need to get the Paladin dismiss summoned sword out of there, but it seems like the same few items drop all the time. I honestly believe Sky loot is bugged.
 
  • 1Like
  • 1Worf
Reactions: 1 users

Gavinmad

Mr. Poopybutthole
46,409
57,650
When released it was shit, but I guess they fixed it up over time to be sort of good? IDK, never played it but I guess it ended up being decent after many patches and actually finishing it.
What happened was they 'completed' the expansion by releasing the other half of it, calling it Omens of War, and charging another 30 bucks for anyone still dumb/masochistic enough to be one of their customers at that point.
 
  • 3Like
  • 1Worf
Reactions: 3 users

mkopec

<Gold Donor>
28,846
45,684
YEah it was something like the level cap was never raised with the first half, but it should have been? Because all the raid shit was too hard? And OOW actually finally raised the cap?
 
  • 1Solidarity
Reactions: 1 user

rolien

Bronze Knight of the Realm
277
242
>Can't balance all combo's
This should be fucking expected that not all combo's would be balanced if any fucking retard expected every combo to be balanced you're absolutely fucking retarded.

>We plan to make new classes
Why? You can't balance them all already and now you're going to make new classes?

>Velious will come but will be different due to lore
Why not just leave things alone? Did someone specifically ask for this?

>Zone revamps
I've seen the items from Befallen and all I can say is what the fuck... there's a 1 handed sword that drops there that is 10dmg 30delay and usable by all classes that can use a 1hs weapon what the fucking hell.

Don't get me wrong I don't play EQL I'm watching when they add loadout achievements I'll buy sure why the fuck not. But a lot of this shit should have been in the fucking game on launch. Also it sounds like they're just changing things because they want to change shit and make it less like EQ and more like whatever the fuck they want to make it like.
 
  • 2Picard
  • 1Worf
Reactions: 2 users

Deruvian

Lord Nagafen Raider
778
193
Kerra isle is surprisingly good exp. The volume, density, respawn rate of 15-20 mobs there is enough that I don't think you could possibly run out of stuff to kill. The mobs on the good side for whatever reason don't summon pets, buff themselves/each other, and seemingly universally don't assist one another (besides the tigers roamers). Their negative faction hit per kill is negligable. If you do a few necks you can clear there for like 5-10 levels without losing ally. In D4, as none of the things that make D4 annoying are in play, it's pretty easy motes (regular ones of potential, not the greaters). For a newb who just got some burner gear hand me downs, it's quite good.
 

mkopec

<Gold Donor>
28,846
45,684
Yeah im not too impressed with their zone revamps. Take blackburrow for an example, they shuffled some mobs around a bit, added a few new ones concentrated by the elite edge and below, added in a few new items and called it a day. Sad thing is the aggro is all fucked up with the new mobs. You even get close to that area and you have a fucking train from hell. Didnt do shit to the actual "boss" area of the dungeon all the way up top... could have added a few noob weapons there too, maybe more armor to get things going. I mean, im no dev so I dont know but that sure does not look like anthing other than maybe a DAYs worth of work, prob less for someone that knows WTF they are doing.

Befallen, never went there before so IDK WTF they changed.
 

Deruvian

Lord Nagafen Raider
778
193
Yeah 100% on Blackburrow. They jammed way too many mobs in a tight area in several places. It was always a train-ey zone and now it's even worse.
 
  • 1Worf
Reactions: 1 user

Ortega

Vyemm Raider
1,249
2,968
Yeah im not too impressed with their zone revamps. Take blackburrow for an example, they shuffled some mobs around a bit, added a few new ones concentrated by the elite edge and below, added in a few new items and called it a day. Sad thing is the aggro is all fucked up with the new mobs. You even get close to that area and you have a fucking train from hell. Didnt do shit to the actual "boss" area of the dungeon all the way up top... could have added a few noob weapons there too, maybe more armor to get things going. I mean, im no dev so I dont know but that sure does not look like anthing other than maybe a DAYs worth of work, prob less for someone that knows WTF they are doing.

Befallen, never went there before so IDK WTF they changed.
I feel like level didn't effect agro range back in the old days. Is this some sort of new change they implemented to copy WoW or what?