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Title: Combat Changes


Jemene - September 10, 2005 06:49 AM (GMT)
http://eq2players.station.sony.com/en/news...ion=development

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With Live Update #13, we are introducing significant changes to the way combat works and how spells behave. The main goal of these changes is to increase the fun and challenge of EverQuest II. Some of the ways we are going to accomplish this goal include:
  • Adjusting spells and combat arts to ensure that damage, healing, and utility are more proportionate among the classes.
  • Making spell upgrades more meaningful and satisfying by adding new spells and arts to better fill out character progression and put the emphasis on distinctiveness at the subclass level.
  • Removing damage mitigation from NPCs so that your spells and arts do damage in the range listed when you examine them.
  • Making the con color of your opponent a lot more meaningful to better indicate the level of challenge you're about to undertake. For example, a red-con opponent should be something you want to avoid, an orange-con opponent should indicate an extremely tough fight, and so on.
  • Smoothing out player and NPC progression so there are no longer sudden increases in difficulty around the class and subclass levels.
  • Addressing cases where some characters could be made virtually immune to attack through buff stacking.
Our intent is that the game feels and plays basically the way it always has for soloers and small group players. Individual players of any class or level should be able to defeat level-appropriate solo encounters. Heroic encounters should require the cooperation of multiple players. Groups and raid forces taking on powerful targets should find an increased level of challenge.

Below are some specific changes to the various elements of combat and spells. We will provide more class-specific information soon so you will be able to see your class has progressed with these changes.

More at the link.....



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