Melee Downtime Changes on Test!
We have made some changes on the Test Server to reduce melee class downtime. Regeneration should be faster while sitting and this should allow melee types to get back into the fray much quicker. Help us test this new feature and send us your feedback by using the Dev Corner feedback feature or by posting on the Official EverQuest Forums at eqforums.station.sony.com under On Test.
Thanks all and we appreciate your feedback on this proposed change!
Quote:It seems like everyone is still confused about this, so let me take a crack at clarifying.
1) HP regen now scales better from 1 to 65. Previously natural regen did not increase until level 51. Now it increases every 10 levels.
2) For every minute you are sitting, you will see an increase in the amount per tick you are regenning. I.E. The longer you sit, the more you're regenning per tick.
3) You can now bandage up to 70% inherently. The only different for having 200+ skill is the amount of HP healed per bandage now. The AA will still increase the maximum amount you can bandage to.
4) You can now bandage while you are sitting and therefore reap the benefits of both sitting regen and bandaging at the same time.
5) Races that have an inherent bonus to regen will maintain an advantage over those that do not. Their natural regen will remain greater then other races, and they will receive a secondary % based bonus to the bonus for each minute they are sitting.
6) You will not receive the increased regen/minute resting while you are under the effects of a DoT, including the lich line.
This in no way represents a completion, or even an attempt, at rebalancing melee in the high end game. This is a direct attempt at reducing the downtime associated with low and mid level melee characters that are complete dependant on their HP as a limiting factor. Casters, via the meditate skill, already receive an increase mana regen over their level progression, we're simply providing melee with a bonus to counter balance this somewhat.
Especially at mid levels are subject to extreme amounts of downtime in a situation where they do not have outside healing available. It is our hope that these changes will drastically decrease the downtime of melee characters at those levels when they are unable to find a group with a healer, and allow them an opportunity to gain exp at a rate closer to that which casters are already able to.
I hope this clears up some of the confusion, and gives a better idea of what we hope to accomplish with these changes.
As always, your continued feedback is welcome, and appreciated.
-Ryan
Re: Melee Changes on Test
First off.. screw them for bumping the band-aid cap to %70.. all the f-in toons I leveled and the work I did to get over 200 skill is flushed down the toilet..
Second this isn't going to do a damn bit of good if pure melee (well warriors and rogues anyway) can't kill a XP giving mob without dieing first (i.e. with no healing during the fight).
StevoWevo Registered User
Posts: 400
(5/1/04 10:57 am) Reply
Re: Melee Changes on Test
Quote:First off.. screw them for bumping the band-aid cap to %70.. all the f-in toons I leveled and the work I did to get over 200 skill is flushed down the toilet..
Re-read what rytan said a little slower perhaps? When did raising your skill ever affect the % of life you could heal? It will still increase the amount of hp that you heal as your bw skill improves, AND you can do it sitting.
Re: Melee Changes on Test
While I agree that it isn't going to help soloing any, I'm cool with these proposed changes. Like Ryan said, it's a small step, and it makes some sense to me.
Quote:Re-read what rytan said a little slower perhaps? When did raising your skill ever affect the % of life you could heal? It will still increase the amount of hp that you heal as your bw skill improves, AND you can do it sitting.
Before this you couldn't BW past 50% untill your BW skill was over 200.. now anyone can BW to 70%.. the only thing that getting your skill up does is reduce the number of bandages you use to get there. So yes.. raising the skill DID affect the % of life you could heal.
Re: Melee Changes on Test
They are going to need to be increasing regen rates by 3x or 5x or even more to make much of a difference. And hell will freeze over before they go that far.
Dubbo Registered User
Posts: 745
(5/2/04 7:26 am) Reply
Re: Melee Changes on Test
Joy. Guess I'll be dusting off my monk and gaining a few levels when this goes live. Hooray, I guess.
Of all the things (namely content, coding, itemization...) that are in real need of attention... they unveil this masterpiece. We aren't paying ~13 bucks a month to beta test EQ2. I wish they'd use some resources to give the real problems with EverQuest some attention.
Re: Melee Changes on Test
Since the 'regen rate going by how long you've rested' is from FF online, how long until we get WoW style campfires to boost group regen rates?
Registered User
Posts: 4978
(5/2/04 8:41 pm) Reply
Re: Melee Changes on Test
I'd just like to naturally be able to regen health as fast as a caster regens mana with meditation. Even if I had to work on a skill to do it.
Same with Endurance.
Call the skill Rest or Medita...oh wait....
I know, they should give EVERYONE the Meditation skill and just have it effect all 3 pools.
As a guy with every melee class in the game as an alt. This is nothing but good news. No, it doesn't suddenly mean my level 24 warrior can solo whites. Duh. But it does mean I can tank some in MS, sit, heal up, and go back and do it again.
Elemer Vec Nessar you don't remember me but i remember you
i lie awake and try so hard not to think of you
but who can decide what they dream?
and dream i do...- Evanescence
Re: Melee Changes on Test
These changes are meant to help melee types in the mid-levels. As such, it'll definitely help reduce the downtime of warriors, who can solo even cons into their 40's using bazaar gear worth less than 5k. The problem has always been the downtime was prohibitive.
Quote:Of all the things (namely content, coding, itemization...) that are in real need of attention... they unveil this masterpiece. We aren't paying ~13 bucks a month to beta test EQ2. I wish they'd use some resources to give the real problems with EverQuest some attention.
I do not understand while people still harp this point, the eqlive team and the eq2 team are separate groups of devs, we are *not* beta testing eq2 by playing original eq.
Re: Melee Changes on Test
Why the extra percentage reward for regening races. They already get a relatively huge standing bonus why give them an even larger advantage on the new sitting regen?
Did they sell their soul or something? I fail to follow.
Re: Melee Changes on Test
They're simply keeping their class bonuses, Qut. The players chose that class partly for that reason, there's no reason to strip them of that luxury.
As far as reasoning behind this, it's not just low-level peeps that benefit. Downtime is downtime, no matter what level you are.
Registered User
Posts: 260
(5/4/04 10:08 am) Reply
Re: Melee Changes on Test
Quote:Why the extra percentage reward for regening races. They already get a relatively huge standing bonus why give them an even larger advantage on the new sitting regen?
Did they sell their soul or something? I fail to follow.
Yes they did sell their soul to the gods of experience penalties. Since this change is primarily targeting mid levels & below, then the experience penalty that those races pay to have their regen bonus is very much a consideration. If their xp penalty is intact, then so should their regen bonus remain intact. Any separate regen modifications that are being applied to all classes are independent of xp penalty/bonus regen issues.