Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
I mean, we've been over this - EQ2 boss encounters dont exactly have info on them posted online.
What I can do though, is give you a basic overview of a mob type - dragons.
Most EQ2 dragons have a basic melee attack, and one larger melee attack. They have a bite attack, two breath attacks, two tail swipes, and at least one AoE. Most of them also have a wing buffet attack.
That is 9 abilities that a dragon trash mob would have, just by virtue of being a dragon (wing buffet requires wings - which isnt a given, but whatever). They will often also have a handful of class abilities (often renamed) on top of this.
From there, if this dragon is a boss, there are still the mechanics and abilities that are unique to it. This generally involves multuple AoEs (often with status effects or DoTs), environmental considerations, adds, and what ever random things the developers want to throw in (one encounter would literally remove the tanks pants mid fight - just because).
When you pull up ACT after a boss fight on EQ2, it is fairly common to see 50 or more sources of damage on the raid(source of damage being a specific spell, ability or effect). Now, obviously this is only for actual top end content, not just all raid bosses - but top end content is what we are talking about here
When you consider that not all abilities a mob uses actually deal damage (pantsing the tank doesnt directly do damage), you can kind of see how I was low-balling it with what I was saying above.
ok so you are counting everything was checking because it seemed like you were saying the boss alone had that many abilities not counting add, mech, etc.
Can we count spells and on-hit effects, when counting?
I count them because they affect the fight in the games I play. They're not ignorable, they're quite integral to the encounter.
If we count the spells and on-hit stuff, I can give multiple examples of 30 abilities. If not, then yeah, 10-20.
I'm saying the boss and adds could often count well over 50. The boss alone in many fights (adds are not present in all fights) is often 30 or 40 (the number range in question).
I mean, there are some encounters in EQ2 when multiple bosses (one particular encounter had 7 actual bosses in it), and we would see over 100 sources of damage in that kind of encounter. However, since that was rare I wouldn't use is as an example of what is typical - but 30 - 40 abilities for a boss in a single boss encounter is typical.
To be perfectly fair, while the 3 - 4 times that I suggested applies to boss encounters, it was more the low end encounters that I was talking about.
The suggestion was that base population (aka, trash mobs) would have one ability. In EQ2 even mobs designed to be pulled solo by the dozen have 3 or 4 abilities each. The notion base population in a raid setting would have one ability is completely foreign to me, and makes absolutely no sense.
This is what I'm hoping to see more details on, and what has sparked the conversation.
I'm looking forward to hear more details on their ideas. I personally hope they will have lots of dungeons, and lots of bosses where conflict can occur.
Im aware of that commend this is just the best way I feel it could be done by linking to hp. Giving ample chance to steal it and having mechanics revolving around pvp and the boss. IE needing to hold certain points to Summon parts of some giant boss while dpsing. The winning group will be able to bring the people from their raid there (based on the number) with the others having to leave in some form. Also keeping the balance and difficulty than just being able to zerg the boss with numbers.
Short info on it, but it be easy to think about and understand how to detail it and have it working pretty well. Also, people that lose get sent back to town and wiping in the raid send you back to town as well.