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Does the new resting regen change gameplay/tactics?Follow

#1 Sep 20 2006 at 8:16 PM Rating: Decent
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Hi,

Figured I would start a thread to get your opinions on this topic. I definately have my opinion of it.

Does the new resting regen change gameplay/tactics?

From my brief experience, it does, a great deal. By a great deal, I mean and believe that it practically nullifies sensible mana usage, aside from aggro management, on a single battle. It significantly reduces the value of many items with mana regen and many aa's that speed mana recovery.

I have a shaman with aa's that were saved up for Canni V. I decided to spend them elsewhere as I believe the value of that aa decreased for how I play.

I understand the "thirty second timer" is one of the stipulations to increased recovery, but, it's not thirty seconds. It's more like fifteen seconds from what I can tell.

I understand that some (many? most?) groups can chain pull within the fifteen, I mean thirty second timer. But, if that group can kill a mob or group of mobs a certain amount faster, there is no consequence for doing so. This takes into account that mobs are plentiful.

I understand in long, drawn-out battles or in raids the mana regen and aa's are necessary.

Before this patch, I prided myself on my efficiency with mana and ability to last long durations without much downtime (more than three minutes) through my selection of spells, thier timing and checking myself as many of us did.

I do not like this new regen system. It further trivializes content and supports "hack'n'slash" over strategic and tactical planning of encounters or xp grouping.

There are many points and counterpoints I could make to support/discredit what I have said. I'm not interested in explaining every point made above or a dissection of my post. I am interested in your opinions on this recent addition.

This is just my opinion based on what I do in EQ and how I play.

I'm in the kitchen, flame away. = P

Edited, Sep 21st 2006 at 12:36am EDT by sprucecln
#2 Sep 20 2006 at 8:51 PM Rating: Good
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I LOVE it, at least right now. I'm not even sure if I should say anything... I don't know if it's intended or not, and I'm betting not, but the out of combat mana regen works for bards. Normally, if I blow all my mana on fades, it'll take me around 10 minutes sitting to get it all back, if not a little more. Now, sit down and 3 minutes later I'm good to go for some pulling action. Again, I'm almost certain that it's not intended to work for bards, a la staunch recovery, but that's how it is atm, and I LOVE it.
#3 Sep 20 2006 at 8:53 PM Rating: Decent
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Don't blame ya = )
#4 Sep 20 2006 at 11:40 PM Rating: Default
the tactics are now deciding when the best time is to rest, as a healer youll find that you dont always have the time to rest as when you heal a tank during combat it puts you in combat mode.

what i have been doing is using my reptile spell when one mob gets low (and the puller starts running off to get another mob) then sitting and hoping the tank doesnt need another heal till i have at least been able to take advantage of a little bit of the rest timer.

if im DPSing however its a different story - i DPS till im oom then med up.

shamans and necros who already had insane mana regen may not like this very much, but as a class that is renowned for mana innefficeint spells (druid) - i love this new regen, the wizzies in my guild have nothing but good things to say also as they dont have to med for 10-15 mins anymore.

excellent idea SoE, cant fault them this time, they have done a great job with this new system.

Edited, Sep 21st 2006 at 3:47am EDT by sickseventwenty
#5 Sep 20 2006 at 11:45 PM Rating: Decent
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I can definitely see the hate for it, considering how it could really dumb down people new to casting, becoming a crutch to them that they wouldnt know how to function without in an environment where it was useless...

...and i wouldnt be too happy if i were a necro, for example...

...but Im a pally...and this really increases my ability to go to Veksar and effectively solo without having to do so much resting...so hard to complain there...

(not a big fan of soloing, mind you, but it is nice to be able to do when you dont have much time to work with for xping)
#6 Sep 21 2006 at 1:55 AM Rating: Default
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OMFG another player complaining that the new regen is too good? Please leave us alone and quit Everquest. Stop trying to keep your sense of the status quo alive.

Yes, I am angry. Whenever they nerf something, the hordes complain. Now they are trying to reduce horrendous amounts of downtime and the hordes are complaining.

Go away.
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#7 Sep 21 2006 at 2:18 AM Rating: Decent
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The increased regeneration to reduce downtime is a great idea, the implementation of it is a bit extreme.

After the 30 ( more like 15) second timer, I start regenerating 350 hp every 6 seconds and a little bit longer and I am regenning around 500.

Before it took way to long to regenerate, but this is a severer over correction in my opinion.


fyi.
It appears that MoBs regen faster now also. In the time it took me to regenerate 4% of my HP ( not in rest mode) a Dark Reign Guard regenerated 80% of its Hits while walking back to its spawn position.
#8 Sep 21 2006 at 2:29 AM Rating: Decent
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To Reyla:

I'm sorry you feel that strongly about my comments. No, wait, I'm not sorry, forget that. Your opinion is noted, thank you Reyla. My status quo is retained.

You don't know me but yet you are VERY quick add sarcasm. You want a hug? No, really, it's ok.

BTW, your signature is a mockery /snide

Edited, Sep 23rd 2006 at 1:20am EDT by sprucecln
#9 Sep 21 2006 at 2:50 AM Rating: Default
im tired of soe catering to lazy folks.at some point,im quite sure,we'll all log on,turn our toon on,and it'll cruise the world,do stuff,without any input from us.what sucky changes the wind brings from soe.soon,there will be no sense of acomplishment,no goals that will rise above others.they have wow for that kind of people,leave eq alone.oh,too late.

Edited, Sep 21st 2006 at 6:51am EDT by waarokkudiabolous
#10 Sep 21 2006 at 2:54 AM Rating: Default
just cant please some people...
#11 Sep 21 2006 at 3:21 AM Rating: Decent
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Any change, in game or out, will be met well by some and not by others. That is a given. Most of us understand that change will happen with or without our input. That is also a given.

The change I am speaking of has the ability to effect gameplay quite a bit. It is a well-intended and much needed upgrade by SOE. Who of us really likes medding for 10+ minutes? This is not the issue I'm bringing up. This is the most obvious issue; Sony adressed this issue.

I'm talking about game balance in a MMORPG. While it's obvious Warrok... is on one side of the fence, I personally agree with what he is saying. Many people play the game to escape RL, blah, blah, but inside the game we like that sense of accomplishment. We like upgrading our gear and working for what we have. I am speaking for myself and those that feel similar.

Some people want it easy. They want lvl 75 in a few days and the near best gear. That won't happen, of course, but Sony is a huge corporation and has millions at stake with this game. They have many people, I'm sure, that study the market for this game and where they think it will sell (to which demographic, etc.)

Anything that we talk about here has a slim chance to effect our gameplay in the future. It could effect it, but not likely. Sony has internal people (end users) working on that. R&D working with Marketing, etc, etc.

If Sony feels the resting regen is too game-changing they will change it on their own, not by anything we don't like about it or advocates try to protect.

So, back to the OPs question. And yes, I think it is too powerful, tell me how it could be taken advantage of so I can do it. = P
#12 Sep 21 2006 at 4:25 AM Rating: Decent
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Our group last night (4 arcane casters, a tank and a cleric) were able to keep up a continuous pull in MPG by just rotating thru medding. If one did't cast their way into combat it took about a half a mob to med to full.

I tend toward the skeptical and question the motives often with many of SoE's 'changes' to our game.

I'm having a really hard time finding a down-side to this that even comes close to outweighing the up-sides. :D

...
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#13 Sep 21 2006 at 5:12 AM Rating: Decent
Awsome! The best expansion I have seen. Thank You Sony and keep up the good work. Oh I am a necro and love the new regen. I can now blow my wad and be GTG in a fraction of the time.
#14 Sep 21 2006 at 5:15 AM Rating: Decent
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For soloers the change is a huge bonus. I used to balance my mana usage versus the downtime I'd encounter. Sure, I could kill that tougher mob using 100% of my mana, but then I'd have to med for 10 mins. So I would tackle some weaker mobs so I would only med for 3-4 minutes. In theory my exp was moving faster, and I wasn't bored as much. Now, I can tackle that tougher mob and have a short med time. This has led me to make a major gear change...

I am ditching all of my mana regen gear for pure +mana items. Since I am not a raider, my mana regen gear isn't necessarily my best mana gear. More mana will let me have more spells per mob. I am throwing the mana regen gear in my bag so if I have to sit and med for one more dot/nuke, then I'll swap the gear. [I am also holding onto the gear since I believe the OOC regen rate released with the patch will be nerfed.]
#15 Sep 21 2006 at 5:40 AM Rating: Decent
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haven't logged on since patchday. BUT, I can very well relate to the OP's concerns.

let's just see how SOE will balance it. cause I don't like hack/n slash style either...

PS: I wouldn't dump all my mana regen gear right now. better wait and see, cause they might change the way mana regen during combat works too.
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#16 Sep 21 2006 at 5:41 AM Rating: Decent
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I agree with Wayen - it's nice that those of us who prefer to solo can now be more effective, with this new medding system.

That said, although I DO like to solo, this seems another discouragement to grouping, especially given the new potions. With a set of Skinspike, Celestial Healing and Clarity potions, AND this new game system, soloers have it made.
#17 Sep 21 2006 at 5:47 AM Rating: Decent
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I don't see that this will necessarily lead to hack and slash grinding, but it does seem to be to good to be true.

I was just thinking on the other night (pre TSS) my druid was MH in a LDoN. We had no CC so there was alot of damage being dealt by the mobs and MY mana was definately the limiting factor, yet we still completed the adventure with a reasonable amount of time left on the clock.

I wonder....if the super-regen rate stays in game, will there be a corresponding change to timed encounters, re-spawn times, mob cycles, etc?


...





Edited, Sep 21st 2006 at 9:48am EDT by Elinda
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#18 Sep 21 2006 at 5:55 AM Rating: Decent
If this regen was durring battle then I would see the issue, the regen kicking in durring down time is IMHO awesome. I notice most of the newer games have done something to deal with this down time and EQ had stuck with the old way, which hurt them IMHO. People got sick of spending so much of their play time sitting waiting to play, thats not what people pay to do. I think this move is a good one as it gets people playing faster and thats what we log on to do. More time spent killing less time spent sitting.
#19 Sep 21 2006 at 6:08 AM Rating: Good
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Something that just occured to me... I know that if you cast a spell on someone you inherit their "mode" if it's more aggresive then yours. So, you're a cleric in rest, heal a tank in combat, you're now considered in combat. Does it work the other way around though? For instance. You're a cleric healing a tank and therefore both in combat. You heal the necro sitting in rest beside you. Does the necro now have in combat status? It may seem like a dumb question, but as a bard that plays songs that effects everyone in the group or raid, it is a concern for me (good or bad, hard to say at this point).

If this is the case then I can forsee on a raid the bards being put strictly in melee groups to avoid "disturbing" the sleeping casters. We would probably be told not to use beneficial AEs as well (resists, HP/Mana). The benefit of resting mana regen would outweigh the benefit of AE bard mana regen. I can't really say it's a bad thing because I HATE babysitting the casters anyway, but it's one less job for the bards, which kinda sucks since our spots are getting replaced more and more often by bots (you really only need on bard for pulling and then a couple of bots placed to play mana/hp and/or resists in melody).

Other then that, like I said, I LOVE the mana regen for my bard. I can get rezzed and have enough mana for 4 fades in 3 minutes instead of waiting 5 minutes to barely have enough mana for one fade.
#20 Sep 21 2006 at 6:26 AM Rating: Good
Well I for one want to cast a negative vote.

With shorter med times, how am I supposed to get a beer?
or at the other end of the cycle, go to the bathroom?

Terrible change, Sony. People will be able to play more out of each hour.
Who'd want that ??
#21 Sep 21 2006 at 6:27 AM Rating: Excellent
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Jiggidyjay wrote:
Something that just occured to me... I know that if you cast a spell on someone you inherit their "mode" if it's more aggresive then yours. So, you're a cleric in rest, heal a tank in combat, you're now considered in combat. Does it work the other way around though?
I'd guess it'd work the same way that aggro does. Healing a tank in combat gets you aggro. You being in combat and buffing someone not in combat doesn't give them aggro.

The Out of Combat bard mana regen is a known thing and, according to folks from the Concert Hall, I believe it's intentional. Don't ask me why I'm still reading TCH from time to time -- at least here in the EQ forum I can claim that I wandered in from the Out of Topic forums Smiley: laugh
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#22 Sep 21 2006 at 6:44 AM Rating: Decent
Speaking as a Shadowknight, it has made almost no difference for standard chain pulling groups. Very doubtful that it makes much difference to the healers I group with, or any of the hybrids, or melee's. Any nukers, yep I can see them loving it

Ash
#23 Sep 21 2006 at 10:13 AM Rating: Decent
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It will definately change game play. I for one will not be buying the Mana-regen AAs for my enchanter as planned. No Gather Mana AA either. Sorry to say though, I just bought 2 mana regen augs. Thankfully DoN crystals are cheap at the moment.
#24 Sep 21 2006 at 10:55 AM Rating: Good
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I think it's important to note that this is really a discussion of change of pace rather then change of tactics. You're not changing the way you're really killing the mobs as much as how fast you kill them. Yes, this means the casters will be more willing to nuke and DoT more, but the same basic rules for killing the mobs apply.

The pace of combat in the past has been mostly determined by the rate that the cleric can med and keep people healed and the tank can mitigate/avoid damage, and in some instances the pace that the puller could keep mobs in camp. This will naturally probably still be the case.

I think there's going to be 3 major factors in a groups tendency to go with one pace over the other (burn and recover vs steady pace of before).

1. The casters will enjoy the burn and recover pace because it allows them to take more part in the combat and stay busier. They're used to sittin' on their a$$es for long periods of time and getting to stand up and do things more often will be highly gratifying for them. So, casters ability to help kill mobs quickly will encourage the burn and recover pace.

2. Melees I think will get tired of the burn and recover pace rather quickly. They're used to being in almost constant combat and for the most part despise med breaks but deal with it in order stay alive. Again, that puts the pace ball in the casters' court. They're not used to having to take a 3 minute med break every 5 minutes and are going to get very bored very quickly, which is going to lead to inattentive melee doing stupid things like assisting on the wrong mob, accidentally aggroing other mobs, going ninja afk, etc. You don't want your melees/hybrids to get bored (especially the bards, trust me).

3. The rate of experience with one pace vs the other. Most people so far are of the opinion that the burn and recover pace will net more experience in the same amount of time, which actually makes sense. So, people that are just in it to get as much experience as humanly possible in the shortest amount of time possible will probably prefer the burn and recover pace. I personally see this being the hardest driving factor in the pace of single group content.

Now, to reiterate my personal stance on this whole discussion: I LOVE the new regen since it allows my bard to regen all of his mana (enough mana for 4 fades in my case) in 3 minutes after a death instead of taking 5 minutes to regen enough mana for 1 fade. BUT, I'm one of those hybrids that get bored easily. I don't know if it's just my personality or from playing a bard for so long, but I HATE standing there waiting for people to med. You need mana for slows? Med and I'll slow until you're ready. Need mana for mezzes? Med and I'll mez until you're ready. Need mana for snares? Med and I'll snare until you're ready. The only time I really can't say that is for the healer since my heals are rather pitiful HoTs. But, because of that ingame ADD, I need to keep going as much as possible, especially if I'm pulling. I have a tendency to run off and explore during med breaks. If I accidentally aggro something, I fade it off and cower back to the group to impatiently wait for the mana people to wake back up. Now, many (if not all lol) melees/hybrids are just as fidgity as me when it comes to combat. Unfortunately, not all are capable of dropping aggro and will probably die and/or train the group.

So, where am I going with all of this...? I don't know. I guess I'm saying that it's an awesome new feature that I hope doesn't become the driving force behind the combat pace, but I know that it undoubtedly will, which annoys me because I'm an impatient actionwhore in-game. ::grin::
#25 Sep 21 2006 at 2:36 PM Rating: Decent
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Excellent points guys, some things I hadn't thought about. I appreciate your objective observations with your subjective opinions. Thank you.

My main concern is if and how this resting system will making certain classes less desireable for the things they are known for, as a class-defining characteristic or a utility ability.

What other classes are effected by this in varying degrees and circumstances? I see necros a non factor in downtime. Any other insights?

Edited, Sep 21st 2006 at 6:36pm EDT by sprucecln

Edited, Sep 21st 2006 at 7:07pm EDT by sprucecln
#26 Sep 21 2006 at 8:40 PM Rating: Decent
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This may be a major change for certain classes, but I would like to assure the OP, who plays a Shaman, that Canni5 is still an incredible AA. It will greatly increase your total mana regeneration whether you can cast it in combat or out of combat.

P.S. Not sure what my signature will say since I haven't posted here in years, but I have a 66 Shaman.
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