Hello, my friends! It seems as though my letter that was posted last Friday has had the desired effect. What I tried to say was ‘Hey, we appreciate your feedback’, and ‘we’re not going to release the additional changes to fighters while we continue to evaluate your feedback and continue to make any necessary changes”. And it has indeed caused a significant increase in feedback, so thank you very much. Now we need to parse all the data that you’ve presented, and continue that process.
So, what is our goal on EQII? It really is two-fold. One is to provide Tanks an opportunity to have more control over their own destiny, rather than requiring others in a group to channel hate to them, by dealing directly with the aggro. Secondly, we’re trying to make them slightly more versatile in a group setting that has multiple tanks, by allowing them change their stance and do something a little different, without significantly impinging on the roles of others. It comes down to allowing the Fighters to be more versatile, and consequently give them a higher level of desirability in groups.
It may surprise some of you, but we don’t sit around discussing the best way to break any specific class. Sure, we tease you about working on Beastlords, or deleting the healing classes, but that’s just good natured ribbing. What we do, on a rather frequent basis, is to look at the way that things are working out in the game, and try to make adjustments to it that will make game play more fun for more people. Game balance itself is a very funny thing, as I don’t know that I’ve ever seen a game that is properly and consistently balanced across all classes. And the fun part for us is to see all of the innovative and previously unexpected ways that people play. As many folks that have been on EQII from the beginning, I can assure you that we’re constantly amazed to see what we call “emergent gameplay” in the biz, which is just a fancy way of saying “huh, I never thought they’d do that!”. But our ideal really is that every class is equal, in different ways. (Go ahead, make sense of that statement, I dare you!) Each class needs to have something they can do that’s fun, and important in a group. At the same time, and often in direct conflict to that goal, each class needs to be able to solo effectively. Finding the balance between those two goals is what we do, over and over. Every time we add some new item, boss, combat effect, spell, whatever change there happens to be, we end up having to look at balance again, as the landscape is constantly changing. And as developers, it hurts our pride to have one single class combination that is clearly better than another. For every min/maxer out there, there’s an equally passionate developer saying “I can fix that!”, or so it seems. We’re trying to balance each class in relation to all of the others, rather than off by themselves. Sure, it would be easier to do each alone, but the fact is that in an MMO, you play with other people, and we really want to encourage that. We have solo content, and we’ll continue to work on it, but there is an extra payoff of fun when you share your time in game with others. So, we want to move forward with our intention to make each class meaningful and useful in a group, with a unique play style that doesn’t get duplicated too much by any other class.
We do feel as though the direction we are heading for the fighters will be good for the game in the long run. We also recognize that the concept needs to be thoroughly tested by many folks, so we can optimize the way it affects gameplay, and even then not everyone will be ardent supporters. I can assure you that we’re trying to make the game more fun as a whole, not less. And when we’re done with this pass on the Tanks, we’ll move on to the next class, looking to make additional tweaks, to ensure that there isn’t a class or play style the feels as though they are being neglected, and that the game remains fun for all.
I’ll continue to say it….thanks for all the feedback. All of us appreciate it. See you in EverQuest II !
Bruce “Froech” Ferguson, Senior Producer
“Secondly, we’re trying to make them slightly more versatile in a group setting that has multiple tanks, by allowing them change their stance and do something a little different, without significantly impinging on the roles of others. It comes down to allowing the Fighters to be more versatile, and consequently give them a higher level of desirability in groups.”
I think that, when it comes to the offensive-stance changes, you end up doing exactly the opposite of what you want here. They let fighters deal more damage without drawing as much aggro, basically. But that’s the job of a scout or mage, and any scout or mage will be better at that than a fighter in offensive stance is. At the same time, the loss of aggro tools means the fighters can’t effectively play the off-tank role: defensive stance makes them unable to carry their weight in DPS most of the time, while offensive stance fixes that but makes them unable to grab aggro quickly when they need to tank. And that’s why groups and raids bring along off-tanks: to tank. If they wanted more damage they’d've brought along another swashie or brigand instead of an extra fighter.
I like the defensive-stance changes a lot, but the offensive-stance ones seem to be making fighters into pseudo-scouts at the cost of making them ineffective tanks. That was really clear with the (thankfullly gone, but the approach remains) initial implementation when my berserker could drop 11 positions down the hate list in 2-3 seconds, enough to make an assassin jealous. All that does is take away versatility, removing the abilitity of fighters to do the off-tank job effectively. After the change I’ll pretty much have to restrict my berserker to soloing or being main tank in a balanced group or raid, and level up my swashie to off-tank instances instead.
Sorry for the rant.
By: Todd Knarr on February 6, 2009
at 3:38 pm
I need your help I havent played everquest in while now I have decided to play again
My problem is that my store bought game the keys on it will not let me play what im I to do so I may play again
please send me info to my yahoo.com address diesel3432000@yahoo.com
By: Mark on February 8, 2009
at 12:31 am
I was a little upset of the changes at first ( being that i hear the talk of taking away emends from my pally)…but now that i have seen some of the changes on the test server it seems like a fun addition (the new aggro meter rocks btw). When is the next LU going live?
By: Zac on February 27, 2009
at 9:30 pm
I’ve been stewing since tso came out…I play a guardian as my main and am mt for a raid guild.I have been working on this toon for almost 2 years just so that i would be able to mt for a raid guild.Then yall come along an totally screw my toon in the name of balance.I’m curious why it is that you cant balance without ruining one class to make another uuber.Does any one that thinks this trash up even play the game?My feeling is if my guardian cant hold agro then perhaps i just need to get a new game thats doesnt gank me after 2 years spent making a toon.And yes im upset why shouldnt i be.I spend almost 8 hours a day playing an have 4 accts that feed that one mt toon that yall borked.gimme back my dps and hate so i can hold agro.I am losing intrest in the game because it sucks to tank and not tank at all doh fix it damn it!
feel free to reply with some of your logic and rational make me see why you nerf my toon instead of fixing the other tank classes.really id love to know the logic.
signed sick of not tanking my raids mobs
By: Tamora on March 21, 2009
at 3:44 am
I think if the community at large sits back and thinks for a minute they will realize why there is such a big delay this time between GU’s!
This aint no ordinary GU, and I am sure SOE do not want to repeat the events that were SWG!
So I am all for reevaluations!
By: Moobsuk on March 30, 2009
at 3:13 pm