Feb 1 update: Heroic Opportunities
Many, many revisions were made to Heroic Opportunities in the latest update of Everquest 2. The updates are described in SOE's own words, with my comments in italics.
This is a major change. What this means is that the chain won't be broken by high-priority actions. It also means that 5 people don't have to stop what they are doing to allow the HO to go through. This is critical to making HO's useful, since 2/3rds of all damage done to mobs is done via specials, not normal melee.
I've often been in a scout/priest group, and ended up with a chain that needed a mage to advance. Dead end. It wasn't a problem, because any other skill or spell would break the chain,
and you could start again. But not with the new changes. A different way to break starter chains was needed.
They made it easier to complete starters, but raised the bar on completing the wheel very significantly. Since the HO does not advance if a spell is resisted, this makes things very tight. Smite has about a 5 second casting time. So, if the priest waits until the wheel is up, and the first Smite is resisted, you've used up all the time alloted. This puts the premium on thinking ahead. It also doesn't hurt to have two characters from the same archetype trying to advance a starter chain, in fact it will probably help. Still, 10 seconds may be challenging.
This isn't that big of a deal, now that they are so much harder to break. But it was confusing and difficult before. Not sure how much this helps, given the other changes. Now if only they'd make a message about who or what broke mez...
Making HO's more intentional. This puts a big premium on scouts who know the HO chains and
can think strategically.
It's always fun to see cool things happen on screen as a result of something you did. This will also encourage execution of HO's, since with more feedback comes more learning.
If only they would do this for Breeze and Alacrity.
The last two items seem to address the relative power of Heroic Opportunity non-damage spells.
Clearly many players felt that, overall, HO's weren't good enough to attempt, especially if it meant stopping anything else you are doing. Now, I don't see the downside to doing one. Stacking with other effects certainly makes sense, I'm not so sure about increased durations.
I don't know how this changes things. How was it before? Did we increase the range, or limit it? More research is needed.
In addition, a number of new starter chains and wheels have been added. I'll go into them in another post.
Overall, there's been a big boost to Heroic Opportunities. In fact, even the casual pickup group will be pulling them off nearly nonstop. The only way to break a starter chain is to hit the starter again, and it's easy to either designate one player as the starter, or define a starter rotation.
Players, especially scouts, who want to play a superior game will find it profitable to learn what the different HO's do, and think about which ones to go for. And how to complete wheels under significant time pressure.
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