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Heroic character learning curveFollow

#1 Sep 18 2015 at 8:32 PM Rating: Excellent
So I'm having a blast teaching a friend how to play a cleric. She used to play one (at 65) back when Complete Heal was the be-all, end-all. I used to have her cleric (she asked me to take care of her in case she wanted to come back) but her ex (apparently, three ex's ago) took it and deleted all the characters on the account back in '06 or something. Anyway, I finally got her to give EQ another shot on a new account and she of course went with the class she knew best (laf!) and made a heroic cleric. Some history:

- Her last raids were Avatar of War (with 48 people and an 8-cleric rotation), Grummus, and Aerin Dar.
- Her last memory of XPing was Plane of Valor inner caves....and you had to have PoJ trials done to get there. Oh and BoT sucked for XP and Windblade was OMGWTFBBQ good.

Anyway, once I explained to her what her various spell lines did and got her a merc and such, I had her copy to Test and we went to Feerott the Dream to camp the Guard of Tangible Thoughts. Group is me boxing a 100SK, 96ROG, 90SHM, and 90ROG and her. She keeps freaking out every time something happens.Smiley: tongue Rogue crits, rogue SPELL crits, SK tap crits, it's hilarious. Now, this SK is the toughest character I have by quite a bit (135k hp, 12k AC, all the toys) so she didn't need much healing at this camp. But Deb threw a heal and it crit (for 8888) and she lost her damn mind.

Deb: What the f was that?
Me: HAX! Smiley: lol
Deb: That was more than a CH!
Me: Yerp!

Now, she did make some mistakes that derive from being still somewhat CH dependent (i.e. not throwing a heal until someone's under 50% health) and she felt like crap after my lower rogue died as a result. But I think it's a great cautionary tale about heroic characters in general. Playing a class in a completely different era still presents quite a learning curve. Right now, she's in the guild hall casting her various heals to see how much they heal for and how much they can crit for. She's trying to get a handle on all the new tools the class has gotten over the 10 years she's been away. I'm going to take her out with someone more challenging (my 85 UF raid geared warrior) a bit later to really put her feet to the fire but this was a fun little exercise.

And I haven't even told her about the Vow line yet...
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#2 Sep 19 2015 at 5:49 AM Rating: Excellent
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It's cool that you've got her going again.

The "curve" is an interesting thing to talk about. Having been on/off with the game a bunch of times rather than taking a huge break I think there is a real difference between those two situations (and the players that have never left and/or dabbled in other games).

EQ has a lot of unnecessary complication, much of it from expansion bloat (gotta have sell features so things get made new/different instead of simple).

I'll give a single example in an attempt to not wall-of-text: healing spells

originally the devs made a bunch of heal spells that crossed classes and you got them at different levels. Then they decided that each class needed everything unique (and some made the argument that spell costs should be more level consistent). 15 years later look at the vendors, research, spell book slot, programming code, dev time, etc. space that is taking up.

Meanwhile, other games do "trimming" or "squash" to keep the game reasonable. For EQ this would mean or would have meant (when dev resources could have gone to it):

1) put all the single-target heals* (*and every other heal line, just giving an example) back into one spell line. Design them up to the level 200 cleric and then backfill them onto the other classes as balance dictates. Note that other games rebalanced their low level game to not be 7 spells in a line before level 50 when the average player was getting to that level 10x faster than in the past. Heals go across a lot of classes... something like lifetap recourses not so much, but the saving is still there.

2) Standardize spell cost. The game is far beyond needing spell/ability acquisition as a plat-sink or barrier. Most games auto-grant your level appropriate abilities when you get the level. I like the lore of having to go to the vendor... but the run around Norrath to get all your spells has been gone a long time.


Apply this logic to AA (they have a bit actually), mod 2s, focus effects (please... this started out so straightforward). They did it with leadership abilities (and so much could actually be put into AA instead of onto gear. One of the bigger complaints I have heard from returning players over the years is how complicated the character sheet and gear has gotten).
#3 Sep 19 2015 at 7:10 PM Rating: Excellent

I spent most of last night and almost all of today explaining what all the stats do (mod2s, mod3s, etc). It's fairly easy for her because clerics don't really REQUIRE as much as melee (you need strikethrough, why exactly?). But as she went through her AAs, there was a lot of "Well this is just an extension of that". This, along with "useless" abilities (hi Sanctuary), I think now she gets the gist.

After I told her about the Vow line, she ran to Sebilis to try it out. I brought my 80 druid for obvious reasons (hello snare!) and we cut a path through the entire dungeon.

Snailish, you are absolutely right. Expansion bloat is exactly what it is. They've been trying to condense things with AA but I don't think they'd ever do that with spells. They don't have the manpower to tackle a project of that size and scope. However, I wouldn't be in favor of 'WoW-izing" the game's systems. One of the things that makes EQ unique in the marketplace is that it requires a bit more in the way of education and/or preparation than the plug n' play games that proliferate. The only game that beats EQ in this respect, is EVE Online (and EQ is WoW in comparison to EVE). Streamlining doesn't have to necessarily mean simplifying (you can do the former without doing the latter).

It's fun watching a reborn newbie develop though. She's even come here, looking for weapons with heal procs. (Her favorite weapon from way back was Blackstar, Mace of Night). I told her if she'd listened to me months ago, we could've gotten her the fabled version of that weapon (three of my clerics have it). She's coming along really well though. We spent about two hours in Cooling Chamber and she did a bang-up job. Pretty soon she's going to be talking about alts. Smiley: lol
#4 Sep 21 2015 at 1:00 AM Rating: Good
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Take her to Doomfire to show her the Vow and Ward lines. It's awesome there and good AA even in the late 80's early 90's. Take her either to the tables or the castles.
#7 Sep 21 2015 at 5:45 PM Rating: Excellent
We used Beza/Zeka instances. With the support she had, there was no way she was going down. She learned how to pacify pull (which she'd never had to do in her era). It was fun. Of course, then I got sucked into doing the J5 merc quest in Feerott and wound up doing that one like 8 times with her tanking on six of those runs. Easiest 6+ AA I can think of. I had been under the impression that the quest was hard due to all the gnashing of teeth that went on when heroic characters were first introduced but man, I was SO wrong. That quest is easy, straight forward, and quick.

Edited, Sep 21st 2015 7:45pm by Remianen
#8 Sep 21 2015 at 7:06 PM Rating: Good
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Remianen wrote:
We used Beza/Zeka instances. With the support she had, there was no way she was going down. She learned how to pacify pull (which she'd never had to do in her era). It was fun. Of course, then I got sucked into doing the J5 merc quest in Feerott and wound up doing that one like 8 times with her tanking on six of those runs. Easiest 6+ AA I can think of. I had been under the impression that the quest was hard due to all the gnashing of teeth that went on when heroic characters were first introduced but man, I was SO wrong. That quest is easy, straight forward, and quick.

Edited, Sep 21st 2015 7:45pm by Remianen


It's funny how people can play at overlapping times and have different experiences.

My original main was a cleric and I did some pacify pulling. Then my brother talked me into playing a chanter for his guild and I did lots of it. I really enjoyed being a chanter puller but as the game evolved that precision and control wasn't what most people I encountered wanted as even scrub pickup groups could handle multiples through off-tanking and root parking. The irony was when my brother and his then-wife would set up a pick up group and do it our way about 2/3 of the people that flowed through our groups would be amazed at our kill rate and lack of deaths, but that was a preset trio cherry-picking content to suit our way of doing it.

Most of the time I have played either class in the last 7-8 years it hasn't been a factor in the crowds I have been playing with and/or the content I have been into.

LDon era we were guilded with an erudite paladin that was the pacify king of the server. He was extremely popular as a dungeon puller.

I sometimes think they gave too many tricks to too many classes as the game has gone on.


Thanks for jarring me down a walk down pacify memory lane. Smiley: smile
#9 Sep 21 2015 at 8:42 PM Rating: Excellent

Oh there's no doubt she was spoiled. She played firmly in the "pampered cleric" era. She always had a balanced group to play in so she never had to pacify pull (though she did paci some, like the three golem spawn in PoV caves). Always the same people too: WAR/PAL, ENC, MNK, ROG (me), WIZ/DRU, and her.

I think you're right that a lot of specialized roles got farmed out to seemingly everyone. That's what they're trying to fix now with the fade changes on Test. But it's very much like Pandora's box (or ripping a bandaid off an unhealed wound). Some things you just can't take back. They tried to do it in the past with the changes to slow (adding mitigation to all & sundry). Foresight has always been in short supply with EQ's dev team.

But, the awesome thing about EQ is, its players actually play this game. Every time the devs try to change a mechanic or player behavior (most often by nerfing the bejeezus out of something), the players show just how much better they know the game than its devs do and flip the script on them. Remember the changes to nerf AE groups? Adding unstunnable mobs into the general population of each zone? Well, what is swarming exactly? Is it not the old AE group with fewer group members? Lack of foresight? Remember the global nerf to monster missions, after the Highkeep MM got so ridiculously popular? Well who in their right might would put raid gear behind a monster mission requirement (Old Man McKenzie) and then act surprised when people did those to death? From what I've seen of the fade changes on Test, people are going to have new strats in place before the expansion is even announced (though not before the changes go through - that would be tipping your hand).
#10 Sep 23 2015 at 3:03 PM Rating: Good
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Setting up and testing spell sets, AA combos and discipline timers/macros took weeks, literally. And that doesn't include labor added when trying new macro combos after leveling up. Misunderstanding spell descriptions and how the spells actually functioned was - and is - a constant problem.

The latency generated between wireless towers near my house - combined with normal peak packet delay/loss - would mean some of the more complex macro-sets would fail to work properly.

Things that caused me grief and lots of wasted time:

Incorrect macro command line coding?
Sluggish SOE servers?
Failed AA name/number transliterations?
Incorrect spell timer transcriptions?



#11 Sep 23 2015 at 3:44 PM Rating: Good
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Trappin wrote:
Misunderstanding spell descriptions and how the spells actually functioned was - and is - a constant problem.


This is probably the number one issue trying to start out a new heroic character. EQ's spell/ability descriptions are obtuse at best. Sometimes you'll read the description of the ability and think "what a waste of time", but if you actually use it, it's awesome. Other times, it's the exact opposite. Since descriptions often don't (never do?) tell you the quantity or frequency of the effect in question, it's really really hard to tell which of 5 different but similar seeming abilities is good to use in a given situation.

When these spells or abilities are gained one at a time, over time, while leveling up the character, you can noodle out what they do, add them to the appropriate spots in a hotkey list and/or macro set, and move on, gradually building up an efficiently configured character. When you get them all at once, and have to figure out what the heck they do, much less when they're most useful, etc, etc? Pain in the butt.
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#12 Sep 23 2015 at 5:23 PM Rating: Excellent
gbaji wrote:
Sometimes you'll read the description of the ability and think "what a waste of time", but if you actually use it, it's awesome. Other times, it's the exact opposite.


I experienced this firsthand this weekend.

I remember the cleric spell Sanctuary as a really crap ability. Back in the day, when cast, it would send you into this ridiculous animation of constantly sitting and then standing to wave your arms like a propeller, but it didn't really DO anything (it was supposed to alert you to mobs getting near). On Sunday, my friend used the AA ability and it turned out to be kinda like rogue evade. She pulled a lizardman patroller, ran to my SK and then hit sanctuary and the mob immediately started pummeling me.
#13 Sep 23 2015 at 10:44 PM Rating: Decent
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I had a similar moment with my paladin way back with "righteous indignation" (I think that's what it's called?). I looked at the description and thought "spend AA points on a damage proc with limited uses? No way! I've already got a spell line that gives me a damage proc all the time". Hah. Bought the first level of it on a whim, after ignoring it for some time, and realized that it does quite a bit of damage (relatively speaking), and procs like a freaking madman. It's not like defining or anything, but it does add a nice chunk of extra damage over a fairly short period of time. And if you time it to use with the veteran award (the name of which I'm blanking on) that basically makes you crit like everything all the time, it's pretty silly amounts of bonus damage. Well, for a paladin any way. Pretty low bar required to impress us when it comes to damage enhancements.

Same deal with the Armor of Courage line of combat skills. At first glance, I'm like "looks like a shorter duration and less often usable version of our ward line, which is kinda meh". Then I used it and realized that it's basically what the ward line was supposed to be. Or at least a more useful version, since it's shorter duration but a much more powerful effect, making it actually useful for tough situations. Stuff that you can have up "all the time", somewhat by design is going to be pretty tame in effect. It's just more or less calculated into the power of the class (like any buff ability is). Stuff that is up only some of the time tend to be much better. Again, the problem is that often the descriptions don't actually tell you details like how strong the effect is, how often it happens, etc. Those details have a huge impact on how useful an ability is.

EQ has gotten better at this, but they have a long history of hiding the numbers and details "under the hood", while other more modern games tend to provide you complete details of everything some ability or skill does in a consistent manner. EQ is kinda all over the map, and for the most part, players have to figure stuff out by trial and error.
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#14 Sep 23 2015 at 11:40 PM Rating: Excellent
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Remianen wrote:
I remember the cleric spell Sanctuary as a really crap ability. Back in the day, when cast, it would send you into this ridiculous animation of constantly sitting and then standing to wave your arms like a propeller, but it didn't really DO anything (it was supposed to alert you to mobs getting near). On Sunday, my friend used the AA ability and it turned out to be kinda like rogue evade. She pulled a lizardman patroller, ran to my SK and then hit sanctuary and the mob immediately started pummeling me.

I can't speak for the AA ability but the spell is still junk Smiley: laugh

It's a holdover from when casters needed their book open to meditate. It was supposed to give an indication that something was coming close since you couldn't what was going on around you. Never really worked well though and was mainly used to annoy people in the market zones (EC tunnels, N. Freeport, GFay bank).

"You feel as though you are being watched"
"You feel as though you are being watched"
"You feel as though you are being watched"
"You feel as though you are being watched"
"You feel as though you are being watched"
"You feel as though you are being watched"


Although not very useful (and even less these days where you no longer meditate blind), it is an example of the varied spells of Everquest and how the developers tried to put in interesting spells besides just "Attack Spells", "Heals" and "Buffs". One of the things that always set EQ apart from games that came later.
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#15 Sep 24 2015 at 8:46 AM Rating: Good
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Remianen wrote:
I remember the cleric spell Sanctuary as a really crap ability. Back in the day, when cast, it would send you into this ridiculous animation of constantly sitting and then standing to wave your arms like a propeller, but it didn't really DO anything (it was supposed to alert you to mobs getting near). On Sunday, my friend used the AA ability and it turned out to be kinda like rogue evade. She pulled a lizardman patroller, ran to my SK and then hit sanctuary and the mob immediately started pummeling me.

I can't speak for the AA ability but the spell is still junk Smiley: laugh


I've been experimenting with it and you know, it's actually placeable. So it does have SOME use. If you cast it on the spawn point of a named (obviously a spawn point you don't have direct line of sight to), it could be used as a spawn alarm of sorts. Of course, if you keep the area around the named's spawn point clear (as most people tend to do), that's of limited utility.

You're right though. Back in the day, the EQ spell team (Geoffrey Zatkin and those who followed him) tended to always throw in "fun" spells or spells of questionable overall utility. It was annoying when you had to scrape up to BUY those spells (not knowing they weren't good for generating XP and/or loot to pay for themselves) but in hindsight, it did break the monotony.
#16 Sep 24 2015 at 12:42 PM Rating: Good
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Quote:
Sometimes you'll read the description of the ability and think "what a waste of time", but if you actually use it, it's awesome. Other times, it's the exact opposite.


Idol of Malos looked really cool, plus the animation is hilarious. Imagine one of those old vibrating football game tables with all the players randomly skittering about - that's what Idol of Malos does.

https://s-media-cache-ak0.pinimg.com/736x/0f/b1/7f/0fb17f5667a41708a551a2b746dad30e.jpg


The little totem doesn't seem to do much to mobs, but it angers/aggros group members like you wouldn't believe.

edit: dilldoe not allowed.

Edited, Sep 26th 2015 9:17am by Trappin
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