Something I read in the patch notes for yesterday's EverQuest II update got me wondering. I don't remember any previous expansion labeling an instance in the Signature questline as anything other than "Solo" so I found the following a tad confusing:
"With their early involvement in the Signature quest, the following zones have been relabeled from [Solo] to [Signature], and no longer apply Oppressive Sands:
- Raj'Dur Plateaus: Blood and Sand
- Raj'Dur Plateaus: The Sultan's Dagger
- Buried Takish'Hiz: Terrene Threshold
- Buried Takish'Hiz: The Sacred Gift"
I infer from the mention of "Oppressive Sands" no longer being in effect that this change relates in some way to difficulty. Presumably the intent is to make the four instances easier. I didn't know what "Oppressive Sands" was until I did a bit of digging but from the name it's obviously some kind of debuff, so taking it away has to be beneficial.
Other than that, I guess we're meant to assume that something labelled
"Signature" is inherently less challenging than something labelled
"Solo"? Does that track? I'm not sure it does.
The notes also mention that something has been added to Tishan's Lockbox, the stash of free catch-up gear you get with every expansion, nowadays:
"The Jubilant Familiar Infusion, Monolithic Mercenary Infusion, and Tolan's Darkwood Mount Infusion are now free from Tishan's Lockbox."
Since buffs from familiars and mounts are hugely important to player power
these days and since solo players rely heavily on mercenaries, these changes
once again imply a leg-up for those already struggling with the entry-level
content in Renewal of Ro.
Finally, there was this:
"Removed the lore tag from many of Tishan's lockbox white adornments."
That's primarily a bug fix but it means players can now equip extra, free adornments, which is another increase in power. Taken all together. it's hard to avoid the conclusion that someone feels the new content is overtuned and needs toning down.
It wouldn't be the first time, only for once my experience has been very much the opposite. So far, I've had no significant difficulty with any of the content in the new expansion, either overland or in instances. I'm currently some way through the third instance, Buried Takish`Hiz: Terrene Threshold, having killed the first two bosses before I had to stop for lunch.
Yesterday I finished the whole of the second instance, Raj'Dur Plateaus: The Sultan's Dagger without a hitch and a few days ago I ran Raj'Dur Plateaus: Blood and Sand, which also gave me no trouble. Of course, only that last one did I do before the patch, so it's impossible for me to tell if the later instances would have given me pause without the notified nerf but the first one, which is included in the change list, I did before the patch... so make of that what you will.
Whatever, the tl:dr is that so far all the instances have been very
straightforward. Several of the bosses have had some kind of script with
special attacks at various points in the battle but I've just ignored them and
carried on tanking and spanking with no obvious problems. Twice, my mercenary
died, leaving me without outside healing and cures but still I prevailed. As
yet, I haven't died once.
It probably helps that quite a few of the bosses seem to think calling for
assistance is their best option. That might work on some classes but my
Berserker actually thrives on chaotic battles with large numbers of opponents,
thanks to the number of abilities we get that are designed for exactly that
situation. The more the merrier might be his motto. Or his battlecry.
More importantly, the expansion so far has been gloriously free of those infuriating developer's fall-backs of recent years, massive power drain and invulnerability. It makes things so much more enjoyable when you can rely on your massive power pool and regenerative abilities to keep up your relentless barrage of attacks and when the mob you're fighting doesn't magically switch off all damage every couple of minutes, forcing you to go break something or click a switch somewhere, just so you can get back to the scheduled mindless violence.
Well, it makes it much more enjoyable for me, anyway. I appreciate there may be other opinions. I'm just happy it's my preferred playstyle that's getting the love for once. I'm sure it won't be for long.
In the expectation of things getting tougher ahead, I took time out from hacking and slashing to get my Alchemist working on Combat Art upgrades. I didn't play my Berserker much in Visions of Vetrovia, the previous expansion, other than to get him up to the level cap. Consequently, almost his abilities between Levels 121 and 125 were the lowest quality grade available, the free "Apprentice" versions you get automatically, when you ding.
That sounds bad but in fact he wasn't really using any of them. He had the Expert or better versions from the expansion before that, when he was favored character on the account. EQII's spell progression means that higher quality versions of lower level spells are generally better than their lower quality, higher level equivalents, at least until you leapfrog more than one level-cap cycle.
Indeed, because I've been fairly dilligent in utilizing the free, time-gated upgrade system, some of the Berserker's favored attacks are now so far upgraded it's going to take a couple more expansions before even the crafted Expert replacements take over. It's just one example of the ferociously complex, nested, sometimes contradictory network of interlocking progression mechanics that make kitting a character out for current content in EQII such a daunting prospect.
For the moment, I feel like I'm on top of things. I'm playing a character whose armor and abilities are there or thereabouts par for the new course. I realise that most players will be breezing through fights that take me some concentration and effort but I'm winning, not losing, and that's really all that matters.
Better yet, it's not taking me too long. None of those attritional twenty minute boss fights, so frustratingly common a few years ago. Everything seems much better-judged towards helping the solo player to have fun, which I am.
That's good because the story this time is really interesting. There's a lot of lore and flavor text and I'm reading every word with relish. One stage of a quest today asked me to read a book, which turned out to be twenty pages long, huge by in-game standards. I could just have flipped the pages to get quest credit but I read the whole thing with increasing fascination. I've always found the legend of Takis'Hiz curious and compelling so I'm happy to learn more about the history behind it.
I'm also always glad to meet old friends so it was a pleasure to re-acquaint myself with Firiona Vie. She and my Berserker have met many times before and I was delighted to find she remembered him and their greatest adventure together, the Battle of Ages End. Granted, I didn't play my part until several years after the original raid but who's counting?
Redbeard at Parallel Context was talking about power creep in (mmo)rpgs and how characters who once struggled to protect a farm from bandits can end up fighting Gods and winning. It's the kind of thing that used to worry me, too, although not so much these days.
My change of heart is mostly due to the successful efforts of writers at ArenaNet and Daybreak in contextualizing these changes, acknowledging the events that brought them about and integrating that history into an ongoing narrative. Sometimes it's done awkwardly but the fact that it's done at all helps a lot.
When it's done well, as it very much has been in the Renewal of Ro storyline so far, it creates a warm, pleasurable sense of belonging, something like walking down the main street of your home town and passing the time of day with people you know, at least by sight or reputation.
Whether the writers can keep it up for the whole of the expansion remains to
be seen. At least, given the foundation laid by both the writers and
designers, I can say I'm looking forward to finding out.
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