Aggro Me: Testing Test Update 18
Testing Test Update 18
First, you can check out the notes here if you haven't seen them already.
Let's get the big one out of the way first. The visual marking of quest NPC's is something I'm not crazy about. They are even letting you see quest rewards before you take a quest which is another thing I never liked in WoW but I realize I'm probably in the minority about. The argument for: This cuts down on the mindless clicking of NPC's in search of quests. It will let me get to the fun part faster. As for rewards, I can easily look it up on a spoiler site so why not make it easier. The argument against: It's another example of making the game less of a challenging "game for grown-ups" and cuts down on the immersion factor. But I've said enough about that whole ease of play vs. challenge/immersion already in my lengthy discussion of the last Update.
Speaking of my discussion of the last Update, while I got a lot of comments about the whole spirit shard thing (thanks for that - as I've said there were some great arguments both ways), no one really commented on my dislike of NPC Purpose Tags. Any comments on that? This is really along the same lines.
Back to the quest NPC markers: It seems they have at least put a good amount of thought into this. It's a bit more complex than just !'s over NPC's heads. So that's a good thing. If you're going to do something I don't like I still want you to do it right. You can also turn it off but it would take a lot a willpower to intentionally strip yourself of a convenience other people have.
Onwards. There's finally some Guild Level 40 rewards:
New horses have been trained for Level 40 guilds--Mistrunners and Nightmares!
Long overdue, I'd say, but who am I to look a gift horse in the mouth. I'm curious to see what these look like.
'Tis the season for Frostfell time!
The Frostfell holiday stuff will be great I'm sure, if the Halloween event was any indication. Let's just hope it is a little less buggy. Still, that was an awesome event and I have really high hopes for this one.
Subclass armor has a new look and class-tailored stats!
That's good. Not only is it some much needed visual differentiation (something I've long harped on) but the stats to match which will hopefully help set classes apart a bit more.
Summoned pets get more distinct looks!
I'm sure the summoner classes will be happy about this one and I'm looking forward to seeing what the new pets look like. If you recall my interview with Xalmat on Summoner classes, he said that certain pets were long overdue for a graphical change. So, I hope this addresses that.
Get ready to explore the new Fallen Gate!
It seems like a lot of the dungeons have been getting an overhaul. And if this helps get players to use a zone that was previously underutilized it's a good thing. I just hope the loot is within reason.
Player characters can now choose from four new Enemy Mastery options at level 52: Cyclops, Djinn, Harpy, or Naga.
I enjoy anything that differentiates me from the other wizards out there. And this is one of those things. It let's you customize your character and even roleplay it a little. Is your character the type who has always hated harpies? Now you can act that out through gameplay.
Accounts with Desert of Flames activated now receive 90 days of bonus Veteran Reward time as our way of saying "thank you" to our players.
What exactly does that mean? I'm pretty sure it's this: You will have 90 days added to your EQII playtime for the purposes of vet rewards. For example, if you've only played for 9 months but you own the expansion you would eligibile for a one year reward (or pretty close). I'd rather see more frequent veteran rewards (i.e. a little something every two months after a year) then something that rewards a purchase but, eh, I can't say it's a horrible thing.
Poisons (as well as other applied effects that have a chance to proc on a successful attack) now only trigger upon successful attacks made with the weapon in the primary hand.
Is this going to be an issue for scouts? I really don't know. It should save some money at the loss of some DPS, right? It's hard for me, as a wizard to be objective about scouts (our DPS competitors) so I'm not going to try.
Players will be able to advance through Nektropos Castle after completing the Everling Lockets quest and killing Lord Everling without having to complete the event again. Those who have previously completed it before this change will have to complete it one last time.
Wow, this is a much needed change. Would I have liked to have seen this change when it still would have benefited me? Sure. But I don't want to see new players go through the Nek tedium I went through and I'm very happy this change finally went through.
NPC movement speeds have been increased proportionate to Live Update #17's player run speed increase.
I'm not crazy about the whole run speed increase but I suppose it's only fair that mobs get the same benefit. I just don't like the way it looks when everything is moving super-fast but maybe that's just a personal thing.
Like I said, some positive stuff there, though the quest NPC markers are open to debate. What are your opinions?