Antilles
Idiot Savaunt
- 113
- 16
Raid changes were posted.
Hey everyone,
As Holly mentioned, we've been doing some work on raid targets and high end zones on Progression Servers. There are more active players on Ragefire and Lockjaw than there ever were on our launch servers, and right now there's too much competition for some very limited resources. We know some of you have suggested moving the raid targets into private instances, but we firmly believe that competition is a definitive component of the original EverQuest experience.
At launch, as now, there is only one Lord Nagafen and only one Lady Vox. If you defeated them, you also had to compete with a server full of people who wanted to defeat them, too. That's a pretty big accomplishment.
So, in the spirit of making raid content more available while still allowing for competition and accomplishment, here's what we have planned for an update in July:
Nagafen's Lair, Permafrost Keep, the Hole, and Kedge Keep are now load-balancing zones. This will let more people have access to these zones for XP and non-raid items (WTB GEBs, PST).
We now have a way to prevent raid targets from spawning in extra load-balanced zones. We have done this with Lord Nagafen, Lady Vox, Master Yael, and Phinigel Autropos so they will only ever spawn in the base version of their zones.
All raid targets (dragons, Phinigel, Yael, and gods) now spawn more often than they used to, but have a much larger variance in their spawn times so they'll be more difficult to predict.
We've made the raid bosses more difficult, so that they will require coordination of more adventurers to tackle them successfully. Healing and support should once again be very important in these encounters.
Speaking of Hate and Fear, while we didn't implement load balancing, we did reduce the respawn time of all non-raid targets by two thirds. Any mini-bosses that didn't have persistent timers (such as the Fear golems) now have them and have additional variance in their respawn times. This means that they won't necessarily be spawned when the server first comes up.
In summary, we're increasing availability so that there are more chances at the content, increasing difficulty for both a greater challenge and to require coordination of larger groups of people, and increasing variance in spawn timers so that knowledge of the last kill time is less of an advantage.
We're hoping that the combination of these changes will both relieve some of the competition for experience and item content at the top end of the server but keep the integrity and uniqueness of the race for raid targets. Thanks for playing!