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The Gathering Tempest - Unintended Issues? June 18, 2008

Posted by Kendricke in Everquest 2.
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As myself and my guildmates tore into Update 46 yesterday, several of us noticed a few potential issues which may not (or may) have been intended.

For one thing, the storms in the lower level areas (like Forest Ruins and the Peat Bog) were absolutely overcamped by level 80’s who were clearing through the tempest touched creatures with impunity, often while lower levels sat around trying to snipe the occasional creature themselves.  I quickly realized I was part of the problem (as I was one of the level 80’s there) so I removed myself in favor of some of the Enchanted Lands storms (where NO ONE was camping the creatures).

Before I moved, I noticed that the voidbeasts which spawned would never fight the level 80s who had spawned them, and sometimes it seemed they would jump the lower levels nearby instead!  After observing for a bit, I realized that all the high levels had to do was to use the potion on the tempest touched creatures to “cleanse” them…and then, once the voidbeast spawned, they’d simply /yell to break the encounter, forcing the voidbeast to return immediately to its spawn point (i.e. - the creature it had been possessing).  It was a ridiculously easy way to avoid fighting voidbeasts with every cleansing, and allowed players to quickly move through the quests without having to worry about actually having to fight anything.

I’ll admit that I started to use the /yell technique myself.  After all, why fight through hoardes of mindless voidbeasts which provide little challenge or surprise if it can be avoided altogether.

Another potential issue noticed by one of my members was that mentored characters who cleansed a tempest touched creature would still spawn a voidbeast relative to their actual level, instead of their mentored level. I personally don’t see this as as large an issue, especially since the voidbeasts, regardless of level, can be just yelled off anyway.  I suppose if someone was looking for a way to fight the beasts at the appropriate level though, this could be seen as a rather annoying bug.

I’ll be running Runnyeye 2 tonight with some guildmates, and I’m rather looking forward to the run.  If the difficulty is close to what we saw on Test, I imagine this could be our new non-raid home for at least the next month or so.