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  #71  
Old 04-16-2015, 11:41 PM
Winter Winter is offline
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I've read someplace that GoD was meant to be a level 70 expansion but half way through the development of it they changed their minds and kept the level cap at 65, that's why it was such a brutal expansion and also why no guild could beat it until OoW was release when the level cap was raised to 70
  #72  
Old 04-17-2015, 06:51 AM
Fanguru Fanguru is offline
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You came! Thread wasn't lying.
  #73  
Old 04-17-2015, 10:20 AM
wycca wycca is offline
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Quote:
Originally Posted by Winter [You must be logged in to view images. Log in or Register.]
I've read someplace that GoD was meant to be a level 70 expansion but half way through the development of it they changed their minds and kept the level cap at 65, that's why it was such a brutal expansion and also why no guild could beat it until OoW was release when the level cap was raised to 70
Would make sense. It was fun, it has some really great quests and storylines - more than you'd expect from the fact that it was totally alien otherwise. There was a ton of care put into some of these zones and quests. Some stuff was just so brutal - really took a level of play unseen in the game from people - even people in Elie armor.
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  #74  
Old 04-17-2015, 11:03 AM
Daldaen Daldaen is offline
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They had some things in alpha GoD that were just ridiculous. Like the Ra'Tuk guards that would spawn instead of Maestruq in Tacvi. Those "trash" mobs absolutely decimated raids.

Every expansion had some absolutely broken raids that very few people saw.

PoP for example had Bertoxxulous which had an AE Rampage that was large enough to hit everyone in his room. PoEB had Warlord Ginto who memblurred every 4-5 seconds. Also Rathe Council 1.0 which had councilmen that didn't fleck (which meant you were required to offtank 6 mobs that quadded for 2k and fired off an unresistable 1k AE every minute, for upwards of 60minutes if you were fast...

Not to mention the PoTime fights. Particularly Quarm. AEs weren't blocked by walls and every AE he had was flagged unresistable. Some were stuns of 6-18 seconds and all had a range of 300, so only max range Rangers and bolt Mages could out range it. Those AEs were. Just brutal.
  #75  
Old 04-17-2015, 12:30 PM
Man0warr Man0warr is offline
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My entire raiding guild mass-exodused to WoW alpha/beta when we were stuck in Uqua. Fuck that zone, most hateful mechanics I've ever experienced in an MMO.
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  #76  
Old 04-17-2015, 01:00 PM
Daldaen Daldaen is offline
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Uqua had fantastic mechanics.

Caustic environment that puts a huge Debuff on everyone in raid, wielding a special weapon acclimated you to the environment and removes the debuff.

Any deaths caused ghosts to spawn and Attack your raid.

A few split raid fights where you had to coordinate two different teams taking on different mobs.

Has chambers where mobs spawned.

Puzzle mechanics to get through certain rooms.

^. This kind of shit made EQ raiding later on glorious. It took some figuring out. Far more thought than "what's the pause and magic number of clerics, and which corner is the mob dying in?"
  #77  
Old 05-01-2015, 11:19 AM
curtischoy curtischoy is offline
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Quote:
Originally Posted by Winter
I've read someplace that GoD was meant to be a level 70 expansion but half way through the development of it they changed their minds and kept the level cap at 65, that's why it was such a brutal expansion and also why no guild could beat it until OoW was release when the level cap was raised to 70
I thought that many guilds had beaten GoD before OoW came out and that the only mob that no one killed was the north snake. Guilds beat Tunat for sure b4 OoW.
  #78  
Old 05-03-2015, 02:07 AM
Nietche Nietche is offline
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Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
Uqua had fantastic mechanics.

Caustic environment that puts a huge Debuff on everyone in raid, wielding a special weapon acclimated you to the environment and removes the debuff.

Any deaths caused ghosts to spawn and Attack your raid.

A few split raid fights where you had to coordinate two different teams taking on different mobs.

Has chambers where mobs spawned.

Puzzle mechanics to get through certain rooms.

^. This kind of shit made EQ raiding later on glorious. It took some figuring out. Far more thought than "what's the pause and magic number of clerics, and which corner is the mob dying in?"
Hard as fuck, but have to agree.
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  #79  
Old 05-03-2015, 12:23 PM
Sadre Spinegnawer Sadre Spinegnawer is offline
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Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
^. This kind of shit made EQ raiding later on glorious. It took some figuring out. Far more thought than "what's the pause and magic number of clerics, and which corner is the mob dying in?"
I agree about post-PoP raiding. When I left during OoW, I think I was just tired of the gameworld and burnt out on hardcore raiding. 90% of the criticisms I have are on hindsight, and the rest (like ae group buff AA and KEI) most players wish existed here. But at the time, I cannot remember thinking "oh, this game sucks now."

The only truly lame thing that I never ever liked was LDoN. But that mini-expansion was not meant for my kind of playstyle.

A lot of our complaints, just like a lot of our fond memories, are partially products of the passage of time.

But by 2004, I was just plain old tired of running around Norrath, even if my guild was owning stuff. Maybe for a lot of us, it was just that simple a matter. Five years is a long time to live and compete aggressively in a virtual world.
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Last edited by Sadre Spinegnawer; 05-03-2015 at 12:29 PM..
  #80  
Old 05-22-2015, 06:19 PM
Vexall Vexall is offline
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Default Pushing the date up?

EQ1's Ragefire server is doing an SOE flashback to 1999, customer service and all. Is there a way to push up this launch!?
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