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The Spirit Realm • View topic - EverQuest: Call of the Forsaken

EverQuest: Call of the Forsaken

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EverQuest: Call of the Forsaken

Postby fendaann » Fri Aug 02, 2013 1:07 pm

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Re: EverQuest: Call of the Forsaken

Postby fendaann » Tue Aug 06, 2013 12:36 am

as usual the official info has less then what was given by others.
https://forums.station.sony.com/eq/inde ... en.201988/

but that info maybe from Devs in Q and A at sony live.


http://everquest.allakhazam.com/story.html?story=32830

Call of the Forsaken, scheduled for a September release, will be EverQuest's 20th expansion. SOE's prolific team promises new AAs--for players and now mercenaries--new zones and much more.

Here are some details from SOE Live (full video at http://www.twitch.tv/soe) and Elidroth (as posted on the EQ Forums):

The expansion is scheduled for a September release, with Beta starting on August 14.
Expansion content will be released in a staggered format.
The initial release will be in September, with further content releases (possibly) later this year and (definitely) in 2014.
There is no level increase, but there are new spells and AAs.
Mercenaries will be able to gain AAs.
Four new zones will be introduced at the expansion's launch, with more zones added in future content releases.
West Karana will be the hub zone.
It will be handled as the Feerrott was for the House of Thule expansion (an alternate version of the zone rather than a revamp of the original).
Neriak 4th Gate and the Dead Hills are among the other zones expected.
Two additional shared bank slots will be added.
"Heroic Adventures" in instanced zones will scale according to your group's level.
Changes to Leader AAs are expected, but may not make the expansion's initial launch.
Leader AA changes "may" be integrated into the UI without requiring purchase of the expansion.
Last edited by fendaann on Tue Aug 06, 2013 12:38 am, edited 1 time in total.
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Re: EverQuest: Call of the Forsaken

Postby fendaann » Tue Aug 06, 2013 12:37 am

as usual the official info has less then what was given by others.
https://forums.station.sony.com/eq/inde ... 988/page-7

like Danille post

but that info maybe from Devs in Q and A at sony live.


like Danille post on page 7

So onto the new expansion.

- Level Cap DOES NOT increase to 105 it stays at 100.
- New Spells and AA's
- Mercs are getting passive AA's and 4 armor slots
- New raid zones no announcement of how many although the developers said they designed whole bunch of new raids. Less complex than RT and more forgiving if one or two players screw up
- Undead in at least 2 zones (Neriak and Dead Hills)
-Lots of instanced content - think LDON on steroids- the instances have Also the content will change each time you zone in chosen by highest level player and class makeup. All made for level 95-100 players.

Fixes to look forward to......
- LLA and RAA's are going to be added to the game as passive skills for all players, and the old systems being removed from the game
- They are simplifying the Raid coinage systems
- They gonna fix issues with the quest/mission windows, Guild management and raid windows to ease functionality. possible asst. raid leader functionality incase the RL goes LD.

Besides the 4 armor slots and aa's for mercs, you will have a stats page for merc stats too. Yes you will be able to see the same merc stats as you do for your character.

Don't expect the new expansion's raid gear to be an improvement over the existing T4 RoF gear. They said that do to this expansion not having a level increase that the new raid gear will just be adding variety to the loot, in forms of appearance and effects, versus the real stat increases that previous expansions have. The intent is to keep T4 Raid gear as viable throughout the life of the new expansion so there will be very minor stat upgrades over RoF T4 raid and group gear.

"T4 raid gear will remain relevant without question"
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