Boomsticker wrote:
I think the benefit of people being able to log on and acually play instead of LFG far outweighs any negatives. I play 2 accounts for the sole reason I hate sitting there doing nothing.
This may sound a bit rude and it doesn't apply to all, but for the most part clerics have had a free ride in this game. I don't know how many times I have seen groups end because the cleric gets bent out of shape over something petty and leaves. Clerics have had to much power to make or break groups and it has shown.
So clerics are having a harder time finding groups? Welcome to EQ and what the rest of us go thru. You are replaceable. I see this as bringing clerics on par with every other class who depends on groups. If you are good you will have a good reputation and get groups. If you are the type to pick up your marbles and go home, you are just a click away from being replaced.
I would agree with this (and I play TWO clerics actively). I haven't met with the issues other folks have mentioned here. Both my clerics still get more than their fair share of group invites extended to them.
I don't have SoD for a few reasons, the main ones being the sucky xp in the expansion (according to my niece who was in beta and all of my SoD-enabled guildmates who spend their time grinding to 85 in SoF, TSS, and DoDh), the lack of need for mercs (each of the characters in my sig are on separate accounts and my 72 SK and 65 "baby boomer" wizard aren't listed due to space limitations), and overall expense of adding it to 16 accounts. I feel if the EQ Live team was a bit better staffed, they would have rolled out a more well-rounded merc lineup that might have rivaled the game they got the idea from (Guild Wars). Tank & Cleric is great, but given how integral to gameplay slow can be, I felt the exclusion of that skillset was a glaring omission.
Personally, I think mercs are the best thing to happen to EQ probably ever (the bazaar is the only other thing I can think of that had a similar impact - but that has nothing to do with day to day gameplay). Yes, it's a band-aid to cover for a dwindling playerbase. Yes, it can cause problems for "casual players" of certain classes. I've been the warrior who got turned down for groups due to low AA or AC/HP deficiencies. I've been the cleric who struggled to keep up with aggressive groups in zones I probably wasn't equipped to handle. I've also been the ranger/SK/warrior/rogue/druid/necro/magician/enchanter/wizard who spent hours LFG (which was the primary reason I split most of my characters onto new accounts, where applicable, in 07). I've seen how friends and guildies who were on the verge of quitting have found new ways to enjoy this game. Right now, it seems Wrath of the Lich King has drawn a good deal of people away from EQ (at least temporarily. Once I got my Death Knight to 62, I was bored with how easy it was) if Fennin is any indication. The presence of mercs allows those who remain to continue playing the game until the inevitable rush of returnees occurs sometime around the first of the year (if not sooner).
But, I will disagree with Boomsticker on one thing. A good cleric is not replaceable with a merc. No way, no how. Mercs have no foci, they have no AA, they have no judgment, they have no situational experience or awareness, they're basic and elementary. But, here's the important bit: 90% of the time,
you don't need anything more than 'basic and elementary'. There are many people, as was previously mentioned, who can't easily afford to pay for the continuous use of a merc, for whatever reason. For those folks, having a merc at their disposal for those times when they need one, is a godsend but if a real player becomes available, they're likely to jump to add them. As Reyla pointed out and I realized long ago, people who prefer to box and play solo, will continue to do that, mercs or not. Personally, I don't like running any more than two characters at once (an active and a passive) but often go with four (tank, healer, slower, dps), so I'm always willing to gate one of mine out to add a real player. Many people I've encountered who box don't do that. Plus, I've known (and still know) a lot of people like balayan mentioned, who will only accept groups in current content (yet another reason I did the account splits).
However, all that said, I think applying a band-aid to a gunshot wound is folly and that's what mercs are essentially doing. They're awesome for the short-term, don't get me wrong. But addressing the issues might have provided more than the temporary fix this seems to be. Of course, that could all be turned upside down when/if they introduce dps, support (slow/cripple/haste), and utility (a snarer) mercs. If that happens, you can have full, well-rounded groups with only 3 real players. My concern lies with the fact that mercs, by and large, represent a way for each individual player to avoid subjecting themselves to other peoples' issues (crying baby, cooking dinner, attention otherwise split in multiple directions). Part of socialization is dealing with and overcoming those things, I think. But, I do know how much fun it can be to be able to do things you ordinarily couldn't do previously. I've done Grieg's End with two clerics (one tanking/meleeing, the other healing and nuking) in a duo. I have a cleric guildie who solos....with a cleric merc for support. You'd probably never see that with real players.