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Relocated YMMV entry from main page.

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* NintendoHard: In general, SOE does a fairly good job at providing both easy content for the casual players and really difficult stuff for the hardcore ones. Sentinel's Fate originally had two raid zones. It took the game's best guild 6 months to defeat the 4 Rune Roehn Theer boss, and almost as long to defeat Arkathanthis the Destroyer. Then, so the top level guilds didn't get complacent, they released the Underfoot Depths raid zone in [=LU57=]...
** Starting with ''Destiny of Velious'', SOE has been making "normal mode" and "challenge mode" for most raid content and occasionally for a group-scaled or solo-scaled dungeon or boss as well. Challenge mode monsters hit much harder and the bosses require a more complicated strategy to beat.

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* OnceOriginalNowCommon: The game was the first [=MMORPG=] to have actual voice acting for most [=NPCs=]. While it was a big deal when it first game out, such a feature is pretty much standard issue for most modern-day [=MMORPGs=].



* SeinfeldIsUnfunny: The game was the first [=MMORPG=] to have actual voice acting for most [=NPCs=]. While it was a big deal when it first game out, such a feature is pretty much standard issue for most modern-day [=MMORPGs=].



* SugarWiki/VisualEffectsOfAwesome: Everquest 2 was first shown in 2002 and released the same years with charming, but technically dated looking World of Warcraft. It was one of the best looking games ever and the absolute best looking MMORPG on the market. More than that, it has managed to stay on the pedestal for years, since back then and even today almost all online games never tried to push graphics quality anywhere. Back in 2004 (and especially during E3 presentations in 2002 and 2003) people were simply overwhelmed by it's graphics. To put it in perspective: at the time, literally not a single game could handle detailed character and enemy models, bump mapping, dynamic real-time shadows and water with actual reflections on top of great draw distance in an open world environment. On the max settings, this game looked like it came from future. Thanks to that, graphically, Everquest 2 aged very, very well for a 2 decades old rpg. Not surprisingly, system requirements were so ridiculous that only a few people could see it in it's full glory.

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* SugarWiki/VisualEffectsOfAwesome: Everquest 2 was first shown in 2002 and released the same years with charming, but technically dated looking World of Warcraft. It was one of the best looking games ever and the absolute best looking MMORPG on the market. More than that, it has managed to stay on the pedestal for years, since back then and even today almost all online games never tried to push graphics quality anywhere. Back in 2004 (and especially during E3 presentations in 2002 and 2003) people were simply overwhelmed by it's graphics. To put it in perspective: at the time, literally not a single game could handle detailed character and enemy models, bump mapping, dynamic real-time shadows and water with actual reflections on top of great draw distance in an open world environment. On the max settings, this game looked like it came from future. Thanks to that, graphically, Everquest 2 aged very, very well for a 2 decades old rpg. Not surprisingly, system requirements were so ridiculous that only a few people could see it in it's full glory.glory.
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Grammar fixes.


* SugarWiki/VisualEffectsOfAwesome: Everquest 2 was first shown in 2002 and released the same years with charming, but technically dated looking World of Warcraft. It was one the best looking games ever and the absolute best looking MMORPG on the marked. More than that, it has managed to stay on the pedestal for years, since back then and even today almost all online games never trying to push graphics quality anywhere. Back in 2004 (and especially during E3 presentations in 2002 and 2003) people where simply overwhelmed by it's graphics, to put it in perspective: at the time, literally not a single one game could handle detailed character and enemy models, bump mapping, dynamic real-time shadows and water with actual reflections on top of great draw distance in an open world environment. On the max settings this game looked like it came from future. Thanks to that graphically Everquest 2 aged very, very well for a 2 decades old rpg. Not surprisingly, system requirement were so ridiculous that only a few people could had see it in it's full glory.

to:

* SugarWiki/VisualEffectsOfAwesome: Everquest 2 was first shown in 2002 and released the same years with charming, but technically dated looking World of Warcraft. It was one of the best looking games ever and the absolute best looking MMORPG on the marked. market. More than that, it has managed to stay on the pedestal for years, since back then and even today almost all online games never trying tried to push graphics quality anywhere. Back in 2004 (and especially during E3 presentations in 2002 and 2003) people where were simply overwhelmed by it's graphics, to graphics. To put it in perspective: at the time, literally not a single one game could handle detailed character and enemy models, bump mapping, dynamic real-time shadows and water with actual reflections on top of great draw distance in an open world environment. On the max settings settings, this game looked like it came from future. Thanks to that graphically that, graphically, Everquest 2 aged very, very well for a 2 decades old rpg. Not surprisingly, system requirement requirements were so ridiculous that only a few people could had see it in it's full glory.
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Slightly changed a trope, and made one typo fix.


* SugarWiki/VisualEffectsOfAwesome: Everquest 2 was first shown in 2002 and released the same years with charming, but technically dated looking World of Warcraft. It was one the best looking games ever and the absolute best looking MMORPG on the marked. More than that, it has managed to stay on the pedestal for years, since back then and even today almost all online games never trying to push graphics quality anywhere. Back in 2004 (and especially during E3 presentations in 2002 and 2003) people where simply overwhelmed by it's graphics, to put it in perspective: at the time, literally not a single one game could handle detailed character and enemy models, bumb mapping, dynamic real-time shadows and water with actual reflections on top of great draw distance in an open world environment. On the max settings this game looked like it came from future. Thanks to that graphically Everquest 2 aged very, very well for a 15 years old rpg. Not surprisingly, system requirement were so ridiculous that only a few people could had see it in it's full glory.

to:

* SugarWiki/VisualEffectsOfAwesome: Everquest 2 was first shown in 2002 and released the same years with charming, but technically dated looking World of Warcraft. It was one the best looking games ever and the absolute best looking MMORPG on the marked. More than that, it has managed to stay on the pedestal for years, since back then and even today almost all online games never trying to push graphics quality anywhere. Back in 2004 (and especially during E3 presentations in 2002 and 2003) people where simply overwhelmed by it's graphics, to put it in perspective: at the time, literally not a single one game could handle detailed character and enemy models, bumb bump mapping, dynamic real-time shadows and water with actual reflections on top of great draw distance in an open world environment. On the max settings this game looked like it came from future. Thanks to that graphically Everquest 2 aged very, very well for a 15 years 2 decades old rpg. Not surprisingly, system requirement were so ridiculous that only a few people could had see it in it's full glory.
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* SeinfeldIsUnfunny: The game was the first [=MMORPG=] to have actual voice acting for most [=NPCs=]. While it was a big deal when it first game out, such a feature is pretty much standard issue for most [=MMORPGs=]

to:

* SeinfeldIsUnfunny: The game was the first [=MMORPG=] to have actual voice acting for most [=NPCs=]. While it was a big deal when it first game out, such a feature is pretty much standard issue for most [=MMORPGs=]modern-day [=MMORPGs=].
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None

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* SeinfeldIsUnfunny: The game was the first [=MMORPG=] to have actual voice acting for most [=NPCs=]. While it was a big deal when it first game out, such a feature is pretty much standard issue for most [=MMORPGs=]
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since the guy who cut it from the main page couldn't be bothered

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* DifficultySpike: It's actually quite easy to solo your way all the way up to max level. In fact, the developers changed the game to intend for this. You will then be lacking knowledge on how to work as part of a group. You will also probably be undergeared, as all the better weapons and armor are obtained from "heroic" quests and boss mobs, both of which require groups to conquer.
** Will happen to you again if you decide to go from being a casual player to a raid player. Raid quality gear mostly only drops in raid zones.
** Also noticeable within dungeons themselves. For example, in the raid dungeon Perah'Celsis' Abominable Laboratory, there's a large jump in difficulty between Vernox the Insatiable, who is a "tank'n'spank" mob with a few tricks to watch out for, and Sara Greenheart, who spawns adds, bounces you all over the room with area-of-effect attacks, and power drains.
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Non of that entire entry on that page has anything relating to how he is in this game. It's a Zero Context Example.


* CompleteMonster: [[YMMV/EverQuest Innoruuk]]. See that page for details.
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Approved by the thread.

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* CompleteMonster: [[YMMV/EverQuest Innoruuk]]. See that page for details.
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* ThatOneSidequest: In [=EQ2=], the Roekillik quest line. It was released to hype the ''Kingdom of Sky'' expansion pack. It is still outlandishly difficult even for a lvl 90 character, and the rewards, well, completely suck.

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* ThatOneSidequest: In [=EQ2=], the Roekillik quest line. It was released to hype the ''Kingdom of Sky'' expansion pack. It is still outlandishly difficult even for a lvl 90 character, and the rewards, well, completely suck.suck.
* SugarWiki/VisualEffectsOfAwesome: Everquest 2 was first shown in 2002 and released the same years with charming, but technically dated looking World of Warcraft. It was one the best looking games ever and the absolute best looking MMORPG on the marked. More than that, it has managed to stay on the pedestal for years, since back then and even today almost all online games never trying to push graphics quality anywhere. Back in 2004 (and especially during E3 presentations in 2002 and 2003) people where simply overwhelmed by it's graphics, to put it in perspective: at the time, literally not a single one game could handle detailed character and enemy models, bumb mapping, dynamic real-time shadows and water with actual reflections on top of great draw distance in an open world environment. On the max settings this game looked like it came from future. Thanks to that graphically Everquest 2 aged very, very well for a 15 years old rpg. Not surprisingly, system requirement were so ridiculous that only a few people could had see it in it's full glory.
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* AccidentalInnuendo: The Zone name "maiden's gulch" sounds kinda dirty if you think about it.

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* AccidentalInnuendo: The Zone name "maiden's gulch" "Maiden's Gulch" sounds kinda dirty if you think about it.
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* AccidentalInnuendo: The Zone name "maiden's gulch" sounds kinda dirty if you think about it.
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Not a YMMV trope


* AwesomeButImpractical: Some area-of-effect attacks while soloing dungeons, particularly at low-mid levels. While facing a group of mobs with one of your AoE attacks active, hitting all of them at once sounds like a great idea, doesn't it? Unfortunately, sometimes these will hit enemies behind walls, grabbing their attention and causing a swarm of them to ''clip through the dungeon walls'' to beat you up. Sometimes, you can aggro mobs - and even [[MiniBoss named enemies]] - from an '''entirely different floor'''.
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* AwesomeButImpractical: Some area-of-effect attacks while soloing dungeons, particularly at low-mid levels. While facing a group of mobs with one of your AoE attacks active, hitting all of them at once sounds like a great idea, doesn't it? Unfortunately, sometimes these will hit enemies behind walls, grabbing their attention and causing a swarm of them to ''clip through the dungeon walls'' to beat you up. Sometimes, you can aggro mobs - and even [[MiniBoss named enemies]] - from an '''entirely different floor'''.
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None


* ThatOneSidequest: In [=EQ2=], the Roekillik quest line. It was released to hype the ''Kingdom of Sky'' expansion pack. It is still outlandishly difficult even for a lvl 90 character, and the rewards, well, completely suck. No one does it anymore.

to:

* ThatOneSidequest: In [=EQ2=], the Roekillik quest line. It was released to hype the ''Kingdom of Sky'' expansion pack. It is still outlandishly difficult even for a lvl 90 character, and the rewards, well, completely suck. No one does it anymore.


* ThatOneSidequest: In [=EQ2=], the Roekillik quest line. It was released to hype the ''Kingdom of Sky'' expansion pack. It is still outlandishly difficult even for a lvl 90 character, and the rewards, well, completely suck. No one does it anymore.
* TheyJustDidntCare: Is there any other explanation for why almost every single change they make to [=EQ2=] in the name of "streamlining the experience" actually involves ''removing'' content and dumbing down what's left? The most recent one made the rewards for any new character in any of the newbie zones... absolutely identical. That armor with the arctic-conditions protection texture they made for their big New Halas patch? Yeah, now characters in the (tropical) Timorous Deep get that armor. Why was weight removed from the game? Why does every expac simplify the way stats work?
** At this point in time, none of the original [=EQ2=] developers still work on the game, and the ones that do now have admitted that they don't care at all about the original Qeynos/Freeport setting.
* TierInducedScrappy: Every time a new expansion drops, there's usually at least one high tier and one low tier. Oftentimes the formerly high tier gets nerfed into low tierdom. For example, in ''Sentinel's Fate'' Defilers were highly favored over Mystics because of stronger base heals. Then in ''Destiny of Velious'' new AA lines both pulled Mystics back in line with Defilers on healing and made them a decent DPS class as well, leading to Mystics being the more favored.
** Raiding has its own set of Tier Induced Scrappies. Berserkers, Monks and Wardens in particular are rarely wanted on raids, whereas wizards, inquisitors and both shamans can get raid slots with great ease compared to other classes.

to:

* ThatOneSidequest: In [=EQ2=], the Roekillik quest line. It was released to hype the ''Kingdom of Sky'' expansion pack. It is still outlandishly difficult even for a lvl 90 character, and the rewards, well, completely suck. No one does it anymore.
* TheyJustDidntCare: Is there any other explanation for why almost every single change they make to [=EQ2=] in the name of "streamlining the experience" actually involves ''removing'' content and dumbing down what's left? The most recent one made the rewards for any new character in any of the newbie zones... absolutely identical. That armor with the arctic-conditions protection texture they made for their big New Halas patch? Yeah, now characters in the (tropical) Timorous Deep get that armor. Why was weight removed from the game? Why does every expac simplify the way stats work?
** At this point in time, none of the original [=EQ2=] developers still work on the game, and the ones that do now have admitted that they don't care at all about the original Qeynos/Freeport setting.
* TierInducedScrappy: Every time a new expansion drops, there's usually at least one high tier and one low tier. Oftentimes the formerly high tier gets nerfed into low tierdom. For example, in ''Sentinel's Fate'' Defilers were highly favored over Mystics because of stronger base heals. Then in ''Destiny of Velious'' new AA lines both pulled Mystics back in line with Defilers on healing and made them a decent DPS class as well, leading to Mystics being the more favored.
** Raiding has its own set of Tier Induced Scrappies. Berserkers, Monks and Wardens in particular are rarely wanted on raids, whereas wizards, inquisitors and both shamans can get raid slots with great ease compared to other classes.
anymore.
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None


* DemonicSpiders: The "key mobs" are these for people who like to solo zones. They have one ability called Mandate, which stops you from targetting the mob, stops you from healing (including curing the ability off yourself), and if you do try and cast an spells that don't need a target, such as an [=AoE=], it will send you flying around the room. It doesn't help that some of these keymobs are near named mobs, and, if they aggro, they can spell your doom.
* PlayerPunch: [=EQ2=]. Discovering Erollisi Marr's death. Though the punch is severely diminished now that we know she's back.

to:

* DemonicSpiders: The "key mobs" are these for people who like to solo zones. They have one ability called Mandate, which stops you from targetting targeting the mob, stops you from healing (including curing the ability off yourself), and if you do try and cast an spells that don't need a target, such as an [=AoE=], it will send you flying around the room. It doesn't help that some of these keymobs are near named mobs, and, if they aggro, they can spell your doom.
* PlayerPunch: [=EQ2=]. Discovering Erollisi Marr's death. Though the punch is severely diminished now that we know she's back. Working to open a portal to the Shard of Love, then fighting your way through the distraught residents, and finally finding Mithaniel Marr himself mourning over Erollisi's coffin.
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unfortunate implications need citations.


** Raiding has its own set of Tier Induced Scrappies. Berserkers, Monks and Wardens in particular are rarely wanted on raids, whereas wizards, inquisitors and both shamans can get raid slots with great ease compared to other classes.
* UnfortunateImplications: Some people felt this way about white people and black people being two entirely different races in [=EQ1=]. Whites were regular humans, while blacks were tall slender universally intellectual people called "erudites". In [=EQ2=], [=SoE=] changed it so all humans, as well as half-elves and barbarians, could have various skin colors including shades of dark brown. Meanwhile, the erudites were changed to have skin in various shades of gray. They brought back the original style erudites in Sentinel's Fate, though.

to:

** Raiding has its own set of Tier Induced Scrappies. Berserkers, Monks and Wardens in particular are rarely wanted on raids, whereas wizards, inquisitors and both shamans can get raid slots with great ease compared to other classes.
* UnfortunateImplications: Some people felt this way about white people and black people being two entirely different races in [=EQ1=]. Whites were regular humans, while blacks were tall slender universally intellectual people called "erudites". In [=EQ2=], [=SoE=] changed it so all humans, as well as half-elves and barbarians, could have various skin colors including shades of dark brown. Meanwhile, the erudites were changed to have skin in various shades of gray. They brought back the original style erudites in Sentinel's Fate, though.
classes.
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* ScrappyMechanic: The way The Scavanator would despawn after he wiped a raid. Made it impossible to really practice working on him.

to:

* ScrappyMechanic: The way The Scavanator would despawn after he wiped a raid. Made raid made it impossible to really practice working on him.
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* DemonicSpiders: The "key mobs" are these for people who like to solo zones. They have one ability called Mandate which stops you targetting the mob, stops you healing (including curing the ability off yourself), and if you do try and cast an spells that doesn't need a target, such as an [=AoE=], it will send you flying around the room. It doesn't help that some of these keymobs are near named and if they add, they can spell your doom.

to:

* DemonicSpiders: The "key mobs" are these for people who like to solo zones. They have one ability called Mandate Mandate, which stops you from targetting the mob, stops you from healing (including curing the ability off yourself), and if you do try and cast an spells that doesn't don't need a target, such as an [=AoE=], it will send you flying around the room. It doesn't help that some of these keymobs are near named and mobs, and, if they add, aggro, they can spell your doom.
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None

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* BestBossEver: Roehn Theer
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* CreatorsPet: The Gnome race as a whole. They seem to have a major role in almost every expansion and they get more attention than most of the other races put together. If you play a Wood Elf or Halfling or Sarnak or some other unfavored race and want more content? Tough! Have some more wacky gnome hijinx!
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None

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* TierInducedScrappy: Every time a new expansion drops, there's usually at least one high tier and one low tier. Oftentimes the formerly high tier gets nerfed into low tierdom. For example, in ''Sentinel's Fate'' Defilers were highly favored over Mystics because of stronger base heals. Then in ''Destiny of Velious'' new AA lines both pulled Mystics back in line with Defilers on healing and made them a decent DPS class as well, leading to Mystics being the more favored.
**Raiding has its own set of Tier Induced Scrappies. Berserkers, Monks and Wardens in particular are rarely wanted on raids, whereas wizards, inquisitors and both shamans can get raid slots with great ease compared to other classes.
Is there an issue? Send a MessageReason:
None

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* ScrappyMechanic: The way The Scavanator would despawn after he wiped a raid. Made it impossible to really practice working on him.

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* PlayerPunch: [=EQ2=]. Discovering [[spoiler:Erollisi Marr's]] death. We don't even know exactly who or what to punch yet, but dammit...
** Don't worry, Her death is only the beginning of her entire storyline.
*** {{Jossed}} - she didn't come back with the release of New Halas. It was never actually stated that she would, but many players were expecting her to.

to:

* PlayerPunch: [=EQ2=]. Discovering [[spoiler:Erollisi Marr's]] Erollisi Marr's death. We don't even know exactly who or what to Though the punch yet, but dammit...
** Don't worry, Her death
is only the beginning of her entire storyline.
*** {{Jossed}} - she didn't come back with the release of New Halas. It was never actually stated
severely diminished now that she would, but many players were expecting her to.we know she's back.
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* RuinedFOREVER: [=EQ2=], after the developers released Game Update #57 (huge patches of new additions and in-game content) that literally gave nothing new to the world of Norrath other than a couple tradeskill quests, a revamped user interface that '''''PRIORITIZES''''' a button for the Station Cash micro-transaction feature as a mandatory requirement to show on screen, and some changes to classes that nobody in the playerbase actually wanted. The *ONLY* reason they made these changes was to help promote the [[AllegedlyFreeGame Free To Play servers]] that launched with it.
** The playerbase has stressed it far too much by pointing out quoted promises from the past and current hypocrisies that the developers only care about making money for the game at this point, and don't care about the value of the existing playerbase. They are offering players on the live servers the option to move to the free to play servers, which they are opening so that they can attract new players, but will not allow players to move from the free servers to the live servers. In short, most players think they want the game to die.
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I don\'t think that\'s it. Probably part of it, but not all. As far as I know FF 11 hasn\'t been dumbed down and it\'s the second most popular. Being not a WOW player I\'m completely ignorant as to WOW\'s appeal.


** Because WoW has proven that simpler = more subscribers. WoW is by far the easiest MMO on the market, and it's also the biggest. Sadly, this means other developers have to follow in it's footsteps to have a chance. It's a shame, but it's what the majority of people want now.
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** Because WoW has proven that simpler = more subscribers. WoW is by far the easiest MMO on the market, and it's also the biggest. Sadly, this means other developers have to follow in it's footsteps to have a chance. It's a shame, but it's what the majority of people want now.

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