Dev Chat on Nov 24th, Preview of Potential Melee Changes

From the EQLive Site:
EverQuest Chat on November 24th at 6:00pm - 7:00pm pacific time. Melee System Enhancements! You've been asking for them and now we're ready to discuss them. We're taking a big departure from what many of you are used to when it comes to combat. With that in mind, here is a brief summary of these exciting enhancements to better help you target your questions to us during the live chat. Don't worry if you miss the chat, we'll post the logs on EverQuestLive.com
  • Increase the contributions melee classes provide in a group setting
  • Address the current deficit between the pure melee classes and other classes
  • Add more depth and potential for skilled play to melee combat
  • Provide a system that encourages attentiveness and decision-making skills, without focusing heavily on twitch gameplay Take advantage of an opponent's weakness. See an opening, strike home for the kill! Monks, Rogues and Warriors will gain the ability to recognize certain weaknesses in an opponent's defense. These "Openings" will be a variety of types and can occur based on several different situations during combat. Be quick though, an opening will not present itself for long. Strike quick with a new combat skill once your character recognizes an opening. These new combat skills are being designed just for this combat system revision. Using and maintaining these skills expends the character's Endurance (a new statistic, calculated from the character's basic stats). Here's a combat example: A warrior is serving as the tank for his group, standing in front of a goblin. While battling the goblin, the warrior makes an exceptional parry and is presented with an opening. An indicator appears with the "opening icon" and the word "Parry" next to it (this information also appears in the chat window). Now is his opportunity to strike back after the exceptional parry! Only certain combat skills can be used to react to a parry opening. Other types of openings will allow the use of other skills. Some skills may be usable in response to more than one type of opening. Also, your position in relation to the target can change the effectiveness of certain skills. In this case, our warrior knows that he can use one of three combat skills, each having some merit. One might stun the target, one might increase the hate generated by the warrior for a few rounds, and one might make it easier for everyone to hit the NPC. In this case, our warrior elects to try to stun the goblin. He presses the appropriate button and luck smiles upon him as he successfully executes the strike, leaving the goblin standing dumbly for a combat round. Increasing Your Endurance and Learning New Skills
  • Increase Endurance by increasing attributes or by acquiring special items that directly increase your Endurance pool
  • Find tomes or instructions manuals and take them to specific trainers to learn new skills
  • Choose your skills from skill categories (such as Tactical) containing skills focused to a purpose
  • Most openings are available only to a single character, but some are available to all nearby characters
  • Disciplines will be transferred to this new system
  • Existing Discipline timers will be reviewed, and several will probably be set to their own timer
  • Disciplines will require an Endurance cost
  • Hybrids will receive a limited Endurance pool for their disciplines There will be other changes as well. Keep your eyes on the Test server and our update messages for more details as we move forward. This new system is much more flexible than the existing disciplines. It will be relatively easy to add new combat skills, as well as new skills that are not limited to openings. This system creates the possibility for tremendous enhancement in the future, allowing groups a large number of options when it comes to melee combat. Talk to you in the Live Chat! Alan
  • Discuss, share your thoughts!

    Comments

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    combat change
    # Nov 19 2003 at 2:49 PM Rating: Good
    No one is complaining about how easy or hard it is to melee. The main complaint is that warriors have lost their place as tanks and need to be given a way to take their spot back or need to be changed so they will serve some usefulness in a group
    Bah
    # Nov 19 2003 at 2:35 PM Rating: Decent
    WOW or EQ2...thats all I gotta say
    ADDing more
    # Nov 19 2003 at 2:08 PM Rating: Default
    Also to add more to my post about 2Handed weapons for warrriors, the supposed combat change plans by SOE will do nothing to change the fact that warriors have to fight with Paladins to gain agro. But if the warrrior was dealing a consistantly high amount of damage with 2handed weapons then it would be easier to hold agro i would think. And for all those people that i will no doubt complain that warriors will be dealing TOO MUCH damage will also have to take into consideration that yeah they will be dealing more damage but there are still the riposites and parrys they face from the mobs and also if the 2handed weapon idea was implemented the STAMINA bar could actually prove useful at high lvls by making the warrior lose stamina alot faster and having it actually affect the warrior as far as their accuracy
    Increasing warrior damage
    # Nov 19 2003 at 1:52 PM Rating: Default
    I think theres a very simple solution to make warriors more wanted and more useful. Every class has their speciality and warriors are supposed to be the masters of combat. So i think warriors should have the ability to hold a 2handed weapon in one hand, meaning warriors should be able to duel wield a 1handed weapon in primary with a 2handed weapon in secdonary or if you really wanna give us the damage we deserve let us duel wield with 2 2handed weapons. I understand how granting us this ability would greatly increase our damage output so therefore it should be a high lvl skill or an AA purchase so that you can use the ability at those higher levels when you need that extra damage against those high hitpoint mobs. I think this idea makes complete sense. It would truly make warrriors the master of combat and would give them a skill that no other class has therefore giving them a place in groups again
    RE: Increasing warrior damage
    # Nov 19 2003 at 9:11 PM Rating: Decent
    Sweeet, I love this line of thinking. 8)

    Grubin 60 Dwarven Warr
    RE: Increasing warrior damage
    # Nov 19 2003 at 2:07 PM Rating: Default
    ****
    8,619 posts
    /agree in principle with the idea of warriors having a skill no-one else does, but why not just make warrior taunt 50% better than say pally or Sk taunt thats all most Warriors want after all there job back. warriors can't aggro a one legged orc pawn at this moment in time

    Jarkeld hammerhiem <semper eadem>
    Knight of the 56th sphere
    druzzil ro
    #Anonymous, Posted: Nov 19 2003 at 1:31 PM, Rating: Sub-Default, (Expand Post) k i hear all this stuff about wars.. But you DO get the best disc's and the shortest renew times on most of them. But hybrids realy need somthing.. Like rangers, they are hated and not wanted in groups till am3/eq. Give them somthing that will help them till they can get the archery AAs. Another thing about wars you mentioned is that you cant solo, niether can half the EQ classes.. You chose your class not anybody else.. You want to cast spells? play a caster.
    #REDACTED, Posted: Nov 19 2003 at 2:02 PM, Rating: Sub-Default, (Expand Post) half the calsses in EQ can't solo? i can count 4 that can't and 1 is arguable.
    RE: /sigh
    # Nov 20 2003 at 3:45 AM Rating: Default
    uhhhh .. shammys can't snare. It shd say slow, pet atk, dot, melee.
    Warrior Skills
    # Nov 19 2003 at 1:07 PM Rating: Excellent
    I try really really hard to learn about playing my characters as well as possible. This is about Pure Melee characters, who can not cast spells in combat, nor can we send in the pet, and I hope we have a cleric behind me, as this mob is hitting in the 300's.

    I play a wood elf warrior. He is level 57 and was closer to 58 last night than this morning. His skills are at the soft cap for 57. Those of you who say there is no soft cap, are not paying enough attention to what you are doing. I could not get to 201 in Bind wound skill until I dinged 57. Now I can bw to 90 Pct.. that is nice.. I digress

    http://www.magelo.com/eq_view_profile.html?num=556519

    I watch other classes, the hybrids who can put out more dps than I can with the same style weapon and a lower level. They hit more than I do and that is pretty embarrasing. I have my skills miaaxed for my level, I have a 31 pct haste item on and with chanter haste and bard haste... I get about 14 hits when I do a charge IF I am very very lucky. This is with my dex, agi, str all over 240.

    I ask Alan, that we do something that brings us warriors into line, with some of the damage that id dealt. I work really hard druing a fight, if I am pulling, 4 or 5 arrows into the mob, then I am hitting taunt, kick and disarm keys. That and keeping the mob turned to the pets in the group are at it's back, do not give me time to hit another button if I see a parry message. That and watching for adds or aggro on a caster, makes me wonder what I will have to do and how much time I will have if I see a parry message. I parry without any involvment from me, I also reposte without any involvement from me. Why add a new feature that forces me to hit a button for reposte? That is the job of reposte. You in your comments above are Breaking a function we already have.

    Discplines are another matter, why does charge only last 14 seconds AND take an hour to use again? Why can it not last 2 minutes? 1 Minute? 14 seconds? If I am using a slow weapon, that throws the charge through the window.. I may only get two CHANCES to hit.

    I hope and encourage you to do as much as you can to bring our skills and abilities in line with other classes. Warriors have been left out in the cold.


    Wanluwen
    Terris-Thule

    Edited, Wed Nov 19 13:09:57 2003
    ranger
    # Nov 19 2003 at 12:27 PM Rating: Default
    rangers should bind/gate it only seems fair lol
    Changes
    # Nov 19 2003 at 11:53 AM Rating: Default
    I think this is great, but they should increase or do more for the hybrid classes as well... Like beastlord for one class. They are the only hybrid that doesnt have a class "ability" Sure there pet is good and they melee well but look at the ranger with track.. and the pally/sk with LoH and HT. Beastlords should get like Feign Death like the monk or something like "Spirt Calling" for a pet ability
    RE: Changes
    # Nov 19 2003 at 12:09 PM Rating: Decent
    I disagree with Nogobar. There should not be additional bonus given to hybrid classes. You are melee spell casters! You can solo! What more do you want? As a warrior we have no pets, no high dps, no spells, no escapes. We can't do anything without a group and to do our job right we need to have the cooperation of the whole group...(keeping aggro) Some hybrid classes can even take damage nearly as well with new armours and buffs.

    This update is precisely what warriors have needed for 3 years. An oppurtunity to be a contributing class with the ability to do the job we were intended to do...the masters of defence and recievers of damage.
    RE: Changes
    # Nov 19 2003 at 1:22 PM Rating: Good
    ****
    8,619 posts
    I Agree Keaton, this does nothing to help the Warrior class that is IMHO being totally screwed at the moment. As a Knight i have to fight to LOSE aggro to a tank of the same lvl using comparable weapons.
    i.e I use Naraldni's lance and i was in a LDoN with a Warrior last night and i was Pac/pulling <that a warrior couldn't do> and even though the Warrior was using Snowclipper <not sure what the other weapon was> i found that in order to lose aggro i had too wait for the mob to reach 50ish% and back away from combat. This was without hitting Taunt/Disarm <and i know the Warrior well enough to know that he was playing properly.> this was much to the Cleric annoyance as he was forced to heal both of us, we eventually had the warrior switch to pulling when the room was Pacified so that we could Garantee where the aggro was going to be and it was with me.

    so much for a warriors job to stand and be hit no point having all that AC and Hit points if you can't hold the aggro <That said the Warrior had 75 hit points and 12 AC more than me>

    Jarkeld Hammerhiem <Semper Eadem>
    Knight of the 56th Sphere
    Druzzil Ro server
    RE: Changes
    # Nov 20 2003 at 12:36 PM Rating: Decent
    I agree totally with the post above, when to Ldon last night with a SK and a Troll warrior.
    Me and the SK had aggro the warrior never needed to be healed at all, i didnt use stun or taunt or disarm, and to make things worse i am a gnome paladin.
    Warrior's need a better taunt system. The books to find new skills is a good idea maybe they could figure a way to give them a better dodge skill so they dont get hit as much?
    Get a pair of guantlets with a rune IV clicky??
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