Class Re-Envisioning

A Developer's Corner post regarding "class re-envisioning:" ........................................................... Over the course of the last few months, since we announced this project, we have had numerous discussions on the classes. During these discussions we identified some key changes, that are relatively easy for us to implement, that could result in better gameplay for all of you. While this is far from complete (the process and this list) it is the start of this class re-envisionment, reflections, redefinition, whatever we all decide to call it besides balance. Some of these changes you see on this list will make it live for our April 6th update. Others we would like to hear your thoughts and ideas on before continuing. We think that there are some very positive changes here, some of which kind of go against the grain of EQ gameplay. So let the discussion begin; We'll start with some general gameplay changes that either affect all classes or multiple classes. General We are removing the level 55 fear cap and adding advanced spells to the fear lines to make them current. Now, this doesn't mean that all NPCs can be feared, we will be making use of a no-fear flag to stop potential game-play problems. We will remove the hard coded aggro generated by poison based debuffs which will result in some DoTs and Tash generating less aggro than they currently do as well as more consistent aggro generation. We are going to spread spell progression out for levels 1 to 50 to reduce the levels gaps between gaining new spells. We would like casters to gain new spells every level and enjoy more even progression. We are planning to add new abilities and disciplines to non-casters and spread those out between levels 1 to 50, along with their current abilities to make sure non-casters also have progression, in the form of a new ability, every level. Pet owners will be able to click off any buffs they do not want their pet to have. We are changing many of the all-or-nothing immune flags so they mitigate the effect instead. We want you to use your abilities on most NPCs, but where we feel the ability might be problematic the ability will have a lesser effect. You will see the healing messages for Heal Over Time spells. There will also be a filter for this new message. We will change the potion "Essence of Concealment" from invisibility to improved invisibility and make the components easier for alchemists to find. All spells will check for immunity before they are cast. So if the target is immune, the spell will not generate aggro for the caster. We would like ammunition to auto-feed from your inventory directly to the ranged slot. We are eliminating the +mana cap. We are removing the inherent resist rate from rain spells. Solo Play EverQuest is a group-based game we all know that but we also know that there are times that many of us like to hunt alone. Some of our classes can solo effectively, while others can't. We plan to make changes to classes that struggle with soloing to allow them some solo play. These changes will be made to only affect their abilities while solo and not affect how they perform in groups. 1. We are still discussing the best way to go about this but some of the options we have discussed are listed here; a. Add healing potions to the game. To prevent this from unbalancing the group game, we need to be careful how these potions work. They may need to be a healing potion that does heal-over-time and does not stack with any other healing spells. Another option is simply having a long reuse on the potion so its effectiveness in a group situation, where the player is generally taking on much more difficult NPCs, is not affected much. b. We are exploring class abilities that add the pieces needed to solo while also taking away the abilities that make them useful in a group situation. An example of this is a warrior ability that increases their defensive abilities and gives them a damage boost, but causes them to be able to generate nearly no aggro while the ability is in effect, so the warrior would not be able to tank for most groups Class Specific Changes Now onto the class changes. We know that this is what most of you are looking for and we think we have a pretty solid plan. Again, as I mentioned above, this is just the beginning folks. Our team is still crunching numbers and other changes are dependent upon that data. We will not be making any changes to melee DPS, tanking and other combat balance issues until that data is completed and we see what effects these changes have on gameplay. We ask that you please discuss these changes on your class board. And please folks, be constructive. If you think the ideas have no merit, say why. We can't work on it with you with bad feedback. OMG This SUXXORS is not going to help. Bards We will be increasing your instrument mod cap and using itemization to limit the inherent power gains. This also means that certain songs will have built in maximums to prevent them from scaling indefinitely. Beastlords We will add at least one new slow spell for you which has an innate resistance mod built in so that it lands more often. This will help you perform the role of slower in your groups, since you don't have access to the powerful resistance lowering spells of other slowing classes. We will be boosting your healing so it stays on par with ranger healing when we improve ranger heals. We want to assure pet classes that we believe you should be able to use their pets in most gameplay situations, including raids. We believe that pet classes do not have many problems with pets on raids at the moment, but want you to understand that we intend for you to use pets on raids and if you find that there is a problem, we will find ways to correct it. We will be increasing the availability of pet focus items, particularly for the more casual players. We will be looking into the casting time of some of your pet healing spells and reducing the casting time where appropriate. Berserkers Many Berserker complaints are about their damage output and this isn’t something we can really address without the results of the number crunching. Our thoughts are that you are fine at lower levels and pretty decent at high levels with your AAs, but you may need some help at the mid levels. Should our numbers support our thoughts, we will be adjusting things so your damage progression is smoother across the levels. We are looking into the endurance cost of many of your abilities and lowering them as necessary. We are looking into adding throwing quivers that grant innate haste similar to normal quivers. Clerics With Dragons of Norrath you gained two new spells that you seem to enjoy; Mark of Vengeance and Mark of Retribution. We will be changing these spells into full spell lines that you get early on and that scale up as you level. We want to make your Turn Undead spells effective at all levels. Some of the suggested changes include: a. Changing the fear part of the spell so the rest of the spell still works even if the fear fails or removing the fear portion of the spell entirely. b. Adding a strong snare effect. Druids Druids are a unique challenge in that the class is divided evenly between you offensive druids who enjoy doing damage, and you defensive druids who prefer to play the role of healer. We want to support both play styles, but if we were to increase both halves of the druid equally the class would quickly become overpowered. Our plan is to introduce a new option where a druid can enter into a particular “mode” or “stance” where they become better at one part at the expense of the other. Our preferred solution for this is to add an innate ability for druids. The ability would get its own button similar to abilities such as backstab or track. You will be able to be in one of three states and can switch between them once every 5 minutes. a. Normal – Their healing and offensive abilities are in balance. This is the state they exist in today. b. Offensive – Their offensive power is boosted by 25%, but they suffer a 50% reduction in the power of their healing spells. c. Defensive – Their healing power is boosted by 25%, but they suffer a 50% reduction in the power of their offensive spells. Another of our goals is to broaden the core grouping roles to allow all classes to more easily put together groups. Similar to how any of the 3 main tanks should be able to perform that role in a group, we want any of the 3 healers to be able to perform the role of a main healer in a group. The changes mentioned above for druids will allow you to fill a healing role and perform at about 80% of the effectiveness of a cleric. Enchanters We will add higher level upgrades to the Word of Morell spell line. We plan to change the way mana drain works. In the past the spell had diminishing effects on NPCs above level 53. We will be removing that limitation so you can use Theft of Thought on higher level caster NPCs and we can introduce more powerful spells in that line, in the future. However, we will also be changing drains so that they only return the mana the NPC has instead of always returning the full amount. If an NPC only has 100 mana and your spell does a 400 drain, you will only get 100 mana. This is a necessary change as most NPCs, including non-casters, are given small amounts of mana in order to power some innates. We all know that the power of NPCs has climbed and the difficulty in charming NPCs has retreated. This has led to an imbalance where you were able to charm NPCs that do far more damage than ever intended and with minimal risk. This lead us to the unfortunate decision to make many NPC's uncharmable. With OOW, we introduced a change to charm that allowed us to make most NPCs charmable again, but reduce their effectiveness and remove the gameplay imbalance. We did this by reducing their stats while charmed. This presented some new problems though, the largest of which is you like to haste and buff your pets to get the most out of them and when the charm breaks, you face a much more powerful NPC. We have a plan to ensure charm’s usefulness and want to gather your opinion before putting it into motion. a. We want charm to be an integral part of your gameplay. You should be able to grab a charmed pet in most circumstances and use that to benefit your group. b. We will be looking at the stats NPCs use when charmed to ensure they are within the intended range. c. We would like to add innate buff effects to enchanter charm spells. While an NPC is under the effects of the charm, they will also be under the effect of spells similar to what you would use to buff your pet. When charm breaks those effects will go away so you are only dealing with the NPC in its base state. d. The change mentioned above would cause further imbalance in zones where NPCs don’t currently lower their stats when charmed, the changes that were made in Omens will need to be made across the rest of the game and this will be the way new charm works in all of Norrath. e. After charm changes for all zones, we can go back and open up the use of charm in areas where it was previously excluded due to balance problems making charm much more usable throughout the game world. Mages We will be converting most, if not all, of your summons to place the items directly into the hands of the target. Of course, we will also need a new toggle that lets players turn off this ability from anyone not in their group, anyone not in their raid, or anyone at all. We will be adding new pet pack spells that contain the more used summoned pet item to help relieve the tedium of summoning many different items. We will be fixing Turn Summoned in a way similar to how we fix Turn Undead for clerics. See the cleric section for more details. We want to assure pet classes that we believe you should be able to use their pets in most gameplay situations, including raids. We believe that pet classes do not have many problems with pets on raids at the moment, but want you to understand that we intend for you to use pets on raids and if you find that there is a problem, we will find ways to correct it. We will be increasing the availability of pet focus items, particularly for the more casual players. We will be looking into the casting time of some of your pet heals and reducing the casting time where appropriate. Monks We will be reversing the AC mitigation reduction that you received during the Planes of Power era. Necromancers We will add new spells in the Screaming Terror line to give you some more combat utility. We want to assure pet classes that we believe you should be able to use their pets in most gameplay situations, including raids. We believe that pet classes do not have many problems with pets on raids at the moment, but want you to understand that we intend for you to use pets on raids and if you find that there is a problem, we will find ways to correct it. We will be increasing the availability of pet focus items, particularly for the more casual players. We will be looking into the casting time of some of your pet heal spells and reducing the casting times where appropriate. Paladins We want you to be a main tank in group situations. We believe that you are currently able to fill this role, but want to assure you that our intent is for a group to be able to grab a warrior, paladin, or shadowknight as their main tank and be effective with any of them. With DoN, you gained a limited form of defensive. We are monitoring your feedback and if you like this direction; we plan to make it a full spell line that begins at the level warriors get the defensive discipline. Rangers Rangers are good at many things and when all the parts add up properly, they’re a class that is in heavy demand. Our feeling is that the parts are not adding up properly in the current game. We are still digesting all of the DPS numbers and stats but in the meantime we identified a couple of things we can increase in the short term. a. We will be improving the damage you do through spells. b. We will be boosting your healing ability, particularly at the top end of the game. Rogues We will fix the problems with Assassin’s Feint so it works correctly and then gauge your reaction to the working ability. If it turns out to be something that you like, we will look into adding more combat utility through a similar means. We are looking into adding throwing quivers that grant innate haste similar to how normal quivers work Shadowknights We also want Shadowknights to be a main tank in group situations. We believe that you are currently able to fill this role, but want to assure you that our intent is for a group to be able to grab a warrior, paladin, or shadowknight as their main tank and be effective with any of them. With DoN, you also gained a limited form of defensive. We are monitoring your feedback and if you like this direction; we plan to make it a full spell line that begins at the level warriors get the defensive discipline. Shaman In DoN you received the spells Spirit of the Leopard and Spirit of the Panther. You seem to like these new spells and they have added more desirability for you in groups. We will be extending these into full spell lines so that Shaman of other level ranges can see the benefits from these spells. As with Druids, we are looking to increase your healing ability so you can function better as main healer in groups. You folks are a little problematic though, since your healing ability is the function of not just your heals, but your ability to reduce an NPCs damage output through slows. In a situation where an NPC is fully slowable, you are a superb healer but against an NPC who cannot be slowed, your healing falls behind. If we were to just improve your heals, you would quickly outshine any other healer when facing NPCs that can be slowed. So, we are investigating ways to improve your healing ability only in circumstances where an NPC cannot be slowed or you choose not to slow the NPC (for your own strange reasons). These changes will be rolled out at the same time as any druid healing changes to ensure that one class does not eclipse the other. Warriors Many of the ideas for changes to the warrior class are dependant upon the results of the data we are still compiling. However, we are looking into improving your ability to solo in the mid and high level game as well as; We are looking into the endurance cost of many of your disciplines and lowering them as necessary. We will increase the knockback on Press the Attack slightly. Wizards With DoN, you received more mana efficient nukes that are aimed at improving your sustained DPS. We will be extending this into a line of spells to help out with sustained DPS at different level ranges. We will fix Manaburn. Our preferred method is to uncap the ability and implement a cap based on the maximum percentage of health you can do in a single hit. So one of you, facing a million hit point boss mob (fairly common in today’s game) can expect a full manaburn to land for 10s of thousands of points of damage in one hit. Once again I would like to remind you that this is the beginning of the changes and there is still more to come. We encourage you to openly discuss these changes and let us know what you think. We want this to be a cooperative exchange and we will chime in on your discussions when appropriate. Thanks all. ...........................................................

Comments

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class-reinvisionment
# Apr 05 2005 at 8:47 PM Rating: Decent
Give monks tracking
Pally Solo
# Apr 04 2005 at 7:44 PM Rating: Decent
16 posts
If you want to improve Pally's ability to solo, allow pacify to work past lvl 55. That's it.
lazzile
# Apr 01 2005 at 6:30 PM Rating: Default
Ok, lazzile, i just have one thing to say, you r a moron. If you say a 65 warrior should not be out tanked by a pally or sk no matter what gear or aa's ur retarted, sorry. So your saying a 65 warrrior lets say, with a full set of ornate, should tank better than a fully timed gear pally/sk or ele geared? Sorry, don't think so. I just had to say that cuz if ur saying a war should tank better with gear that has 50 to 70 hp on it that retarted. Considering ele gear and time gear is like what atleast 120 hp at the lowest or alot more. Just had to say that sorry
money isnt everything is it?
# Mar 29 2005 at 4:12 PM Rating: Default
Sony if you want everyone to raid so much why arent there any zones were an entire raid can play and get good exp get a named every once and a wile in the same way a single group would play?
Whats the deal with the long respawn time of named and lockout of certain events are you really that gready?
Dieties Revisited
# Mar 28 2005 at 11:51 AM Rating: Decent
After Reading Zemtor's Post about Dieties, and some of the Loading messages. I found myself smiling abit. I think Zemtor has something. Add some benefit of worshipping a chosen diety. Those that are Agnostic have chosen that path and should not have any benefit...nor any detrement either.

KGB's reply was not the best...

This forum is for Class re-alignment and playing a class that gets their power from a Divine Being should be looked into. Clerics follow almost all the gods in the game, as do Shaman and Druids.

Where is the bonus for them and Mages/Wizards/Chanters that do that.

Let alone Warriors that worship Rallos Zek

I think Zemtor hit on something that should be looked into abit more.
RE: Dieties Revisited
# Mar 31 2005 at 7:35 AM Rating: Decent
Edit.

Edited, Nov 4th 2011 11:59pm by KGBSpectre
wtf
# Mar 28 2005 at 6:21 AM Rating: Decent
15 posts
check it out. If you are giveing paladins defensive and improveing beastlords slow.. why the hell would you want a warrior or a shaman ? You wouldnt. So dont do it. The idea of a warrior is great.. the game play of a high level non uber guild warrior blows, espeicaly when you find sk/paly/monk with better hps ac and attack,ac and hit points. Now giveing those classes defensive will totaly eliminate any use for such a warrior. We all know agro control is crap if you dont have weapon a and aa b c and d. Taunt works..somewhat, now they have hate augs that are not only warrior useable. Point being a 65 paladin or other meele should not tank better then a 65 warrior NO MATER WHAT GEAR OR AA. At this point in time my 65 warrior sits and gets out tanked by well geared clerics even. He is velieous and bazar geared. fully buffed has 8300 hp and gets ate with his 34 aa in defensive aa. This game is built on progression, so a 68 cleric luclin geared should be able to take a hit, but out tanking a 65 warrior ? Palys get heals and now they have single
handed weapons warriors can only dream of. Warriors get very little in class specific gear that can be obtained by the causal player. And as for agro control the gear a casual player can obtain does not come close to holding agro. You give palys defensive you may as well combine the classes.

Shamans and slow. If you raise the bar on bstlords slow, you better raise the bar on shamans. At the moment there dps comes from 3 differnt ways. First
there pets witch require mana to create and buff other then that to rebuff. Second they meele like a monk, witch requires no mana. Third , dots and nukes, witch does take mana though is less effective then meele in most cases and mana is spent on heals slows and buffs. Fore these reasons they are wanted in many more groups then shaman. Regardless if they cast or not, they are consistant dps and have the ability to slow there opponents thus sugnifigantly lowering dps of target. These to factors eliminate the need for the shaman other then 2 buff before you leave pok.
Not to mention pargon and bst crack with benefit the group where as canableize benefits only the shaman.Shaman are the best slowers and have not got a decent upgrade to slow in many levels. Then one half way decent god spell is not available to 90 percent of shaman. As for takeing away the effectiveness for slow for more effective heals I hope you were kiding.. Our heals now are more inline to heal our self after a canni then any other heal. Our best heal is a 1900 heal that is so outdated our quick heals 1750 is cactching up.
If you take away or fail to increase our slow rate while raiseing others then you may as say by to all the shaman. Check soe class boards for shaman Quiting the game.

Good note: fixing rains !
fixing fear
redoing charm
Recomendation is to look at other classes for answers like A:track , a level 70 warrior can't find a rabbit on track but a bard can at what 40 ?
In the traditional sense does this make sense when you think of a warrior ? Would it not seem that he might pick up a tracking skill while hunting down his enemys and killing them ? Or a master rouge, detects traps steals things and commonly sneaks hides and backstabs people from behind. He stalks right ? So maybe he tracks his prey ?Or a shaman who has been useing a shield since level 1 might deside to use it to bash someone...you probly see where this is going.
BAH this postings always just **** me off.
RE: wtf
# Apr 12 2005 at 10:06 AM Rating: Default
WARRIORS... that's who should be focused on. I have one of almost every class beyond 60, and 4 level 70s (there is no need to make the "no life" comment). Of all classes, the warrior is BY FAR the most underpowered. You are trying to make Paladins and Shadow Knights just as good as a warrior for tanking... that's just silly. My level 70 warrior WAS my favorite class, but now the Pallies and SKs are equally strong, but THEY GET SPELLS TOO!!! Warriors should have unmatched defences and be much better DPS. I'm getting a little sick of using my 4 HATE procs for agro, while a Pally out DPSs me and still steels agro, and has the same HPs as me! What purpose does a warrior serve then?

I could care less about soloing. If I wanted to play alone, I'd play Morrowind or a better NON-online game. Make my damn warrior stronger! He should be able to fight mobs without being chain-CH'd in places like RRS or MPG. I can't cast spells so give me twice my current Hit Points or incredible defenses to make the class unique, instead of some lame non-casting wanna-be Paladin =\

Since they are NOT considered a DPS class, at the very least we should have double the HP's of the Pally/SK classes. That should be our strongpoint! If we are not made to be flashy DPS like the rogue, and we can't track or cast spells, then for the love of God, give us the HIT POINTS to make the Warrior class stand out again 8(

PLEASE!!!

Edited, Tue Apr 12 11:10:35 2005
servers/guilds
# Mar 26 2005 at 12:27 PM Rating: Default
Hello all i would like to say that one thing everquest could and should do is make it so i can play on any server i want at anytime with any charicter. I have been playing this game for over 4 years and i find myself at a standsill in progression. The reason for this is a changing home life i no longer play at 6:00 central time due to my family and on the server i play on xev there are no guilds that raid at times that are right for me. This has led to me basicly no longer playing this game because lets face it if you cant raid all the time then why play? Sure i could swich servers at my own expense but i wouldnt even have any idea what server to go to with my luck i would pick the wrong one. Sony i dont belive you are keeping the solo/one groupable players in mind.Its killing us all you need to spend more focus on changing the game as players age and change because lets face it you have what you have now and thats about it. I doubt you are getting new players with all the other uba games out today. BASICLY I WOULD LIKE TO SEE MYSELF PLAYING IN A RAID GUILD AGAIN BUT IF I CANT FIND ONE SOON IM LEAVING AND SELLING MY ACCOUNT AND UNLESS I LEAVE XEV (NO IDEA WERE TO GO NOT A CLUE) THAT ISNT GONNA HAPPEN. I NEED A 10 CENTRAL RAID GUILD FAST OR IM GOING TO A DIFFRENT GAME IVE HAD IT.
1 put it all back to origial design 2 carry thro with all sp
# Mar 25 2005 at 7:56 PM Rating: Decent
Ok this is my second post. Wow 6 years and havent ever posted my opinion or thoughts. And now twice within one topic LOL. I have been playing eq since day one.I really wish they would just put everything back to the way it was at the first day of play (except for constant server crashes ) At that point every class was unique and all classes were needed to fill an area needed within a group for the group to be successful.I actualy started two rangers trying to different paths for him but he was shuned by groups after lvl 30 (aprox). What I mean by asking sony to put them back to original format is
1. If a class has certain abilitys at lvl 1 then those ability's should be enhanced as that caracters matures ALL ABILITIES. In respect to the mobs range and lvl. What makes a class unique is those abilities .(EXAMPLE) The ranger (In my opinion should be the most sought after player in the game) He as a begining class can do it all.However his design has been done so porely that he is unwanted in a group situation,from late 20's to early 30's As I see it all sony would have to do in the original design was to give a ranger a decent heal spell so he could heal himself while in combat.This would take away the clerics and groups hatred towards the ranger for consuming all the clerics mana for heals. As i see it thats where it all started.
Now as far as tanking I love the way I as a ranger can kick blast and duel wield all at once Damn he is fun to play but again sony just give him a fast mem blur if he pulls agro from main tank. This would cancel the paladins and warrior extreme dislike for a ranger :)OK Now I love the ranger for his melee and fighting ability's but others love to use him as an archer SOOOO lets ither make it a choice when he is created to be fighter or archer OR do the choice thing like you want to do for druid.(SIDE NOTE) Now thats a class that has it all whoever designed the druid my hats off to you. You did it right ..
2. Correct me if i am wrong here but the necro was designed to stand alone. When the other pet classes whined because the necro pet was better than there's YOU SONY nerfed the necros pet to the point it was useless (SIDE NOTE) I used my lvl 49 pet till 62 cuz the pets inbetween were a waste of bone chips .On the other hand the mage pet became so wicked an strong that it can pull the agro from a reg warrior of the same lvl unless that warrior is uber and has aa's . And the mage was never designed from day one to be a solo class.There are endless things i can discuss about all the classes> HOWEVER IF THINGS WERE RETURNED TO THE WAY THEY WERE AT DAY ONE > and then every spell line and skill advanced as a class lvled. I think it would solve all the problems of todays game. They had it right to begin with its what they did after that has screwed up the game forget balance look at the caracter for what it was originally designed to do. If you want a do all be a druid and hush up>> Thats my two cents worth for the second time LOL.Its the challenge that hooked ya take it away and you wont be interested anymore in the game. Make it rediculous like all this summoning crap and its no fun. There is nothing better than having the skill to kick butt on a zone to get to a rare and getting the loot solo. And it does take skill and patience that is gone now i for one want it back.PLz guys let me hear your comments to my post flame me if ya want AND PLZ EXCUSE THE SPELLING :)
RE: 1 put it all back to origial design 2 carry thro with al
# Mar 26 2005 at 12:10 PM Rating: Decent
Hello, I do really agree with valenger on this. I find with my ranger everyone does want you for the pulling and traking skills. And I dont usally get shuned from groups =). I also dont think they should stick evryhting back how it was lol. I have tons of fun playing him as he is. The only thing I would change is that rangers dont get hit as hard =) Thats just my opinion =P
Potions
# Mar 25 2005 at 3:23 PM Rating: Decent
I think the healling potion is a great idea but I also think that there should be a mana potion. I know with my cleric that everytime I try to solo with him I can only kill 1 monster before im out of mana. It would be great if they had the mana potions and healing potions (as long as they arnt to pricy lol)
RE: Potions
# Mar 31 2005 at 2:29 AM Rating: Decent
19 posts
I agree i cant farm as efficiently with my 65 cleric as 49 Beastlord can because i run oom....so a mana potion would be nice


Chitospant <Shining Blades of Honor> 65 Curate
Cazic-Thule
Elchiludo <Shining Blades of Honor> 46 Druid
Guevox <Shining Blades of Honor> 37 Warrior
Bards and Mana Regen
# Mar 25 2005 at 2:06 PM Rating: Decent
Although I am not a bard myself, I have few bard friends. Bard meditation is at 1 permanently. At first I didn't think this was a big thing because they sing and don't use mana. Turns out I was wrong. Bards get a select few songs that do use mana..most of their charms, one ae dd song, and the most vital and without a doubt must have ability imo their Fading Memories AA. 900 mana a cast and only regening 1 mana a tick while standing..thats insane. I was even more shocked to find out Clarity, Mod Rods, Druid buffs, Twicthing and not even bards own songs can help them out. I'm not saying give them regular mana regen...but at least either allow the meditation skill to increase or let their own song help them out. Our group was at left gate in Walls of slaughter and we got trained..group wiped, we get rezzed but had to wait for 20 minutes because our bard was medding to use Fading Memories. Maybe another idea would be to offer bards more mana regen AA's. Anyways just a few ideas I had.

PS: Big grats to Dyolox who just got a mana regen aug
RE: Bards and Mana Regen
# Apr 09 2005 at 10:10 AM Rating: Decent
19 posts
Bards got everything else a chanter has hell why not give em Gather Mana AA. Problem solved for the med time.
Class Re-envisioning
# Mar 25 2005 at 10:11 AM Rating: Decent
Im glad EQ is gettng serious about improving the game. Melee should be able to solo as well as caster classes, but dont PUNISH melee's wallet by having to use heal potions. Casters dont use them nor do they need mana potions to solo. Casters buy KEI and maybe a cleric HP buff, melee should be able to do the same, buy a HP regen buff that is as effective as a KEI buff.

Also while id LOVE for melee to solo, i have just returned to EQ after leaving for over a year, because i miss the great groups. All solo in WoW got old. So be careful how you make melee soloable, too much will kill the game, too little..like it is now is also a fast decay to people leaving to WoW.

Make melee soloable, but make grouping better exp/loot than solo, thats the fix.
Some Ideas
# Mar 24 2005 at 11:59 PM Rating: Decent
Rangers:

I noticed for my ranger that his arrows take up alot of room. I think that maby there could be more slots added to quivers and have more weight reducing quivers that don't cost too much.

Another idea is that there could be more and better snares and roots between lvl 20 and 35. because i find that the low lvl snare doesn't last to long.


Clerics:

I noticed that the greater heal spell for the clerics takes to long to cast and by the time you are finnished the person you are trying to heal is nearly dead.





Edited, Fri Mar 25 00:00:26 2005
Horses
# Mar 24 2005 at 11:50 PM Rating: Decent
Hey this is just a general idea why don't you guys have it were you do an emote for mounts, so you could make your horse rear up and have it wer it shows the horse rearing on the screen. And mabey you could also have it were you can wave from a horse and do other emotes =)
snare/root/summon/solo
# Mar 24 2005 at 3:13 PM Rating: Default
70 necro 600 aa i would like to know if necros are now going to be given abilities to make them as usefull in a group as a cleric or a tank? If you are going to make other classes in line with a necro shouldnt a necro also be in line with other classes or will necros end up getting screwd yet again? I would also like to add that people wont be happy soloing for long once they realize that all the named they want to kill are eigther unsnarable or summon. Soloing is fun but it is also very boring and can only hold someones attention for so long. The fact that some mobs are unsnareable/rootable and summon will be the next thing you will find yourselves fixing if you want to make solo play a part of this game. Please stop changing the most basic ideas snare/root/summon its getting out of hand.
RE: snare/root/summon/solo
# Mar 24 2005 at 3:36 PM Rating: Decent
I agree with this post unless these classes are strong enough to solo a named by actually tanking it how how are they going to be able to solo a camp when the named spawns(immune to root and snare or summons)i guess they will have to go to kunark AT LEV 70 and solo or watch a warrior shaman bot team come in and kill the mob they spawned. There was a time when snare/root/summon had a purpose and that was to keep necros/bards from getting all the loot sounds like those days are over. PLEASE REMOVE THE ABILITY FOR ANY MOB TO SNARE ROOT OR SUMMON.
RE: snare/root/summon/solo
# Mar 29 2005 at 1:22 AM Rating: Decent
I'm sorry, but there are good reasons for named mobs to have those skills, namely to keep Rooting classes from just Root Rotting named left and right. I know in GoD before they gave all the "named" summon abilities, Druids, Rangers, and Bards would either just Root Rot every named in the zone, or in the case of bards, run them in circles.
I know you want it to be a little easier, but removing NPC summons is not a feasable option if anyone wants a fair chance to get named.
RE: snare/root/summon/solo
# Mar 29 2005 at 4:05 PM Rating: Default
What is so unfair about camping an area untill the named spawns and killing it? Is it more fair to run a bot army then solo a named? The fact of the matter is sony has eliminated the type of group(kite groups)they invented after years of people playing the game in that way. After all isnt that what we all play for, to spawn and kill named. If you remove that ability why would anyone want to play? I say remove the ability for mobs to be immune to snare/root and summon save that for raid mobs.
Balance
# Mar 24 2005 at 12:04 AM Rating: Decent
After 4 years of playing this game and watching it evolve, feedback I can give for this game is to focus on the specific traits that make any class of character what they are meant to do. War, Pal, Sk, Ber are tanks, Cle, Dru, Shm, are healers. Now all these classes including all casters and anyone I left out are wanted for specific things for specific situations. I agree that all classes should be more balanced but I don't believe that will ever hapen as long as the Bazaar exists in it's current format. Crunch all the numbers you want but you will never have a character balance when people can buy whatever gear they can afford. I'm not saying you can ever eliminate players buying and selling gear to each other but when platinum sales on the web became a job and support economies in real life the game in the original form died. Players are meant to advance through exp and develop skills, gear, and become stronger entities as they progress. Becoming a powerful character should be earned, not bought. End of my bazaar rant..Go back to standing in EC and hawk your wares i say..
Last but not least please do something about the population lost on your servers. It seems to me all this work you are doing to make classes better able to solo are the result of feedback from people not able to find groups. Yes sometimes soloing is required but there are already ones suited for that. Get the population fixed and hopefully this would increase a players chance of a group. The Don expan is definately moving in the right direction. Allow characters to earn gear through play and quests. This is Everquest anyway right?
RE: Balance
# Mar 25 2005 at 3:39 PM Rating: Decent
19 posts
AMEN if there is any post i have read that was honest and truthful, but not asking for their class/character to get any benefits this is it.

Well put. And making the items used to purchase the gear tradable... BAD IDEA just plays back into the comment on the bazaar.

Edited, Fri Mar 25 15:43:20 2005
Help the Clerics
# Mar 23 2005 at 2:27 AM Rating: Good
19 posts
Clerics we're healers right.....well we cant very well heal ourselves if we cant stay alive that long.....hell all my leveling after 12 was done in groups because i wasnt twinked and lets face it compared to all other classes our dps is crap. I've grouped with chanters who nuke more efficently than I do. If you want to balance stuff out a bit let us at least hit for decent damage this hitting for 2 dmg crap doesnt cut it......or gives us a freaking useful pet....this hammer that helps out for one mob (most mines ever stuck around for is 4 mobs) then disappers is total bull... clerics need some form of dps in order to solo cuz our nukes are massive mana monsters and our melee capabilities are extremely limited...for god's sake i didnt even have a decent amount of hp till I hit lvl 60 and thast because the peridots were finaly removed so clerics could finally make some money off our buffs... Make the Vie line a set duration not a set dmg....GIVE WARRIORS SOME HELP.....It doesnt matter what they do most cant keep aggro if a pally tosses a stun out or an SK tosses out a lifetap.... for some of the other posts i beleive druids are well balanced.....and also make things more affordable....and potions for tanks soloing would be nice....rangers give em a fighting chance get em some decent armor hell my ac is higher than alot of rangers i know......hell my hp are higher than some to....definately give shammy's a snare of sometype.....PLZ GIVE CLERICS A NONFAILING REGULAR INVIS...or at least make those godforsaken potions stackable....

Chitospant <Shining Blades of Honor> 65 Curate
Cazic-Thule
Elchiludo <Shining Blades of Honor> 46 Druid
Guevox <Shining Blades of Honor> 37 Warrior
RE: Help the Clerics
# Mar 30 2005 at 3:25 PM Rating: Decent
There really does have to be some help for the Clerics... Despite heavy armor, and a decent selection of blunt bashy weapons, Clerics are not and for the most part cannot be the fighting class they would otherwise appear to be... I don't know about anyone else, but my DPS has never been higher than 40- if I can ever hit anything with my weapon... I've had to sink most of my practices into my 1hb and offense skill to make my weapon much more than a cute bauble the rezzes on command- to the detriment of other skills. Groups don't want the cleric to go closer to the mobs than the outer range of your most powerful heal- often to the detriment of any of our other skills... I have all the Alteration skill I could ever need- but my defense is less than 100. As we are, we can't solo- and adding a DS won't make it much better. If we had the ability to fight effectively, we might not get our heads handed to us by two greens half our level. Being dependent of the good graces of others to get XP is a bad way to do business...
We, the Clerics of Norrath would like to make a plea to the Gods above the Gods: Please help us?
RE: Help the Clerics
# Mar 25 2005 at 7:52 PM Rating: Decent
Hi I kind of agree with chito on this. I no with my cleric that I have a horrible time hitting the mobs when they attack me even though I have a really good weopon. Also I think that we should at least get a week pet throughout game.(even at the lower lvls) It would defenatly help out alot. And maby have it when we do that stance thing that it increases clerics healing by a higher percent then druids =)
Rogue improvement
# Mar 22 2005 at 10:21 AM Rating: Decent
I have a suggestion for rogues... Make their poison-weapon something that could be done for others in a group. (ie - rogue passes out poison he / she makes) ...the poison would have like a 30 min poison DoT proc effect. (Or make this an AA skill for the rogues... ie - rogue poison can be improved with level and make it much more deadly.)

Atm, only Necros have poison DoTs/DD stuff that makes a difference.

RE: Rogue improvement
# Mar 22 2005 at 10:30 AM Rating: Decent
Misspoke myself. Scratch the poison DoT reference please to Necros. Forgot about Shammys / Druids.

!
# Mar 22 2005 at 8:31 AM Rating: Decent
The rangers have waited a long time now for better heals. Are you going to make it worth while or just a little increase that's a joke?
rangers
# Mar 22 2005 at 2:07 AM Rating: Good
i would like to see the rangers at mid lvls get better heal spells--quicker casting time. and better hits per ratio. for both melee and spells.

we cant solo very well, we are not tanks. we are not healers. but some players who do not really know the game think we can do them all. we cant.

i would like to be able to solo, but my melee stinks, ever with awesome weapons and procs. there are days-maybe server problems, i cant hit the broad side of a barn and other days i hit fast and hard. but my damage to myself makes soloing dumb. takes longer to regen mana and hps than its worth.my bow damage even with buffs and skill at 220 stinks. im lucky if i see a critical hit once every 2 days.

than we find, unless we play 24/7, lvling takes us forever--hell lvls are between 40-60. recently i was told by a lvl 70 that the rate you lvl also depends on the race you choose. that shouldnt happen.( and that the rate decreases for exp). it also matters who u group with (races) slow or increase your lvling also. i found that to be true. i can not as a halfling group with a bstlord(same lvl--equal amt of exp on bar) he will lvl twice as fast as i will. it hasnt made any difference what race the beastlord is either. but with a monk i do well.

as a halfling, i find there is no bonus exp for being shorter. i have found that as i lvl that i also grow taller.hometown is rivervale and i have to duck now to get into the huts outside of the town itself. I have found that aa's are hard to get also. who wants to group with someone with no aa's?

i have done some searching on diff non pvp servers and found that in comparing the numbers of diff races/classes rangers do have the least amt of numbers and many peeps find that they creat other chars because of the fustrating lvls of the ranger. the favorite choice for ranger is a wood elf. i have only found 5 halfling rangers between lvl 50-60 and none above that.

sony should probalby talk to its peeps that are rangers(everyone for that fact) and have them fill out a questionaire about their favorite char's. so they can really, truly get a good picture of each class.
RE: rangers
# Mar 25 2005 at 8:01 PM Rating: Decent
Hi, I agree with unicornstar. With my 33 half elf ranger it took me a very, very loooooonnnggg time just to get from lvl 30-33. No matter what zone you are in or even if you have a good group the exp still sucks. And I also do find that rangers tend to get really hard and have a hard time getting there hp up so the healing will defenatly help out alot.
Deities
# Mar 21 2005 at 11:49 PM Rating: Decent
Deities...the wonderful things you worship..and what do they give you in return...diddly squat..i have an i dea to make deities more...how do i put this....beneficial, For Example

Those caster types that worship Solusek Ro should get additional fire based damage bonus for putting your heart and soul into him

Cazic-Thule Worshippers should get fear/Intimidate no matter the class (for the casters that already have it make it unresistable to most mobs not all)

Bertoxxulous worshipers should get improved DoT damage seeing as how he is "The Plaugebringer"

Veeshan or Veeshawn (however you spell her name) worshippers should be non KoS to dragons/wurms (it may not seem like much but it sure would be cool to wander about SFM freely)(and maybe have them innately master at dragon and elder dragon speech)

These were just some ideas floating around in my head..heck while your at it make deity specific quests..it would add fun to roleplaying i would think

Holargg The Great
53 Champion on Cazic-Thule sever
<Legacy of Darkness>
RE: Deities
# Mar 24 2005 at 10:30 AM Rating: Default
Edit.

Edited, Nov 5th 2011 12:12am by KGBSpectre
potions
# Mar 21 2005 at 5:14 PM Rating: Decent
29 posts
there already are potions that have mana regen, potions that add 50 to 100 mana, and DS potions. DS potion are cheap to make. mana regen potions are roughly 2k and some change to make 15-20 potions depending on sucess rate. Go to EQshaman.com under guides go to alchemy, then alchemy recipies, they have a pretty good list of potions, though it is missing alot of the new potion (missing potions from LoY - DoN). Also EQtraders.com has every potion you can make.
Remember PvP
# Mar 20 2005 at 6:25 PM Rating: Decent
I've been playing since Kunark era though for some reason I've never really played into the high end game and I always play PvP servers. I was a long time Vallon Zek player and now (sadly) Zek. I agree fully with most of the reinvisioning suggestions. Spreading spells more evenly across levels, making more soloable content, improved damage mitigation, etc. Several classes need some help. Adjustments to enchanter Charm would be fantastic. Bow use with a ranger should be a viable means of damage output even before AAs. If rogues get benefits for using throwing weapons, by all means give them some decent throwing weapons with some range and damage. Healing classes should all be able to work as healers. These things simply make sense based on the classes. It's about time some of these issues are addressed and I'll leave it to those with more knowledge of the full level ranges than I. I simply hope that you keep us PvP players in mind as well. Class balances in PvP still need severe tuning. Try killing a level 55 Shadowknight with a 55 Rogue. I certainly won't say it's impossible but highly unlikely. I like to play the lower to mid ranged game because I don't have time for 10 hour raids, but currently you can't hardly PvP or level honestly with a deleveled fungi twink with his epic killing you. And if you do manage to have the DPS to wear him down he can just book to PoK and heal and come back to grief. Now that sounds like the whining of someone being griefed but the example is only intented to point out that things like the PoK books are the types of ideas that are fantastic for blue servers but do nothing but hurt PvP. For that reason, please do not implement healing potions etc. I can already see the level 20 Rogue with his fungi actually getting beaten by my Necros DoTs, only to get to 20% and use healing potions to go back to 100% and keep going. If you want to work on soloable content etc, start simple. Work on the conning system. Any class should be able to kill a blue conned mob. My 55 rogue has decent gear for being unguilded and not a raider, but there are light blue mobs that can practically wipe the floor with him simply because he's not a tank and he doesn't kite. If the mob is going to kick my butt, he shouldn't con blue. I started a Necro just because I wanted to be able to solo for once since it was impossible to find a group in the mid level game. Now I'm not trying to drag up all of the issues with PvP. I'm sure there are other places to voice those concerns. I'm simply saying that while adjusting the balancing of classes, don't forget that it affects those on the PvP server as well.

Thanks for you time,
Dryvin - 55 Rogue (Vallon) Zek
Ezran - 33 Necromancer (Vallon) Zek
Faultless - 20 Warrior (Vallon) Zek
RE: Remember PvP
# Mar 21 2005 at 10:22 PM Rating: Decent
19 posts
I agree the con system is in need of a revamp.
We need to be able to tell how much lower or higher a mob is than us. Red is roughly higher than 2 levels. yellow is one level higher than us. White even con. Now Dark blue can go down how many levels. Then light blue for a couple more lower. then green is waaaay down there. The Blue con has been stretched from my level 65+ to somewhere in the upper 40s. How am i supposed to know how close to my level they are?

Add some colors to the system maybe? The biggest problem is that there is no way for us to kill the blue cons in the new zones. They should ALL be red cause they would all wipe the floor with us. The players cant possibly compare to a mob with the HPs we are given compared to theirs at the same levels. They do not match their levels.
potions
# Mar 20 2005 at 8:43 AM Rating: Decent
has anyone considered the potion suggestion a bit more??

and i donat say this to benifit shammy alchemy.. but...

what if the potions made in game were more cost friendly... maker/buyer if they were bumped a bit to be more usefull by all then soloing would be easier..

i know that price is all realitive ... if ya want it ya will pay...

but if casters could aquire a mana regen potion
melee heal potions...plus the buff type potions...currently outrageous plat to make or buy but could be ...could be very usefull to everyone,but noone will buy them unless they can afford them..

and i know as a melee class (51 war) i use almost anything i can make with my shammy...

i mean come on a ds potion an som stat potions and i can be a soloing machine... cause i make regen potions for my down time.. but they are slow/snare so wouldnt be usefull in battle and if im buffed all out it takes a 10 dose to heal 50% of my hps..

perhaps better more efficient use of some things already in game will help the soloer's???

please tell me im not just speaking to myself hehe
How bad are they gonna screw this up?
# Mar 20 2005 at 4:38 AM Rating: Decent
I played a 68 Pally and a 68 Chanter.. I know they are gonna mess this up..

Pallies, need to have thier current disc's either fixed or revamped..

Resist disc? Yeah, was a good idea.. Like 4 or 5 years ago..

Fearless? Have the AA's to give me this 100% of the time..

Holyforge? Has not worked for the longest time. Spent massive amount of AA's to get Slay Undead. You pop this disc, and you think you should do mad damage for the duration of the disc.. Nah.. There would be times that I did not even get a crit..

Sanctification? Nice disc, duration way to short, and reuse (Like 60 min) WAY to long..

Agro.. If you make it so mobs "Immune" to the effect of certain spells does not generate agro.. Your gonna ***** every pally who is fighting a mob that is 71+. Because none of our stuns will work on them. We'll have to go back to using Flash of Light + Taunt to try to generate agro.

The DoN spells suck. They need to be changed to where they can actually be useful. Take away the dmg cap on them, and make them last like 90 sec..

Enchanter... Not even gonna go there.. Changing the way charm works.. After having it one way.. To something that will not be as effective will just plain suck. Yeah, I haven't seen what your "going" to do yet.. However based on past experiences.. It's not going to be good.
shadow knight
# Mar 20 2005 at 12:47 AM Rating: Decent
**
449 posts
I don't know if this has been addressed yet, but with immune spells no longer generating agro it is going to dramatically hinder the shadow knight's tanking ability by taking away most of his agro. Once your tanking anything over level 45, imo, the best way to keep agro is to snare the mob and fear it a few times. SOE is also taking some of the agro out of dots? The sk terror line spells just plain suck, I preferred it the way it was that a few snares and a fear down and the mob wouldn't even know I had a group! Guess I just need to go buy all those terror line spells and get used to losing agro.
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