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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Fix whats broken
# Mar 19 2005 at 2:26 PM Rating: Decent
1 post
I have played a Pally as my main since I started playing in 2003. I am currently level 68. The issue I see with the Pally are these, Our Paci stops working at 55. We need an updated Paci to at least lvl 70. Our Stuns are not effective above lvl 70. I am in a raiding guild and we routinely face 70+ mobs. Give us at least one stun that goes to lvl 72 or 73. Put our attack success rate back where it used to be before it was nerfed. Our success rate sucks compared to everyone elses. Give us a DD line of spells. We have only one and it does a whopping 125 pts of damage. Lastly lets talk about our Disciplines. They suck. Resistance is no good at high levels. Fear doesnt work. Holy forge only works with full AA's and Sanctification is great but the the duration and reuse times are rediculous. Our Skills caps should be a little higher in the offensive area too. My melee skills are at 237 for lvl 68. A warrior's is in the 260's I believe. Pally's need some adjusting. Please address all the issues.
RE: Fix whats broken
# Mar 23 2005 at 2:02 PM Rating: Default
you'll learn these in time:

- paladins are not a damage class, unlike your warrior / shadowknight buddies, but we are good at destroying the undead (supposedly). we are the protectors, a shield in one hand with a sword on the other, so of course thats gonna lower your damage output even more than it already is (yes we have less damage output than clerics). Our weapon skills are lower because we are not pure fighters.

- we are not a pulling class, monks/sk's own this area, and eventually the bards got it too so lets not get into their area. i have no idea how/why we ever had pacify, groups want us to tank, whos gonna tank if we pulling and pacify pulling takes way too long and your group members will fall asleep~~~~~~. and with even the bazaar gear out now that you can buy, pulling adds is a benefit to speed up experience and single pulls are horrid and are discouraged. if you arent at that stage yet, give it some time and you'll agree.
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Magcian Suggestions
# Mar 19 2005 at 2:22 PM Rating: Default
My main is a lvl 70 Mage. Changes I would like to see.
1) too many fire spells. We need more variety. As we are the masters of the elements, where are our air, lightning, water/ice, earth type spells? Imo I think we should get one of each type as we level. So that we can be more effective against all types of mobs. No matter which level we are at. This needs to be applied to both dd and ae spells.
2)Add some DoT spells too. Yes.. we have our pets.
But on raids or in other situations where we arent allowed to use our pets, we are sorely lacking in the ability to do any sustained damage on mobs with lots of hps.
3)Malo, please help us with this....Everything needs to be maloed. I don't think a lot of players understand the importance of this being done to mobs right off the bat. As all debuffing needs to be done asap. If you have a damage caster in group and mob is not maloed,you are missing out on killing the mob faster. The amount of damage done to a maloed mob vs. an unmaloed one can be huge. Mages need a good unresistable malo at high level. If a shammy is in group they can malo but... they are often busy slowing, healing, etc. I have to keep malo memmed because so often the shammy says they will malo, but they didnt have time before I started nuking and I end up trying to malo the mob. The resists are ridiculous. I can see a couple resists. But...if a mob isnt going to be maloed then we should just get a message that says, "this npc is immune to Malo", rather than wasting tons of mana and time trying to Malo it.
4)Maybe I'm just a sucky mage... but I find it nearly impossible at my level to solo anything for experience. Thus anything that drops anything of much value. I dont have any 69-70 spells yet.
We have NO crowd control. Not a root, not a snare, not a slow, not a fear...nada.... Earth pet can root.. but its not controlable. And 65 earth pet will be chewed alive by the mobs that I would need to kill for experience. All this talk about enabling classes to solo better and mages cant solo anymore. Our solo abilities are no more at high levels. We can't deal with even 2 mobs. All classes with exception of warrior and berserker, pally too, can, to some extent with root, snare, slow, fd, etc. I have soloed battleader in NC... twice I lived, once I died. Had there been an add in at anytime... dead everytime. Its ok I guess.. I can farm greenies for spider silk to sell in bazaar.
5) Please redo the spell icon pictures for some spell lines.. PLEASE!!!!! I know you have graphic artists just itching to do this!! :D ex:
ae spells.. picture of the caster with damage circle around him to indicate pb effect, rain spells.. perhaps 3 slashes through the image.
DD spells, different graphic for bolts, etc...
My pets burnout icon is the same as some malo icons. I am sure other classes have similar ones they would like changed... I think this is long overdue imo.
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6)In regards to being able to summon a pack of pet items at once YES!!!! But... I have a much better idea !!!!!! Enable mages to summon stacks of pet items.. perhaps 4 would be enough.Nah make it 8. This would be the real help to us.. not summoning a pack.. the jewelry ones are a total waste.. I think Ive used the lower level one twice. and never used the high level one. Just let us summon stacks of pet items and we will be happy :D
O make belts and masks summoned stack of 8. Make all weapons summoned stacks of 4. need more belts and masks and I prefer to equip pets with 2 different weapons in most cases.
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7)Our pets.. they are wonderful for the most part. I pretty much use only air atm. He's a beast :D But.. im still having issues with a couple things. A) Pet placement...I agree with the above post.. we need postioning commands. Something that will instruct pet to move left or right, without having to pet hold, pet back, me move to send pet in from a different angle. etc..
B) Still not able to get pets hate list cleared.
I pet hold, pet back..I send him on a different target and he still goes back to the original mob. Now sometimes I think that perhaps I didnt judge the melee range of the mob right and when I hit pet attack he was still within range of original target, he got hit and thus stayed with that mob. But in some cases, I'm pretty sure that didnt happen, because I see him charge back to the original target.
C) Cast times on summoning pets and pet heals imo need to be reduced at higher levels. The mobs in the last 3 expansions do too much damage too quickly for these old cast times. In fact I think cast times in general need to be looked at. Coth etc... 9 sec and more is an eternity in GoD , OoW and DoN.
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In general 1) Please fix invis...Sometimes people dont want to even hassle trying to get to group oppurtunites because invis is so unreliable. This is a horrible hindrance that I dont think you have fully comprehended. People want experience not stupid deaths over and over because of failed invis. Lost time because of ridiculous corpse runs for people trying to get to groups. It is nuts to have to use oodles of (unstackable btw) invis potions to try to get somewhere. And for cripe sake... please give clerics unfailing duration regular invis. PLEASE!!!!
I do want to compliment you on the mage summoned spell Sphere of Air... It is one of the best spells. I have had tons of compliments on that little stone.... That is the kind of thing that makes things better.... Keep it up!!! :D
shamans
# Mar 19 2005 at 12:14 PM Rating: Decent
29 posts
Like most of the other people posting on the thread i have been playing EQ for sometime, te first time i played was on a friends Beta tester account. I bought EQ about a week after it went live and have played ever since. I've watched the game grow and change for 6 years now, some for the better some for the worst. This debate about class balancing has been around forever personally i think that most classes do not need to be messed with.

First things first... shamans hate healing. If there are any changes to shaman's healing abilities why not just add a few hps to our healing spells. Our 10 second heal does 1900 hps, why not just make our heals slightly less effective than druid heals instead of making us only able to heal well on un slowed mobs. Oh, and who ever it was that was complaining about shaman slows being mitigated.. shut up please, sure it's annoying that some mobs don't fully slow but if every mob was 75% slowable high end gaming would be a joke, zones like MPG would be a walk in the park if the mobs just stood there while you killed them.

Could you please make shaman pets a little less retarded, like not getting stuck on anything that comes past my shamans knees. Example, i was in howling stones in the south wing, and the area down the ramp frm the first false painting were there is a pile of rubble between the two entry ways, my pet got stuck on that pile for a good 20 minutes and was standing there running in to the wall, and in indoor areas with walls and doorways my wolf gets stuck in the wall almost everytime i take a corner. realize that we have the summon pet spell, but when the wolf gets stuck on everything it just annoying to have to keep relaoding the spell or keep changing out items to summon them. Wolves are supposed to be smart animals, they should be able to go over/around a rock or understand that they go through the door not run into the corner and get stuck.

My suggestion is that instead of messing with shamans healing/slowing/doting abilities is give us snare PLEASE PLEASE PLEASE. Make it a lvl 65 AA or something, make us earn it but let us have it please. I'm pretty sure any shaman would agree with me on this that we would take the ability to snare over improved healign abilites any day of the week. Spirit of the leopard/panther, while adding MUCH needed DPS to our pets, breaks root with almost every proc and the mobs love to run off and come back with a group of friends. IMO give me snare and i don't care if you nerf my heal spells to ranger lvl heals.

well, thats my 2cp worth, oh and i agree with the other posters about paladin's paci spells and the lvl req for the dire charm ability. If you increase the mob lvls you should increase the DC lvls, those classes earned that ability they should be able to use it as they move into higher lvl zones.

Edited, Sat Mar 19 12:56:39 2005
Pacify
# Mar 19 2005 at 1:37 AM Rating: Decent
How come Shadow knights have two options to single pull ( Pet pull , Feigh death) Pallies lose the ability to single pull at level 55. Is it possible to create newer spells to enable pallies to pacify past level 55?
My Ideas
# Mar 19 2005 at 1:08 AM Rating: Decent
19 posts
If you are gonna do a mitigation for healing and tanking perhaps you should take away the PCs other abilities.

ie. If the healer is to be a druid then they can opt to click into healer mode for a given amount of time say a 15 min. where they can use similar spells to a cleric and those spells are put on the same level. Heals, Nukes, Buffs and take away thorns, dots, and other dps type spells.
Shaman take away slows, dots, pet, and any other dps type buffs.

Same idea with pal and sk. Just take away their spells that give them an advantage and slap em with some HP and AC.

This is not the best idea but since it has been so hard to find healers and tanks to do certain zones it is one possibility.
To many times i have been on and only certain classes are on. I like to group and raid but when groups cant be done i would love to be able to solo somewhere and the LDoN instanced idea is great but i would add this...

Like some games you can find healing packs or first aid kits. Maybe have them in strategic spots in the zone such as ZI and before boss mobs or large clusters of mobs. Perhaps even have like potions in the zone for the solo adventurer such as bursts of speed, Str, Sta, etc. this would help the single guy for a edge to kill the mobs. You could also change the amount of items for groups of two or more since they will naturally do more damage.

The problem is the increasing HPs of the mobs and their dps being Godly at 500 to 1k+ a wack and quading who can solo ? Just not possible. And alot of people who are forced to solo just dont have the gear to take most mobs who hit for a 100 a wack. Perhaps even the ability to pick the difficulty level of the adv would be good.

However it has always been that you solo and the exp comes slower. But some classes just cant do it unless they are twinked or constantly go get regen and ds to give em an edge.

I like the idea of the smooth progression with spells more spread out it will give more insentive to reach the next level. every 9 levels suxxors let alone 4. Same with melee and their skills and discs.

i dont understand Sup Camo spell it isnt any better than camo or invis. We dont want to rely on bard in group to safely get to out camps please make invis more realiable like Improved Invis or give the int casters the ability to invis the group at higher levels say 51+ to the Improved Invis realiability.

On Immunity of spells i hope that it says the creature is immune to this spell and doesnt allow you to cast to save mana and time that i can cast a useful spell right away.

Charms for chanter sorry but the risk far outways the benefit. Most clerics rez for 96% !Charm might last for one fight.You are lucky if you can kill two mobs per charm. If it breaks before the max time you can die and lose exp and not make any head way. It is a pure pain in the butt unless you are killing things that have little dps and cant smash through your Rune spell. I agree something has got to be done.

One idea is like camo dropping in the middle of a run, it is risky yet you can cast it to recamo if needed.Hopefully you have gotten to a safe spot before it fades or something has seen you and comes barreling after you. Even if we could recharm while the mob/pet was charmed, there is still a HIGH risk of it wearing off before the full charm length allowable which is usually the pain that we avoid with this spell. Very rarely have i seen high level charm spells stay on their entire length. And the old Please Wait... comes up. I say let the spell do this overwrite and if chanters are as powerful as the other casters, i say it is about time.

Raising the level of mobs to be charmed would give us a great advantage over many in the game cause these mobs usually have a good amount of hp and dps. However i would love to see some DCable mobs in the OoW zones, that you can grind in, and dont have to try and buy items to get more dps out of your summoned pet that has NO hps and dies from one hit from these bad boys in OOW zones.

Pet problems that are forever a problem is the ability to stop them from taking off and not listening to commands such as back off. they keep running back into battle or the ones who have knockback keep pushing mobs where the party doesnt want them. I know rogues and anyone who likes to be on the back of mobs hate it. I would also recommend a decist button that makes the pet run back to its guard point before taking its next command. Some pulls dont go well with pets running to our aid when we dont want them to. And if you are gonna make it an AA quit raising the levels =P. The casual players cant keep up with the sick people that play all day 7 days a week.

Dont know if you would want to consider it but would be nice to have the ability to reposition pets. Say at a 90degree angle ( if in front circles to the left/right of mob and again would take em to the back ) It would help keep the mob in a central location and shouldnt pets be trainable anyways? New Tricks for the family?

I think rangers do need at least one regen spell between light healing and heal spell. Something that they dont have to use the Skin heal tactic. You know skin like rock click off that is more mana efficient than the 33hp heal. If they add 50 hp to heal line that is fine but only takes some of the sting out of down time for the boneheads that try to melee. Get a good bow and kite. But wait they cant do near the damage with a bow at low levels as can with melee. That is what really needs to be more progressive. More accuracy and hitting the mob more as you level.Once you hit level 50 you should be hitting mobs pretty consistently.It should then be a matter of how much damage you can do and the damage should increase from then on. I have really never had to much to complain about with my ranger other than being able to hit mobs consistently like a good archer.

I do have an idea for tracking though that should be in effect for all trackers and that is once you click on the mob to track why not have the little trail that we use for find lead us to them like a tracker really does. That spam that "**** is to the left" is annoying and doesnt do the job in dungeons. like ldons and missions.

OH and the idea of making it harder to navigate Norrath and rely on druids to port us there. Absolutely NOT. The reason that was killed is because not everyone has time to wait for a druid to say, OK ill port you for a donation. Besides there are still many places that the druid is used to port to. Sounds like greed to me. Cant get enough plat by soloing?

Enough out of me for now Ill be back if i can think of anything else.

Edited, Mon Mar 21 22:05:25 2005
Cleric Rant
# Mar 19 2005 at 1:06 AM Rating: Default
I have played a Cleric since 2000, I am now a 68 Cleric. When I group with a druid I know we are going to have trouble. Druid DPS are lacking. I agree with the splitting of the druid into healer and DPS flavors. How ever I thik the change should be more permenent. Some druids are incapable of acting as main healers and all druids are incapable of acting as DPS. Perhaps there could be a path choice at level 60 or so for which path they enter and make them seperate classes. The DPS flavor would have DPS similar in power to wizards and the healer flavor would havethe healing power and buffs to be similar to clerics.

Given a choice I will not group with druids. During the LDON era I knew we would lose if a druid was in the group.

AS far as Cleric spells go 65+ spells are nearly impossible to get for an unguilded (by choice) cleric. What happened to the good old go to the vendor and pick up your spells gig? I am 68 and I have zero 66 spells and two crappy 67 and 68 spells.

Raids may be fun for some but as a cleric I get bored babysitting the wizards as the number 2 or worse cleric.

As far as tanks go I would rather have a Pally or SK over a Warrior. Most warriors are inept at getting and keeping agro. I have taken one for the team more than my share to save a DPS who stole agro from a warrior.


Nanook
68 Cleric
Druzzil Ro
shaman changes
# Mar 18 2005 at 4:51 PM Rating: Decent
**
322 posts
Forget giving us better healing! Just give us stronger slow spells that cannot be resisted. And what's this "your mob has been partially slowed" or whatever it says. Make a spell that simply slows all mobs, possible SOME to a lesser degree. Do that and I can heal just fine.

Prophet Qatta Lyst
Vah Shir Epic Shaman of the 65th season
PROUDLY on Solusek Ro Server!!!!!!!!!!!
BST Spells
# Mar 18 2005 at 4:12 PM Rating: Decent
I think you should Playtest the Bst spells that are drops and see why many of us forgo the spell and work around it. I am working on my second 24 hour shift on Avisiris in the Grimling forest lol i have killed hin 15 times and he hasnt droped the spell. and i have long sense given up on Malaria as have countless others. And being bonded with animals ( Beastlord ) Tracking should at least be an aa ability. Dont you think ?
Thank you Ddugan lvl 56 Barb Bst Stromm
tripple posts
# Mar 18 2005 at 4:36 AM Rating: Default
Sorry for the triple post. Didn't think it went, page went blank. please delete 2 :)
Paladins
# Mar 18 2005 at 4:32 AM Rating: Default
Just wanted to say a few things about playing my main, a 68th lvl Paladin (and a few game-play issues to)..

PLEASE give us back our ability to paci. We spent all our characters life being able to paci, pull > instant aggro, only to get to what, 55'ish and bam, hit that level and that's gone. (green/Lb cons dont count here). To have a class be able to do something MOST of their life, then have it NOT work past a certain level ???...(would LOVE to know why they did that). Sure I can root pull, depending on what zone we're talking about(i.e. root one while the others near it come to eat you up, all while counting on that First root to hold, lol) as others here have stated, but GL on that, especially (if)WHEN root breaks before you have the first one at least close to dead. It's risky at best. Let us paci again...please...

Paladin Disks- The reuse times just plain suck!! The Resistant one is useless. Allah says +20 to resists, and 5 mins duration. Great :( The Fearless one is ok, but the mob is going to fear you, again. Not just once. So if mob doesn't die within 1 minute, feared. Holyforge (increased chance to crit, crippling blows and slays)would be great, if it worked a bit more consistently. Although lately I think it's broke. Last few times I used it I didn't crit once. Sanctification I almost never use. 3 ticks, to resist a spell?? And the reuse time ?? bahh. (Guard of Humility(DoN)-seems like it'd be great but I haven't gotten yet).

As far as soloing, forget it. There is almost nothing I can go solo, that is worth my time xp wise. I have average gear, around 8700 hp's buffed, but I wouldn't dare try a DB con mob, without being very close to dead, OOM, AND having used LoH. Then it's sitting for up to 10-15 minutes to med. Not much fun. I feel every class should be able to get xp, somewhat efficiently, without having to group. (What is up with those supposedly soloable "tasks" ?? HAAA, I took 2 people with me, and could barely do the one in Mines of Nurga)

I'm not very happy to read about the upcoming change to a resisted spell (our stuns for example) NOT generating aggro. I know it's good for other classes, but it's one of our main ways to get and hold aggro.

I'll skip my rant on our heals/spells/buffs being to this or not enoug this, because there isn't room here..heheh

I love the 1-3 person, instanced zone ideas mentioned earlier. I think that would help a lot of us "casual" players. (might even bring a few back..??)

I think the faction/diety part of the game is almost nonexistant. Yeah you have to raise it to do certain things, or it makes going places trickier, but other than that ???... Lots of room to work here guys.

There's some great ideas in previous posts. I just hope Sony or whoever's responsible, is listening.
Paladins
# Mar 18 2005 at 4:30 AM Rating: Default
Just wanted to say a few things about playing my main, a 68th lvl Paladin (and a few game-play issues to)..

PLEASE give us back our ability to paci. We spent all our characters life being able to paci, pull > instant aggro, only to get to what, 55'ish and bam, hit that level and that's gone. (green/Lb cons dont count here). To have a class be able to do something MOST of their life, then have it NOT work past a certain level ???...(would LOVE to know why they did that). Sure I can root pull, depending on what zone we're talking about(i.e. root one while the others near it come to eat you up, all while counting on that First root to hold, lol) as others here have stated, but GL on that, especially (if)WHEN root breaks before you have the first one at least close to dead. It's risky at best. Let us paci again...please...

Paladin Disks- The reuse times just plain suck!! The Resistant one is useless. Allah says +20 to resists, and 5 mins duration. Great :( The Fearless one is ok, but the mob is going to fear you, again. Not just once. So if mob doesn't die within 1 minute, feared. Holyforge (increased chance to crit, crippling blows and slays)would be great, if it worked a bit more consistently. Although lately I think it's broke. Last few times I used it I didn't crit once. Sanctification I almost never use. 3 ticks, to resist a spell?? And the reuse time ?? bahh. (Guard of Humility(DoN)-seems like it'd be great but I haven't gotten yet).

As far as soloing, forget it. There is almost nothing I can go solo, that is worth my time xp wise. I have average gear, around 8700 hp's buffed, but I wouldn't dare try a DB con mob, without being very close to dead, OOM, AND having used LoH. Then it's sitting for up to 10-15 minutes to med. Not much fun. I feel every class should be able to get xp, somewhat efficiently, without having to group. (What is up with those supposedly soloable "tasks" ?? HAAA, I took 2 people with me, and could barely do the one in Mines of Nurga)

I'm not very happy to read about the upcoming change to a resisted spell (our stuns for example) NOT generating aggro. I know it's good for other classes, but it's one of our main ways to get and hold aggro.

I'll skip my rant on our heals/spells/buffs being to this or not enoug this, because there isn't room here..heheh

I love the 1-3 person, instanced zone ideas mentioned earlier. I think that would help a lot of us "casual" players. (might even bring a few back..??)

I think the faction/diety part of the game is almost nonexistant. Yeah you have to raise it to do certain things, or it makes going places trickier, but other than that ???... Lots of room to work here guys.

There's some great ideas in previous posts. I just hope Sony or whoever's responsible, is listening.
Paladins
# Mar 18 2005 at 4:30 AM Rating: Default
Just wanted to say a few things about playing my main, a 68th lvl Paladin (and a few game-play issues to)..

PLEASE give us back our ability to paci. We spent all our characters life being able to paci, pull > instant aggro, only to get to what, 55'ish and bam, hit that level and that's gone. (green/Lb cons dont count here). To have a class be able to do something MOST of their life, then have it NOT work past a certain level ???...(would LOVE to know why they did that). Sure I can root pull, depending on what zone we're talking about(i.e. root one while the others near it come to eat you up, all while counting on that First root to hold, lol) as others here have stated, but GL on that, especially (if)WHEN root breaks before you have the first one at least close to dead. It's risky at best. Let us paci again...please...

Paladin Disks- The reuse times just plain suck!! The Resistant one is useless. Allah says +20 to resists, and 5 mins duration. Great :( The Fearless one is ok, but the mob is going to fear you, again. Not just once. So if mob doesn't die within 1 minute, feared. Holyforge (increased chance to crit, crippling blows and slays)would be great, if it worked a bit more consistently. Although lately I think it's broke. Last few times I used it I didn't crit once. Sanctification I almost never use. 3 ticks, to resist a spell?? And the reuse time ?? bahh. (Guard of Humility(DoN)-seems like it'd be great but I haven't gotten yet).

As far as soloing, forget it. There is almost nothing I can go solo, that is worth my time xp wise. I have average gear, around 8700 hp's buffed, but I wouldn't dare try a DB con mob, without being very close to dead, OOM, AND having used LoH. Then it's sitting for up to 10-15 minutes to med. Not much fun. I feel every class should be able to get xp, somewhat efficiently, without having to group. (What is up with those supposedly soloable "tasks" ?? HAAA, I took 2 people with me, and could barely do the one in Mines of Nurga)

I'm not very happy to read about the upcoming change to a resisted spell (our stuns for example) NOT generating aggro. I know it's good for other classes, but it's one of our main ways to get and hold aggro.

I'll skip my rant on our heals/spells/buffs being to this or not enoug this, because there isn't room here..heheh

I love the 1-3 person, instanced zone ideas mentioned earlier. I think that would help a lot of us "casual" players. (might even bring a few back..??)

I think the faction/diety part of the game is almost nonexistant. Yeah you have to raise it to do certain things, or it makes going places trickier, but other than that ???... Lots of room to work here guys.

There's some great ideas in previous posts. I just hope Sony or whoever's responsible, is listening.
Paladins
# Mar 18 2005 at 4:30 AM Rating: Decent
Just wanted to say a few things about playing my main, a 68th lvl Paladin (and a few game-play issues to)..

PLEASE give us back our ability to paci. We spent all our characters life being able to paci, pull > instant aggro, only to get to what, 55'ish and bam, hit that level and that's gone. (green/Lb cons dont count here). To have a class be able to do something MOST of their life, then have it NOT work past a certain level ???...(would LOVE to know why they did that). Sure I can root pull, depending on what zone we're talking about(i.e. root one while the others near it come to eat you up, all while counting on that First root to hold, lol) as others here have stated, but GL on that, especially (if)WHEN root breaks before you have the first one at least close to dead. It's risky at best. Let us paci again...please...

Paladin Disks- The reuse times just plain suck!! The Resistant one is useless. Allah says +20 to resists, and 5 mins duration. Great :( The Fearless one is ok, but the mob is going to fear you, again. Not just once. So if mob doesn't die within 1 minute, feared. Holyforge (increased chance to crit, crippling blows and slays)would be great, if it worked a bit more consistently. Although lately I think it's broke. Last few times I used it I didn't crit once. Sanctification I almost never use. 3 ticks, to resist a spell?? And the reuse time ?? bahh. (Guard of Humility(DoN)-seems like it'd be great but I haven't gotten yet).

As far as soloing, forget it. There is almost nothing I can go solo, that is worth my time xp wise. I have average gear, around 8700 hp's buffed, but I wouldn't dare try a DB con mob, without being very close to dead, OOM, AND having used LoH. Then it's sitting for up to 10-15 minutes to med. Not much fun. I feel every class should be able to get xp, somewhat efficiently, without having to group. (What is up with those supposedly soloable "tasks" ?? HAAA, I took 2 people with me, and could barely do the one in Mines of Nurga)

I'm not very happy to read about the upcoming change to a resisted spell (our stuns for example) NOT generating aggro. I know it's good for other classes, but it's one of our main ways to get and hold aggro.

I'll skip my rant on our heals/spells/buffs being to this or not enoug this, because there isn't room here..heheh

I love the 1-3 person, instanced zone ideas mentioned earlier. I think that would help a lot of us "casual" players. (might even bring a few back..??)

I think the faction/diety part of the game is almost nonexistant. Yeah you have to raise it to do certain things, or it makes going places trickier, but other than that ???... Lots of room to work here guys.

There's some great ideas in previous posts. I just hope Sony or whoever's responsible, is listening.
RE: Paladins
# Mar 21 2005 at 12:37 PM Rating: Decent
totally agree with you on the issue of Paladins.... we cannot pull a mob anymore by ourselves anymore... and Im slightly confused by the comment in the proposed changes... they want us to be better at tanking?... hmm take away the knockback on the higher end stuns... my group hates having to regroup after finding the mob 20 ft to the right... not to mentiion most pallys who are geared dont have time gear so we have have no real hps to tank.....the warriors cant keep taunt becuase they are geared just as we are.....they cant get the higher end weapons... so lets see here pallys dont have hp but are expected to tank... we cant single pull we cant FD..... I cant use stun in a group becuase i will take aggro from the warrior.... whom has 2 aggro augs.... My question is why take away our ability to pull make us wimpy and expect us to tank?. IMO then the cleric can tank .....at least with aggro we will know who to chase sorry to be sarcastic.....The Holyforge i do believe is broken it hasnt worked since patch.....and where in the patches was it mentioned we have a new Defense tome? this posting has been the first I've seen and a few other pallys I know did not know we get one. so it wasnt just me not seeing it... we didnt see it. and also I now know of 6 pallys who cant do turn in to Brother Hayle... and the Qeuynos Guards are amiable????..... I agree lets fix those things that are not evenly weighed out... there is no way i will be able to get BBB when i'm 70... Unless i go and join
a raiding guild. it is hard enough to get xp let alone the runes... and the prices for them in bazaar is crazy.... the game has become less and less enjoyable ..... no wonder so many people left? get real guys it is a game... lets make it so everyone gets to enjoy it.


Paladin of the 66th Season
Inny server
RE: Paladins
# Mar 19 2005 at 4:46 AM Rating: Decent
Stun will still generate aggro you just can't use low lev stuns for it anymore
Druids
# Mar 17 2005 at 5:18 PM Rating: Decent
You dont have to change the druid at all.
With aa's a druid can be either healer or nuke as they are.
You talk about making the game easier for other classes to solo when they cant find a group.
Do the soloing classes a favor that already exist. QUIT Making all these mobs summon and unsnarable. Maybe you havent noticed but alot of players left EQ recently.
And 1 more thing is about time Dire Charm gets raised to lvl 51 you want people to play your game Im sure Druids Necros and ofcourse Enchanters would like to see this increased. Just my opinion but I thing the mass exodus to other games is the proof
Druids
# Mar 17 2005 at 5:17 PM Rating: Default
You dont have to change the druid at all.
With aa's a druid can be either healer or nuke as they are.
You talk about making the game easier for other classes to solo when they cant find a group.
Do the soloing classes a favor that already exist. QUIT Making all these mobs summon and unsnarable. Maybe you havent noticed but alot of players left EQ recently.
And 1 more thing is about time Dire Charm gets raised to lvl 51 you want people to play your game Im sure Druids Necros and ofcourse Enchanters would like to see this increased. Just my opinion but I thing the mass exodus to other games is the proof
Clarity 2 fix
# Mar 17 2005 at 4:48 PM Rating: Decent
18 posts
Make Clarity 2 a 49th level spell and give it the same base duration as Temp. Give shaman HoS/IoS the same duration.

Finally
# Mar 17 2005 at 4:40 PM Rating: Decent
My main has been a series of different monks on different servers since the day I started on a friends account toward the middle of Kunark. Got my own account when Velious launched, and remember the day I turned into a sissy over night when my monk got nerfed. Haven't thought of anything I'd like more for my monk than having his defense back. I think this is great personally, and about time. The consept of more soloing ability is great, as a monk, we get out done by almost everyone now, Rangers and bards are usually taken for pullers over us and even if the solo xp is crap, it will be nice to have something to do while spending hours LFG. Just have to find a modern day LDC to solo haha.
Druids, chanters, and others
# Mar 17 2005 at 3:55 PM Rating: Decent
I have played EQ for somewhere in the area of 4 or 5 years minimum. I think I have played most of the class/race mixes available. I have seen many changes come and go, and remember when everquest had it's original game and got it's first expansion. This isn't to brag, I just want to say that I've been around. I've started and led a guild for over a year, been in several other guilds, and heard many whiners come and go. Yes, Everquest has gotten more "player friendly". Some of us were upset by some of the changes after working so hard on our skills, only to have them maxxed shortly afterwards from beginning. Some of the newbie quests (such as the charm skull you get from your tutorial, or the new armor) made some of us drool. Yet regardless of what we think, we keep coming back. We have to remember that part. Now, here's my thoughts on changes.

As a druid who's over 3 years old, I miss the days that we were in demand for porting. With the advent of PoP, that demand suddenly diminished. I'd like to see a few more zones with easier-to-get spells that require you to port in unless you want a long and/or dangerous run. Also, as druids are a class made to solo, I'd like to see some more higher end (I'm not talking 70's here, but 50ish to 60ish) zones to solo in. I definitely love the "stances" that are being put forth. As I've leveled my druid, I'm sadly lacking on heals and it's almost impossible to get a group as healing is the one thing every group needs. Increasing our healing ability would be a good start.

Enchanters: I agree with almost everything Niver had to say.

The break in the charm is the hardest part for enchanters to manage. Especially with mobs who resist stun once or twice, because then the chanters are worm meat. I would like to possibly see an "Improved charm" or some such that has a fixed duration. Then you KNOW when it's going to break and can advise the group accordingly. Other classes have spells with fixed durations timers, why not add one to the enchanters? I loved the suggestion about "You feel your charm begin to fade" to warn enchanters when they're losing their spell. This will give them some warning at least. I like the thought of the developers as far as adding a "charm buff" to the pet that will increase their haste, their damage mitigation or absorption, AC, etc. The buffs us chanters typically put on the mobs. Then we don't have to worry (as much) when the charm breaks. I like adding a memory blur component to charm (such as with mezzes, although perhaps a bit more effective), and a decreasing resistance to charming. As you charm the one mob more and more frequently on breaks, you break his will down so he's more susceptible to charming and will last almost the full duration on the variable charm spells. Charm break is definitely something that bears looking in to, or at least the point at which charms and mezzes break. Also, one other rant on enchanter spells: since illusions were made not to add the increased faction boosters (ie dark elf illusions were seen through by almost any evil mob or NPC), the entire line of illusion spells were rendered useless except for entertainment. I'm not sure if this is still true or not, because I haven't bothered with them in a long time. But since some of the quests are based on enchanters being required to go to zones that are more friendly to one race or creed than another, it seems only fitting that these be allowed to regain their usefullness. Especially since FV is now evil, and that was the only place to buy enchanter mana-regeneration spells.

On other classes, I would love to see classes that are not necessarily known for their heal recieve perhaps a self-heal spell for use while soloing that does much better at healing hp's, perhaps with a short cast timer for use in combat. This would aid with soloing, especially on classes such as rangers and paladins. Since some classes don't have any kind of mana at all (even bards have SOME mana), perhaps classes such as warriors could get a "mend" skill like monks have that would be usuable while soloing. Ok, warriors aren't strictly made to be soloers, but it happens a lot, especially at lower levels. Even at higher levels, warriors are not used strictly as MT's any more, and have even been relegated to side-roles such as just dps. I believe this is a gross injustice to this class, especially when shadowknights and paladins, even some rangers, have higher AC and hp's than warriors. I like the idea of increasing BL slows and heals a little bit, but don't believe they should be anywhere near par with shamans and enchanters. They're a hybrid class, and that needs to be remembered. While they can be useful to groups (i.e. some slow is better than none, and we can pick up extra dps), I do not believe they need to be brought up to a level which they compete with classes who's specialties are slowing. I'm glad that you are finally going to fix manaburn. That has been a ***** of wizards for quite a while now. I also believe that dieties should be paid more attention to, and that instead of some classes having to be agnostic with no other choice, everyone should be able to choose a diety to follow, and gain special abilities or skills or spells in relation to that.

Many of these ideas are based on the idea you want to make most classes able to be played independently. I do believe that each class was created to do different things, and believe that in some ways, you have gone to far to make the game friendly to players. I sort of miss the old days when each class was clearly defined in it's abilities and what it was made to do. My mantra every time something new comes out is "Quit "fixing" things and actually fix some things." Fix old quests. Fix bugs that have existed for years. Don't do a board-wide nerf (such as prices we are paid for tradeskill combinations by vendors, since they're hard enough to camp supplies and skill up on as it is) because one item is bugged. Just fix the one and leave the rest alone. I hope someone reads these suggestions and they help in some way. Thank you for your time in reading this.
all classes
# Mar 17 2005 at 2:06 PM Rating: Decent
Making an AA ability for tracking would be nice : )
Extended Clarity.......
# Mar 17 2005 at 11:27 AM Rating: Decent
I am an avid Everquest I player and have been so for quite some time (Somewhere about February 2000). I have seen the game evolve so many times. I remember when a Wurmslayer was the weapon of choice. I remember when you had to "med with your eyes closed" until level 35. But the thing I remember most was going to LOIO or South Karana or OT or Dreadlands at any time of the day and picking up a group. It has now become impossible to do so. I am sure there are several reasons for this (The expanding number of zones, the diminishing number of players, the drive to get newer, better gear for your upper level players), but the main reason that I don't have fun even when I go there is that mana regeneration at present makes the game almost unplayable. Without the chance for a full group, or the ever decreasing chance of an appropriately leveled Enchanter wandering in, the 20-45 level game has become stagnated beyond fun. Sure there are certain class combinations that will do better in a small group (2 or 3 members) situations than others, but for the most part, its just sit and wait.
I know that I am just 1 person, and I don't 'get the ear' of the game developers like the large powerful guilds seem to have accomplished, but it seems to me that there is a simple solution to this. It might just rejuvinate the middle level game so that a new player does not just give up before getting to an adequate level. My proposal is this:
*** An extended duration Clarity. One possibly lasting 1.5 hours (long enough for an LDON). I am not asking for the level of mana regeneration that KEI has, or even any added wisdom/intellegence. Just plain ole extended duration Clarity (I remeber when KEI was not level capped and no matter what level you were the rule was, if you could root it, you could kill it.) . For that matter you could do away with Clarity 2 since it is only useful for 2 levels anyway and substitute it for Extended Clarity. *****
Please consider this suggestion. I will bet that mid-level small group situations would flourish.
Thank you for your valuable time.
Morriss DaKatt
EQ junkie since almost the beginning

PS...I saw this amusing addendum to a letter the other day
(Paraphrased)
Why just bother with the upper "endgame" challenges. It's not like you can win this game anyway.
Extended Clarity.......
# Mar 17 2005 at 11:23 AM Rating: Decent
I am an avid Everquest I player and have been so for quite some time (Somewhere about February 2000). I have seen the game evolve so many times. I remember when a Wurmslayer was the weapon of choice. I remember when you had to "med with your eyes closed" until level 35. But the thing I remember most was going to LOIO or South Karana or OT or Dreadlands at any time of the day and picking up a group. It has now become impossible to do so. I am sure there are several reasons for this (The expanding number of zones, the diminishing number of players, the drive to get newer, better gear for your upper level players), but the main reason that I don't have fun even when I go there is that mana regeneration at present makes the game almost unplayable. Without the chance for a full group, or the ever decreasing chance of an appropriately leveled Enchanter wandering in, the 20-45 level game has become stagnated beyond fun. Sure there are certain class combinations that will do better in a small group (2 or 3 members) situations than others, but for the most part, its just sit and wait.
I know that I am just 1 person, and I don't 'get the ear' of the game developers like the large powerful guilds seem to have accomplished, but it seems to me that there is a simple solution to this. It might just rejuvinate the middle level game so that a new player does not just give up before getting to an adequate level. My proposal is this:
*** An extended duration Clarity. One possibly lasting 1.5 hours (long enough for an LDON). I am not asking for the level of mana regeneration that KEI has, or even any added wisdom/intellegence. Just plain ole extended duration Clarity (I remeber when KEI was not level capped and no matter what level you were the rule was, if you could root it, you could kill it.) . For that matter you could do away with Clarity 2 since it is only useful for 2 levels anyway and substitute it for Extended Clarity. *****
Please consider this suggestion. I will bet that mid-level small group situations would flourish.
Thank you for your valuable time.
Morriss DaKatt
EQ junkie since almost the beginning

PS...I saw this amusing addendum to a letter the other day
(Paraphrased)
Why just bother with the upper "endgame" challenges. It's not like you can win this game anyway.
Extended Clarity.......
# Mar 17 2005 at 11:23 AM Rating: Decent
I am an avid Everquest I player and have been so for quite some time (Somewhere about February 2000). I have seen the game evolve so many times. I remember when a Wurmslayer was the weapon of choice. I remember when you had to "med with your eyes closed" until level 35. But the thing I remember most was going to LOIO or South Karana or OT or Dreadlands at any time of the day and picking up a group. It has now become impossible to do so. I am sure there are several reasons for this (The expanding number of zones, the diminishing number of players, the drive to get newer, better gear for your upper level players), but the main reason that I don't have fun even when I go there is that mana regeneration at present makes the game almost unplayable. Without the chance for a full group, or the ever decreasing chance of an appropriately leveled Enchanter wandering in, the 20-45 level game has become stagnated beyond fun. Sure there are certain class combinations that will do better in a small group (2 or 3 members) situations than others, but for the most part, its just sit and wait.
I know that I am just 1 person, and I don't 'get the ear' of the game developers like the large powerful guilds seem to have accomplished, but it seems to me that there is a simple solution to this. It might just rejuvinate the middle level game so that a new player does not just give up before getting to an adequate level. My proposal is this:
*** An extended duration Clarity. One possibly lasting 1.5 hours (long enough for an LDON). I am not asking for the level of mana regeneration that KEI has, or even any added wisdom/intellegence. Just plain ole extended duration Clarity (I remeber when KEI was not level capped and no matter what level you were the rule was, if you could root it, you could kill it.) . For that matter you could do away with Clarity 2 since it is only useful for 2 levels anyway and substitute it for Extended Clarity. *****
Please consider this suggestion. I will bet that mid-level small group situations would flourish.
Thank you for your valuable time.
Morriss DaKatt
EQ junkie since almost the beginning

PS...I saw this amusing addendum to a letter the other day
(Paraphrased)
Why just bother with the upper "endgame" challenges. It's not like you can win this game anyway.
Rant
# Mar 17 2005 at 10:07 AM Rating: Decent
I have played a Ranger, now level 64 for over 2 years, and have dabbled with a few other classes as well. I love my ranger and by no means do I expect to be main tank, however I would like to be a little better at it than I am now. Back in the 30 - 50 lvls, I could easily main tank in most situations. Hell I went from 39 - 47 just tanking in LDoN's. But there are a few things I would like to see different with my class and a few others.

With Rangers I would like to see better spell damage or at least a decrease in cast time and delay. It would be very helpful in soloing. Also since the reason I became a Ranger was because of the bow, I would love to see our bow dps increase slighty, maybe another aa that increases it 10%. All my skills are maxed and I have EQ and AM2 and the damage is about equivalent wether I am duel weilding or just shooting arrows. The low end (pre-50) damage from bows is rediculous and you spend thousands making arrows. Getting the EQ aa a few levels earlier and getting double damage from bows earlier would be nice. As a 64 Ranger I find it hard to get groups unless I start them and even then not easy to convince people I am needed for group. Also an agility spell higher than the one we have would be nice, and letting our strength spell add above cap would be useful. At my level the spell is useless to me and most in the group unless one of the casters is main looter. Then they might need it. But with some of the new shaman spells out there why bother. Our attack spells should be able to stack better than they do also. One other thing I would like to to see concern our root spells. At high levels our root spells should not be so easily broken, even with a strong nuke. And an Area Effect root or snare at the higher levels would be great as well.

As for Tanks, a pally and a SK are great tanks if the person using them nows what they are doing. Warrior are good but I feel they need some way to help hold aggro better. Taunt is a joke since it puts you at the top of aggro list by one point. When grouping with a warrior, I have to jolt every 30 seconds not to steal aggro. A Warrior was designed to be main tank and they have fallen behind Pallys and SKs. Perhaps a new aa would be in order here. Something that continues to increase their aggro with each use. Something along the line of Infuriate or even "Your mama is so..." jokes. What it is doesnt matter they just need some way to increase their aggro. My Ranger was main tank in PoV a couple weeks ago by just casting Flame Lick (a lvl 9 spell) every 10 seconds cause the tank couldnt hold aggro. I never lost aggro once. That is just wrong. Also since all the other hybrid melee classes start getting crits, I think the Warriors should start getting crippling blows at a certain level (which could also increase aggro) and add an aa that increases the % it happens.

As for Necros, my Necro is only 40 but love to solo him. I made him so that i can 2 box with ranger and kite in HoH for aa xp. I have no prob so far with the necro, but would like to see the pet level just a bit higher. They are good now but since finding a group with a Necro is close to impossible, having a slightly stronger pet would make leveling a bit easier.

Most of the other classes I have not tried, but I will add that at high end groups, I never see people looking for Beastlords, Bards or Bezerkers. Not sure why, I have never asked any one.

Anyway just my thoughts on a few classes.
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