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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Warrior Vs. SK or Pali
# Mar 16 2005 at 12:48 PM Rating: Default
I for one feel that like the three healer classes, the three "main tank" classes need some more balancing here. As a warrior I often find that i am now less sought after in a group then a Pali or SK. They have comprable hitpoints and are more versatile in a group. With a SK being able to snare, and Pali's having an agro-maniacal line of stun spells, warriors oft get pushed aside for grouping because we lack versatility. I understand the need to keep all three of these classes equally balanced HP-wise so all three get an equal oportunity to group, but by doing so it severly undercuts the warrior class in comparison. There needs to be some sort of fix that causes grps to see a warrior and say "I want that tank" but still be able to function just as well with a pali or SK as a tank. Simillar to the way groups look for clerics first, and druids or shammys as backup options if one is not available. Maybe an added HP boost, or bumping up the agro generated by the agro disc line and taunt. Or even just upping the taunt cap to allow it to land more often. Does anyone else agree? or am I just crazy?

Rahs Tfarian
66 Warrior
Cerium Astatine
55 Bard
Well of Souls
Terew Marr
RE: Warrior Vs. SK or Pali
# Mar 16 2005 at 3:25 PM Rating: Default
- warriors get more innate hp every level than any other class

- warriors just got ~1500hitpoints(?) from Alternate Abilities that no other class gets not too long ago

and you want more hitpoints? you can buy cheap and better gear to fix your agro problems. get your levels to fix your hp problems.
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RE: Warrior Vs. SK or Pali
# Mar 16 2005 at 1:28 PM Rating: Default
I agree to make up the balance a warrior should get significantly more HP than a hybrid tank. After all we specialized in tanking from day one. Casting of any sort takes brain mater and using that takes away on the focus of the role of a tank. If they dont compensate us with HP then we need More Melee Damage than them to remain markatable for grps.
Just My 2cp
# Mar 16 2005 at 12:45 PM Rating: Default
As for class balancing...I think that most of us are fine. All the classes have their own uses, and fit better into certain groups. As a Shadow Knight i have no complaints, as i like every aspect that we have. If i want more mitigation i get more AA's. I don't need any help with aggro, for as a Shadow Knight I am the master of aggro.

As for paladins complaining that their only form of mitigation is their stuns..if i am not mistakin Both knight classes have the same mitigation, innate and AA granted, we have taps you have heals, however i would like to see the lvl cap on the higher lvl paladin stuns removed, the stun should be able to be resisted, but still generate the aggro.

Monks are still the kings of pulling, I would rather wait to tag a mob off a monk then deal with a resist on a paci.

Rangers are still the kings of the bow, and would like to see this be their main form of DMG. Keeps the mob on my sk easier that way.

Necro's are perfect the way they are, i love mind wrack, the rogue pet, DoTs, and WTD (kinda scary when not announced :P).

The lvl cap on DC should be higher, so that the charmers can keep charming mobs like they youstacould.

SOLOING capabilities should be added to EVERY class, so that when we are LFG for 3-4 hours we don't have to just sit there doing nothing.

As for the Mana Burn on the wizzies...VERY GOOD upgrade there, i would love to some of the power from the Crits on that, but just a suggestion alot of tanks prolly couldn't hold the aggro from a nuclear blast with a BASE of 10's of thousands of dmg (crits of 20's of thousands would not be uncommon) so throw in a aggro reduction as a added affect (as now the wizzie has to med for a bit to get back spent mana).

I dunno i am prolly rambling and pissing off some of the other classes with what i have said so far, and this is also a VERY long post which i apologize for.
RE: Just My 2cp
# Mar 16 2005 at 9:54 PM Rating: Decent
Manaburn doesnt produce Agro
RE: Just My 2cp
# Mar 16 2005 at 3:17 PM Rating: Default
hate to tell ya, you are no longer the king of agro, group with some top end warriors
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Charm
# Mar 16 2005 at 12:07 PM Rating: Decent
It sounds like enchanters have to trade nerfing charm everywhere else in the game to get charm to work in a few places it doesn't now. Hmmm. I would be happier if there were just a few more dire charm level pets thrown into those zones for us to use.

Also, I don't care for the auto-buff idea on charm because it gives away control of how buffed the pet can become. I thought the idea was that if I want to buff my pet then I am increasing my own risk when charm breaks. It is part of that whole risk vs. reward thing. I buff it more, it kills faster, but it also eats me faster when charm breaks if I am not careful. Charm is, after all, a risk taking venture to increase DPS during combat.
RE: Charm
# Mar 16 2005 at 12:21 PM Rating: Decent
I have to agree with you there. I spent the 9aa's on Dire Charm, but it seems to have diminishing value. Was very valuable in PoP zones, occassionaly in GoD, and infrequently in OoW zones like Nobles or Wall of Slaughter (ok never in NC and WoS).

I may be one of a small group of enchanters who's never been entirely comfortable with our Charm spells... too many times, I grab a charm pet, and before the fight is over, have to head for the hills with my previously charmed mob, and his new best buddy chasing me...

I prefer the security of a lesser, Dire Charm pet over the variable of a regularly charmed one.
RE: Charm
# Mar 16 2005 at 11:23 PM Rating: Decent
I think the last thing that most chanters would want is to have charm nerfed in every other zone just to fix it in omens, I like the idea of raising the level cap on dire charm and maybe tossing in a few mobs that are at that level into oow zones.

I love charming, its the only reason i play a enchanter.... vxed is one of my favorite zones, for good reason.

I guess ill just wait and see what happens to our charms and decide weather or not to renew my everquest subscription after that.
Warriors and any other endurance using class...
# Mar 16 2005 at 12:04 PM Rating: Decent
Maybe it is just me but when you're MTing on a raid and you're taunting and using disciplines all over the place to maintain that little bit of agro your endurance runs out very quickly. I, as well as many others I have talked to, would most appreciate it if you could add a regen to it similar to hp regen or maybe a "melee meditate" to make it regen like caster mana. Second suggestion is maybe an enchanter spell that gives you improved endurance regen like VoQ or Clairvoyance. I'm not understanding the solo changes you're trying to make. At lvl 65-70 most warriors (decently equipped) have 9000-13000 hp buffed fully. That still doesn't help us when a mob is unslowed and wailing on us quadding for 550-900 every 2 seconds. So yeah a healing spell would work however we would be using it more than meleeing at higher levels. Maybe you could introduce more weapons with a slowing spell or something. Just my thoughts for you.
RE: Warriors and any other endurance using class...
# Mar 16 2005 at 3:13 PM Rating: Default
theres a reason why your endurance or mana drains, its so youre not the Main tank all the time. Its so the other tanks can tank and one doesnt hog it all. As there is a heal chain, you have a tank line.

Think of it this way... Imagine one healer healing all the tanks as efficiently (agro=heals at a very small mana cost) as you tank all mobs. Its not balanced, some would think they need to increase the endurance cost so the other tanks can get in on the action
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RE: Warriors and any other endurance using class...
# Mar 18 2005 at 12:05 PM Rating: Decent
Consider smaller non-raiding guilds that only have ONE tank, now what??
RE: Warriors and any other endurance using class...
# Mar 16 2005 at 1:13 PM Rating: Decent
The Endurance regen rate does need some help. Perhaps changing Acumen from Stamina regen (now made worthless) to Endurance regen would work, as well as changing the other Stamina regen spells to work for endurance, even if the rate is lowered some. I know that if I get into a long fight where I need to use Aura of Runes and Defense or Stonewall and Incite by the end of the fight I'm out of Endurance and need to "med" longer then the cleric that was chain casting CH on me. At level 69 I have close to 6K Endurance, I'm not sure how this stacks up to other warrior's End but unless I'm in the hot tub in the Guild Hall, after a long battle or a death it takes me longer to regen End to full then it does Health.

Tempting Fait, Level 69 Barbarian Warrior
Flame of Virtue, Tarew Marr
Rogues?
# Mar 16 2005 at 11:52 AM Rating: Default
Once again SOE just sweeps us under the rug.
Everyone complaining about what they do or dont get go back and look at the rogue.
IF we give a ton of "OF THANK YOU SOE" feedback for a high level discipline they will make if a line that starts at lower levels BIG WHOOP!
And we get a quiver! OOOOOHHHH I shudder with anticipation.
Thanks SOE but keep your pacifiers I out grew them years ago.
Want to improve the Rogue, Make us more useful in groups, Make us solo better, well here is a good idea. MAKE US ROGUES
Take the SoS AA and make it a discipline that is availible to toons in say the 40's + with duration and reuse dropping as you advance.
Give us back our Backstab damage you nerfed!
Increase Dodge Skill caps for us!
Or just give us some of those Nifty disciplines you had for us on Test that you decided to never go live with because it would make us better in groups AND solo.
My upper 50's Rogue is rather twinked got a ton of OOW gear thats augmented and some ornate gear as well, My AC is most often as good as anymelee class other than Wars and I usually beat the War on Attack rateing. and Only wars beat my HP. BUT a SHAMAN of the same level as I am can take a hit FAR better than me? Whats up with that?
We NEED Damage Mitigation especially at higher levels One backstab and we get agro and evade gets ignored by High level Mobs.

Again Thanks SOE for ignoring us, Just delete the class Bards can disarm your traps and open your locks.

Disgruntled Swashbuckler
Progression?
# Mar 16 2005 at 11:43 AM Rating: Default
17 posts
I have played almost every class atleast to the mid 30's with my main in her mid 60's. Near as I can tell you are all after the heavily armored, high dps, singing druid that can pickpocket, canni for mana, and fd in emergeny that Treefriend mentioned. The self only mana regen buff for shamans Vinterind mentioned is called canni on my server and almost no shamans use it. It's very annoying to have a shaman say "LoM" and they're sitting there at 100% life saying they need to med. Over all the main problem I see is noone actually takes the time to learn how to play the class anymore. "Why do I need to know how to play such-and-such a class when I can just pl one to lvl 70 and twink it out the wazoo?" Almost everything I have seen in the past year that has been called progression in my opinion removes the game farther and farther from what made Everquest. One example that stands out in my mind is what is the point of suspend minion if your pet isn't gonna vanish under any circumstance except death? Why not just give us all Lay of Hands that's recast time is 4 seconds? I mean com'on people. Does a monk really need to cast snare?? The point in having seperate classes is to have SEPERATE classes, each good at what they do and NOT able to to fill the role of the other classes that make grouping nessacery. If you want to have a character that can do EVERYthing, play Morrowind! As a beastlord I don't expect to quad kite. As a druid I don't expect to cast virtue. Why should the warrior tank for a group if he can just go solo? Did anyone notice druids don't have a heal over time? Maybe that's because a druid is a BACKUP healer and only main healer in a pinch. Druids are a DPS class. Main point being, there's already to much "One class doing it all" and "I don't need to know how to play the class I'm playing because I know how to play such-and-such other class" going on to find a decent partner half the time... let alone an actual group. A mage/knight? we already have a cleric/knight and a necro/knight.. what the heck, let's go all out! How bout a Beastlord/Knight that can snare and summon thier own pet gear?
. o O ("Faction..? what's that?")

I miss fishing from boats.
For that matter I miss boats. :(

Paladin
# Mar 16 2005 at 11:34 AM Rating: Default
Quote:SOLO: Unless you are a truly Uber Paladin -- you simply can't realistically solo. Casters can take yellows and even reds solo -- over and over and over

When are you paladins gunna learn that paladins are not a dps class. We were never inteded to be and never will be. We are tanks and nothing more. I see alot of ppl complaining that knight classes are getting to strong and warriors are being left in the dark. Well all i got to say to that is B.S. I am in an ele guild and i will tell you right now warriors by far are the best tank classes. With the new mods that they did to taunt i can land 3 stuns back to back and 2 unfailed taunts and a warrior comes up and hit's his taunt button and boom warrior has agro. Secondly we paly's and Sk's need these disc's that are coming out i have both of my new don disc's and they have saved me more times then not, and my healers lifes, on raids. This is what paly's and Sk's are for. Off tanks trash tanks or so forth. So if you make a Paly War or an Sk dun expect to be soloing cause they are not made for it.

Chiozan LifeHolder
Level 70 Palidan
Proud memeber of <Legion Of Valor>
RE: Paladin
# Mar 16 2005 at 12:36 PM Rating: Good
"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 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. "


Does bad aggro REALLY make paladins more desireable in groups?
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RE: Paladin
# Mar 16 2005 at 1:25 PM Rating: Default
yes.

who wants to invite a tank that cant keep agro off casters
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Aggro spells for a lvl 70 player after patch
# Mar 16 2005 at 12:59 PM Rating: Good

9 Flash of Light
49 Thunder of Karana
51 Flame of Light
66 Force of Piety
68 Serene Command
70 Ancient Force of Jeron


My guess is that the fast cast lvl 70 stun Force of Piety will stay #1 aggro spell, but I guess pally tanks have to learn to stay in melee range for FoL...
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Oops
# Mar 16 2005 at 11:30 AM Rating: Decent
Sorry...Wrong Item...but anyone in game knows what I'm talking about...SoE just sticks certain classes together and leaves it that way. They should take the time to make gear usable to classes who will all benefit from it.
Solo Play Concern
# Mar 16 2005 at 11:29 AM Rating: Decent
I can see the potential for the proposal at para 1b under solo play to cause a change in play balance. This change would have to be an On/Off toggle solely controlled by whether or not avatar was grouped. If the 3 warrior types had the defensive ability quoted as an example there would be no need of DPS types in a group. think about it...increased damage and defensive ability with decreased aggro generation...plus the hp, ac and endurance benefits that warriors have? Who would waste one of their group slots on the traditional DPS classes. Good Idea but must be only available while soloing and not player activated
Upgrades/
# Mar 16 2005 at 11:21 AM Rating: Decent
I only run 1 character currently which is a druid (67th lvl currently) and the reason I chose that class was purely for it's balanced abilities. We can heal decently enough and with the AA's even better. We can solo...unless the mobs summon...and even then with enough skills put into it, can manage kind of....
Our damage output with the right gear/skills/AA's is balanced and we can port. Personally I don't even bother with charming since I hit lvl 60. It's useless DC was worth it for a few lvls then got old...because of the lack of zones to use it. Same with Charming animals in general there are too few zones with any animals in it and alot of the zones..IE LDoN's for example the animals in there WE can't even charm anymore. I do think the 3 different modes of play is a great idea. Don't even get me started on the lvl 50ish pet...what a complete waste of time, you might as well get rid of it entirely. Paladins I hear ya...with all the benefits the ShadowKnights and Warriors have they have become almost useless...Monks the same... What I really would like to see is a little bit of thought put into the gear/class usage. DRU/MNK/BST line...for example..and I know this is an old piece of gear..from Luclin but it states my point..


What use is this to a Monk....ManaRegen5 ????

There should be alot more class specific gear instead of just adding effects like.....
Singing..Instruments..which is purely an example of alot of the newer items I've seen...what good is singing to a Rogue...Warrior....Berserker ???
Or can they sing now ???

Anyway enough of my babbling let someone else post
Charm could use some work
# Mar 16 2005 at 10:53 AM Rating: Good
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Ever since EQ first launched the Charm line of spells have been a problem. Problem being, it’s inconvenient to Charm a mob that might break Charm at any time. Because of that, very few people try to Charm anything until they can Dire Charm it. And even then, only on 46 and below monsters.

Perhaps putting a visible timer on the duration of Charmed mobs would be nice! Much the same way you can hold down CTRL and see the time life on your buffs.
RE: Charm could use some work
# Mar 16 2005 at 11:27 AM Rating: Decent
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Best suggestion ever... even if the charm is only going to last a short time, it would be a billion times better to know how much time I have to come up with a plan.

I also think 3 ticks should be a bare minimum on how long mezz lasts... 18 seconds isn't too much to ask... while a charm that lasts all of half a second draws so much aggro that it really becomes dangerous to use in a group setting.

And why is there no 'Uncharm' button? Using invis is a way around it, but the mob sees through invis and attacks you anyway... so there's no reason to NOT make it a bit easier and just give us a "Brake Charm" button on the pet window.
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Pain Lord Darknyss Grimscale
92 Iksar Crusader of the Greenmist
RE: Charm could use some work
# Mar 16 2005 at 11:47 AM Rating: Decent
The problem with a charm timer would be that you would just keep casting the charm until you got a decent length on it. Maybe it would work if there was some sort recast limit on the charm which prevented it being cast on the same mob until the charm naturally ran out, as opposed to being broken deliberately.

I do like the break charm idea though. I'd like to use my ninth slot for something other than invis thank you very much.


Edited, Wed Mar 16 11:48:59 2005
Warrior LMAO
# Mar 16 2005 at 10:45 AM Rating: Decent
Okay, Make the Pally's and Sk's better at becoming the Main Tank. C-Ya Warrior :P I have a level 59 warrior and have a lot of trouble finding a group.....why, most have come to prefer a Pally or SK already. The added spells that these classes can do are equivalent if not better than most of the warrior skills. Our skills last a total of 45 seconds to 3 minutes (whooopdeeedooo). Worst part is, most of them can only be used once every 15 - 25 minutes ;( Compare that to how fast a pally or sk can chain cast on a mob and then continue tanking. Our only main ability is we can take a lot of damage (providing we have a healer) and we can hold aggro fairly well. Make the Pally's and Sk's better tanks and bye bye warriors ;( I enjoy playing my warrior. NO, I cannot heal myself or cast spells, but I can get up close and personal with a mob and beat the living crud out of it while I try my best to keep it off the people who are dealing the real damage and providing my heals.

As for soloing, I agree, warriors suck at it at higher levels. If we can kill a mob that cons DB to us without being buffed to the hilt, we then have to sit on our own butts and regenerate HP for a good 10 to 20 minutes ;( Unfortunately, killing about 5 mobs an hour is crappy xp and really slow on getting items you are seeking for skilling up skillcrafts without having to roll on everything. The only thing I ask of Sony for warriors are these:

1. Don't make us obsolete by making Pally's and SK's better tanks.
2. Give us the ability to Regenerate slightly faster for soloing (or make our bind wound ability more productive).
3. Remember that this game was suppose to be based on AD&D. Each class has its abilities and drawbacks. Keep it that way. What's the point in choosing any specific class if they all have pretty much the same abilities or can fill the same gaps in a group.

Keep the Warrior alive and useful SONY, don't give us an even harder time finding a group that has an actual use for us, other then just filling a vacant slot.
re:monks
# Mar 16 2005 at 10:07 AM Rating: Decent
I play a sk and the monk is the better puller--the high end pet cannot be used to pet pull(to high level) thanks to Sony. However, giving every class the ability to pull has screwed the sk and monk to no end. With PoP my sk was often asked to pull or tank, now pulling invites are rare which means he cannot hope to tank or even exp in RSS. Sony's intent was to make players able to group without having to have a true puller to break camps. Now, they are milk-toasting the game down to be like WoW. Their intent was so 5 peeps didn't have to wait 30min= to get a puller--just like giving druids healing abilities. Yea, I feel your pain pulling brother...
re:monks
# Mar 16 2005 at 10:07 AM Rating: Decent
I play a sk and the monk is the better puller--the high end pet cannot be used to pet pull(to high level) thanks to Sony. However, giving every class the ability to pull has screwed the sk and monk to no end. With PoP my sk was often asked to pull or tank, now pulling invites are rare which means he cannot hope to tank or even exp in RSS. Sony's intent was to make players able to group without having to have a true puller to break camps. Now, they are milk-toasting the game down to be like WoW. Their intent was so 5 peeps didn't have to wait 30min= to get a puller--just like giving druids healing abilities. Yea, I feel your pain pulling brother...
Monks
# Mar 16 2005 at 9:44 AM Rating: Default
Wow, totally ignoring their overall capabilities AND PURPOSE, Sony decides to just undo something they broke for monks...

What about a group role? What about Feign Death? Why is it that in a group, pet classes (SK) are better pullers? Clerics can pacify a room and single pull a mob better than a monk can avoid damage. I'd like to know to what purpose Sony thinks monks fill in a group?

RE: Monks
# Mar 16 2005 at 12:38 PM Rating: Decent
Give me a break. Clerics can not pacy Crap Cause pacy is Nerfed soooo bad.

Placate is a worthless spell. I tried to use it and it does not last long enough or it get resisted and they all come at once.

I rember the good old days like 2 years ago when CLR could actually pull. Well sure as hell not any more. Thanks Sony for a worthless spell.

Wake of Tranquility on Pfffttt. Try playing a CLR and using it and you will know what I mean.
RE: Monks
# Mar 16 2005 at 12:37 PM Rating: Decent
Give me a break. Clerics can not pacy Crap Cause pacy is Nerfed soooo bad.

Placate is a worthless spell. I tried to use it and it does not last long enough or it get resisted and they all come at once.

I rember the good old days like 2 years ago when CLR could actually pull. Well sure as hell not any more. Thanks Sony for a worthless spell.

Wake of Tranquility on Pfffttt. Try playing a CLR and using it and you will know what I mean.
Knight Class
# Mar 16 2005 at 9:40 AM Rating: Excellent
This new idea reflects EXACTLY what Sony feels about the knight class- nothing. As usual, everyone else gets all sorts of abilities yet the knight classes get nothing. For the non-raiding knight the hp gear is hardly any different than what casters can buy or quest for-- 120hp rings, etc. Yet 5 out of 6 slots in group can sit on their asses-- no one asks them their mana pool or aas while the MT has to try to handle 1400quads in RSS or being chained chaos-clawed in MPG (ain't no aas to combat --150 lowest save). So as usual, the spoiled and lazy classes that can get a group in 10min to fill a slot get more while the tanks get nothing.
RE: Knight Class
# Mar 16 2005 at 10:34 AM Rating: Decent
Quote:
We want you to be a main tank in group situations. We believe that you are currently able to fill this role


Perhaps if the knight is from a strong guild, then yes they can fill this role. When trying to balance please keep in mind the gigantic discrepancies between a paladin from a power guild (e.g., a person who has no life and maybe no job) and a paladin with far less gear and a smaller guild (but a real life.. had to add that).

After 5 years of playing my knight, I now find it too frustrating to play. Damage in places like MPG and RS is outrageous and extremely unpleasant. I cannot mitigate damage well because my stuns were nerfed. I have 1 high level stun that pushes mobs all over the place, which is not popular with other classes such as monks and rogues. I dislike using it.

There's nothing worse than being called to a group the usual way on my server.. so-and-so tells you "HPs? AC?" Then get a reply from the cleric "sorry your HPs are too low.. I have more HPs than you."

To me, the balance issue most upsetting is the Big-Guild gear vs the Small-Guild gear. Why must we join big guilds to fully develop our characters to their potential, when those guilds expect obsessive compulsive game play that destroys people's lives? Not to mention it would be nice to play at "MY" convenience, not my guild leader's or obsessed guild-mates' convenience.



RE: Knight Class
# Mar 16 2005 at 1:17 PM Rating: Default
Your argument is valid to a point, and if you can log on 2hrs a night, and afk frequent as you much, you too can get raid drops and be at least time flagged, now more than ever it is easier with the time flag itself as an item from events that you dont have to quest/earn/spend hours on end to obtain (but rather 1hr of waiting to progress to phase 3 of Time... and if you are just a new member, prepare to have most of your gear renewed in a sickening pace).

You can hit 12khp buffed from just xp group drops and augmenting them all with hp buffs from riftseekers/mpg. Better yet, you can tag along mpg group trial events and earn 200hp gear from xp groups, these trials are 30min-1hr, depending if you can do some research, which is now literally everywhere.
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Up coming changes
# Mar 16 2005 at 9:24 AM Rating: Decent
Well I may not be as experienced in EQ as the rest of you. I only started in December 2004, I built serveral chrs, and this is what I have noticed about each one. Wizard: no heals, no pet, and really hard quests, no one wants to group with you, and if you do happen to get a group your spells hit so hard and you pull agro and die quick, this class needs sometihng to help it at low level to solo or to be more effective in a group. (a heal, a force shield, a pet).
Shadowlords: This is my most fustrating chr: all my other chrs completed there newbie armor quests right around 10th level. but my poor shadowlord is now 16 and still does not have one piece. Why you ask? because every piece of his armor requires two rare drops off a rare creature called a "restless skelleton" they only spawn at night at the ruins in Qeynos hills. 2: I have hunted them for 4 hours a day every day for 2 months and they have not dropped even one decaying bone piece of any type. I believe this quest needs to be altered, either, drop this rare component for every piece of armor, or increase the drop chance on these monsters? or maybe even have them spawn all the time instead of only at night? anything would help. My warrior, Necromancer, Ranger are fine I have seen no problems with those classes. But again I am only to 30th level with them. Now the Shamman here is a problem: Other then buffing people and throughing slows, I have no purpose, Cani is nice but in group situation is not fast enough, the cleric in the group wastes most of her mana healing me cause i have to drain down to nothing trying to keep up with the group or they have to wait for me. i feel Cani need a mod or I need a better regen or my thought is a new spell that when casts change me into a creature that regain mana quicker. The bear form help me regen quicker why not a form to gain mana faster? well that all I have. Thank for reading my post.
Sablelore
Bards
# Mar 16 2005 at 9:13 AM Rating: Default
Bards have allready been messed over by taking away our soloing ability, how about giving that back!!! And while your talking about disc. how about giving us some more I mean come on 4 disc. 2 of them are useless to a more ubar bard that has maxed resists anyway and fearless is a joke that was old long ago, I mean thanx for Puretone and dance but come on, and someone made a valid poind, melee cap, we get picked on enough in ikk3 about "I hope that this mob doesn't have to be killed by a Bard". Soloing has become something that allmost everyone will want to do from time to time, with EQ2 taking alot of ppl and WoW taking even more, not to mention all the ppl that live in much differant time zones and work at much differant times then everyone else, for the love of the gods give those kinds of ppl the ability to solo, if not for the actual charater class alone then maybe a zone that they can solo in, by means of mission tailored to that class and level.

70 Bard, E`ci
RE: Bards
# Mar 16 2005 at 11:30 AM Rating: Default
Bards can't solo? Gimme a break.....god you people are whiny. You're pissed off cuz you can't solo 10-20 mobs at a time anymore....like that was ever even close to fair. Bards can -and do- solo fine...STILL. Quit your *********
Class fuzziness
# Mar 16 2005 at 9:04 AM Rating: Decent
It seems to me that the real problem is that people want to have one character that can do it all. To me this is sad because the beauty of the game is being a master of a specialty. A character with unique skills and abilities. The game started out that way, evidently based on the classic format of D&D, but as time has passed I see a melting of this under the guise of 'progression'. As classes have progressed they have not only improved their own unique skills but have started taking on the skills of other classes. So many cry out to be able to do what everyone else can do--as noted in many of the above posts. With each of these additions the uniqueness of classes is blurred more.

What I would like to see is bigger and better abilities and skills unique to each class and that emphasize the 'persona' of that class. I want to see each class have those weaknesses and vulnerabilities that make it distinct. If this isn't considered, the only thing I can see in the future is one character. Which one? You will be able to call it by any name you want for it will be a heavily armored, high DPS singing druid that can pickpockets (ok, so I had trouble fitting the monk in but I'm sure you get the picture).

Edited, Wed Mar 16 09:14:16 2005
RE: Class fuzziness
# Mar 16 2005 at 11:37 AM Rating: Default
Amen. Good point, well presented. Boy you whiny-*** people should have been around back in the good old days, before any ****** could become high lvl easily, now you ***** and moan cuz you picked one class, but want all class abilities. There are classes in this game people, seperate unique classes, try playing a couple.

/flame off.

P.S.-"I got nerfed, now i can't exploit!!"....bite me.
Shaman
# Mar 16 2005 at 8:55 AM Rating: Decent
Shammys have a lot of buffs, heals and our SLOW - but I hardly ever have the mana to use anything else than SLOW when in a group situation. If there is a crisis (if the main healer suddenly cant do her/his job)- sure - I can throw in a heal or two. But afterwards - MED MED MED for the longest time. Not very fun, not very popular.

My suggestion is to add a new line of spells to shammys. A (self-only) buff that regenerates mana.

This spell should not be as good as the enchanter's C-line. Therefor enchanters will still be popular group-members for shammys (apart from being able control crowds). But this spell-line would be great to shammys both in solo-situations, and in groups with no enchanters available. With mana-regeneration we would function better as main healers, and be alot more fun to play.
RE: Shaman
# Mar 16 2005 at 1:01 PM Rating: Decent
As if Canni was not enough. Pfft.

I want my Cleric to have Canni too.

Shaman are already way too good.

They got a Heal Over Time that is more mana effiecient then the Clerics and they can slow and they just canni for more mana. Plus they new DoN spell that get adds sick DPS. Shamans have no room to complain. (SLOW, DOT, Debuff, Canni, Piercing, Healing, Malo, Major Buffs for about every stat.ect.........)
RE: Shaman
# Mar 16 2005 at 11:32 AM Rating: Default
I dunno what lvl shammy you play... but my shammy islvl 61 and mana when in group situations is rarely a problem. as a shammy you should be de-buffing, slowing, then backup healing. if you are constantly OOM then perhaps you are dropping too many dd's or dot's on each mob! I used to have that problem as well, it was far too easy to mem 4+ dot's & dd's and just try to out damage the entire group. But I find when i do whats expected of me, ( drop a debuff on mob so the real damage do-er wizzy / mages get their spells landed, slow the mob so the pathetic meat shield doesnt die too quickly, then backup heal should the cleric gain aggro and need a heal or a secondary player needs a heal. ) if you stick to that sort of stuff you will find that by the time the mob is at 60% health you are already sittn back on yer butt waiting for the next mob to be pulled, and regaining mana in the process. Canni at low lvl's does suck... but eventually canni will own you.
RE: Shaman
# Mar 16 2005 at 9:28 AM Rating: Decent
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kinda like the Cannibilize line of spells?

granted it costs you life, but it's far better than medding... and with a horse... wooo
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Pain Lord Darknyss Grimscale
92 Iksar Crusader of the Greenmist
RE: Shaman
# Mar 16 2005 at 11:36 AM Rating: Default
Here is a hint cast your Regen spell on yourself then cast Stoicisim then canni while on a horse or Drog. you get mana back Almost as fast as a liching Necro
WOW!
# Mar 16 2005 at 8:50 AM Rating: Decent
I got to say about time they give the wizard back manaburn. That was one nerf that was unfair and made it a useless AA.

As for Necro's and Mages we have a crappy heal our pets currently and even with appropriate AA's
recast time is insane. Reducing recast time is defianetly much needed at higher end anyhow.

Fear is coming back but my thought on this is: There is an appropriate time to use it and it has its advantages. My concern is how many rezz's will be needed <because people level so fast suck at their classes> due to them fearing a mob and training entire groups.

Now having said that I am not most skilled player on any of my classes but I do concider others. If I take a risk I make sure it is my risk and mine alone.

I hope this post makes a few people with fear line abilities really think before they use. Over all really see some great stuff coming for us.

Nabbeni Soulgiven (69 Necro)Tunare
Bikkunie Silversnow (68 Cleric)Tunare
Mystiie Silversnow (65 Wizard)Tunare
New Class
# Mar 16 2005 at 8:49 AM Rating: Decent
48 posts
Am I the only one who would like to see a mix of a Warrior and a Magician? How about Warrior/Enchanter or Warrior/Wizard? Those last two I'm not really concerned about, but I mean, they already have a Necro/Warrior (SK), so why not the other caster classes? I realize that the SK is the evil counterpart to a Paladin, but if we let the evils have paladins, then the goods can have MageKnights, or whatever. I'm sure that Sony can come up with some reasoning behind that idea.

At least my idea isn't as bad as removing the race/class restriction. *coughEQ2cough*
RE: New Class
# Mar 16 2005 at 2:43 PM Rating: Decent
How about a CLR / BST Healing + Slowing + Nuking + DoT'ing + Tash/Malo + Pet MT + Buffing ect....oh thats already here... > Shaman.

How About a CLR / MAG Healing + Big Uber Charmed DPS MT oh thats already here........ > Druid.

How about a CLR / Wiz Healing + Big Nuking DPS Mana effiecent power oh thats already here........> Druid.

Cleric get the shaft when it comes to healing besides cheal which takes way to long. especily when you consider how much of a difference Slow makes from SHM's and DPS makes from DRU's.

I would suggest Clerics get a better AC / mitigation buff.

Pal of Vie needs to be much more powerful and last for more Damage taken to make up for the class difference. I Beg Sony to make Pal of Vie buff into a 30% Melee Damage mitigation for up to 300,000 DMG taken insead of the current 10% X 20,000.

I would love this spell to actually mean something and be used more.





RE: New Class
# Mar 16 2005 at 1:35 PM Rating: Default
Hmm how about a SK/Rog
Beastlords
# Mar 16 2005 at 8:27 AM Rating: Decent
As a Beastlord, i know that we're already spiffy DPS and great backup in groups and such. Lately, i've had this nagging thought in the back of my mind: "If beastlords are 'masters of beasts' then why don't we have an animal only Dire Charm?"

I mean, we already have a hot pet, but why don't we have a whole charm line similar to Necromancer's?

Just sort of wondering about that.

Edited, Wed Mar 16 08:27:34 2005
RE: Beastlords
# Mar 16 2005 at 8:42 AM Rating: Decent
48 posts
Good question. However, you don't have a pet; You have a warder. A warder, by definition, is a guard, so your warder is there to guard you, and follows your instructions because he knows you know what is best.

Besides, if you had a charm line of spells, then Shamans (Your caster counterpart) would have to have them as well, at earlier levels, and druids, who are currently masters of the animal charm (By default. TRUST me) would have to get something new. Then, Rangers would be whining about animal charm, and enchanters would want something better as well, in addition to what they're currently getting.

So. Short answer: Because you're fine the way you are.
class re-envisioning
# Mar 16 2005 at 8:26 AM Rating: Decent
i'd sure love to see the DC cap increased .. i did not opt for it .. because many of the high level zones i can't charm anything with it .. so i opted for the AA charm 3 .. but the problem i find with this as with morells is that it lasts soooooo few seconds .. and immediately i become the focus of the mobs attention .. i'm stunned and can't get mem blur off fast enough .. so this is where i'd like to see some improvement for chanters .. and plz .. if you give us pets . don't make them so wimpy .. omg .. tho i have to say . if having a charmed mob or my pet .. with the charmed mob lasting so little time i'll take my pet . good lil daggers lol
better bards!
# Mar 16 2005 at 8:23 AM Rating: Decent
thats all we bards get? :( what about raising our melee skill caps!
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