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| The War Room Discussions of Game Balance |
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#1 |
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Slayer of Whiners
Join Date: Mar 2003
Location: Livermore, CA
Age: 36
Posts: 5,452
Rep Power: 26 ![]() |
Class Re-envisioning!
http://eqlive.station.sony.com/commu...w.jsp?id=64032
Or look at the front page here. Doesn't really seem to me that any classes were really "re-envisioned", but the changes are good for the most part I think.
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#2 |
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Veteran User
Join Date: Feb 2004
Location: Subang Jaya, Malaysia
Posts: 490
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Agreed, there's a lot of goodness here, seems like most classes will appreciate what seems to be offered.
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#3 |
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Veteran User
Join Date: Apr 2003
Age: 31
Posts: 450
Rep Power: 21 ![]() |
They're thinking about changing melee dps after they get the numbers crunched, they seemed to insinuate that might include warriors... I don't think we need a real big bump but a small increase would be nice.
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#4 |
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Veteran User
Join Date: Jan 2004
Posts: 63
Rep Power: 19 ![]() |
Pally's/Shadowknights:
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. Uh ohhh.... my favourite part is: "if you like this direction" NO THEY WILL HATE MITIGATING DAMAGE |
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#5 |
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Veteran User
Join Date: Apr 2004
Location: Canada
Posts: 265
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Personaly I think they should have slightly better stats on knight defensive, it drops after a round or 2 of a zone trash named melee.
I did a bit of math during a raid last night. I have around 8k end regen of 34 per tick it will take me 23 min to regen from 0 to full if I am not fighting and 35 min if I am not fighting (in both cases not useing my end). I think there needs to be a faster way to regen end. Gear for melee needs to have end regen on it. While looking at costs of abilitys is one way to go the better weay is to grant armor abilitys similer to caster gear. Mabey it is time to make invirgorate replace end? Makes already available spells usefull and a number of items that have or had that effect are available. Mabey a end regen over time, mabey 500-1000 regened over a mins time, would still allow you to go OOE just faster to get back up. |
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#6 |
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1-800-INC-LOTS
Join Date: Apr 2003
Location: Delaware
Age: 38
Posts: 1,628
Rep Power: 22 ![]() |
Howbout that monk change, eh?
Must make some posters here kind of pissed. ;-)
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Superchum, Mind Controller of Justice aka The Ebon Avenger, Scrapper of Justice |
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#7 |
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Cursed
Join Date: Jun 2003
Posts: 644
Rep Power: 20 ![]() |
Give Wunshie 9 end a tick.
Raise regen cap for pure melee from 45 to 150. Make sure we get appropriate gear regen to go along with it. Tripple sitting regen after 2 tick. As for soloing, compared to caster we totally suck, having to actually tank mobs who have DPS like mobs do in places like RSS means there is no way in hell we'll ever solo anywhere as good as a caster. Look at the mobs in fire at table. We need a full group to take those down, at the very least a slower, a healer and some dps to make it quick, Wizards, druids, necro can solo those all alone because the mob is snared, and can't touch them. Just think about it, a caster gets a 4hrs C3 and he's set for a good soloing sessions, how can we ever compare? To be effective we need the full set of buff, and a healer and slower to go along with us. Its basic math, either we deal a tremendous amount more of dmg then we receive to solo, or the mobs do ridiculously small dmg to us. Won't happen as it would make us overpowered in groups. Kinda sucks that this game resolves for soloing to one questionl ; does it summon? If the answer is no, then most caster can destroy the mob np, however long it takes. As a melee, we're stuck, cuz our only option is to get down and dirty with the mob, and hope our support crew can keep us alive. Unless they put 2000dps mobs immune to all form of magic, that have 1000hp, don't think warrior will solo much. Say those mobs give 13% aa exp, and it takes me 5 seconds to kill one, I survive, and have to sit down for 3.5 minutes before I can go at it again.(assuming my earlier super regen and sitting regen bonus) In a RSS group in the same time I'd get about 20% aa, so grouping is best, but soloing becomes possible. We'd need mobs that are not too tightly packed, monks would get mob that are tightly packed and need good pulling and splitting skills, berserker would suck, cuz I have no clue as to how to allow them to solo, although their disc set up is a lot better then ours, and rogues would have to come up with something, because I'm clueless as to what to do for them. some of my thoughts. |
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#8 |
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Cursed
Join Date: Jun 2003
Posts: 644
Rep Power: 20 ![]() |
Heres a sweet idea, that would be fun for raids and solo.
Give us a disc ability on the same timmer as our incite line, say 250 endurance for a "mighty blow" for 1 tick we deal 5X the usual dmg, and using this drops us -1500 on the aggro list. Would be nearly impossible to use to tank in group, and give us something really cool, and not overpowered. It could also be amazing when we raid, and want to shed aggro. No more stealing aggro because you stole it with your best dps set which also happens to be your best aggro set. Along with a reuse timmer of 30 seconds it would be under control. I'd love more disc ability we can use often, rather then only one we can use a lot. I like options. They could also make multiple type of those abilities, such as disc tome from tough places with better modifier, or more powerful attacks. For example, the basic "Mighty blow" is 250 end, last 1 tick, multiplies your dmg by 5, gives ya -1500 aggro, and a reuse timmer of 30 seconds. You could get "Devastating blow" from say MPG trials, 300 end, last 1 tick, multiplies your dmg by 6, gives ya -1800 aggro, reuse timmer of 30 seconds. And the last one from anguish being "Cataclysmic blow" 350 end, last 1 tick, multiplies dmg by 8, gives ya -2500 aggro, reuse timmer 30 seconds. thoughts? comments? |
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#9 |
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Veteran User
Join Date: Aug 2004
Posts: 16
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my only wory is how stuns are gonna be treated now
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#10 |
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one tough creme puff
Join Date: Dec 2003
Location: Oregon
Age: 31
Posts: 1,126
Rep Power: 20 ![]() |
Immune to stun? No aggro, yay! /throws augs in the trash.
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#11 |
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Veteran User
Join Date: Apr 2003
Age: 32
Posts: 334
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"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."
Sounds like an absolutely briliantly-thought-out idea. < /sarcasm> I hope they let me sell back my CS4 Aug I just bought for full credit.
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Czai Themiskyra - Human Overlady |
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#12 | |
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Slayer of Whiners
Join Date: Mar 2003
Location: Livermore, CA
Age: 36
Posts: 5,452
Rep Power: 26 ![]() |
Quote:
Not me: Pressl's Leggings of Balance AC: +41 Vadd's Legplates of Elite Combat AC: +77 The reason for the nerf is gone, so there's no reason that the nerf shouldn't be gone as well.
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Brutul Vilesilencer..........Brutul Vilesilencer
Barbarian Vanquisher.....Retired Overlord Test Server....................Tarew Marr cleric bot |
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#13 | |
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Veteran User
Join Date: Feb 2005
Posts: 10
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Quote:
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#14 |
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Veteran User
Join Date: Feb 2004
Location: Subang Jaya, Malaysia
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It probably affects spells where you don't want aggro from an immune creature. Like slow or maybe spell immunity. Would pretty much kill a paladin's tanking if they can't cast stun on non-stunnable mobs.
Would be silly if it affects all spells and procs. Given the amount of thought that has already went into the proposed changes, I do think they won't have missed this point. |
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#15 |
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Veteran User
Join Date: Jan 2004
Posts: 42
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Someone over on PoN is quoting Brenlo as saying they are going to be doing away with stun immune mobs completely as part of this change.
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