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#1 Mar 14 2005 at 11:03 PM Rating: Decent
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.


Edited, Mon Mar 14 23:03:29 2005 by czaemon
#2 Mar 14 2005 at 11:22 PM Rating: Good
*
94 posts
"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."

jaw drops open
chin hits floor

"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."

checks calendar to see if it's April 1st today
it isn't
faints
#3 Mar 14 2005 at 11:33 PM Rating: Decent
Quote:
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.

good. there was no reason for pals to go past 55 and sks not to.

Quote:
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.

needed.

Quote:
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.

umm.. I guess good.

Quote:
[/quote]
Quote:

Pet owners will be able to click off any buffs they do not want their pet to have.

needed, since pets had limited buff space, and with the buff aas picked up a lot of worthless stuff.

Quote:
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.

the end result of this will be 75% of the content mitigating 50%, instead of 25% of the content mitigating 100%.

Quote:
You will see the healing messages for Heal Over Time spells. There will also be a filter for this new message.

I really, really, really, really, don't see the point of this.

Quote:
We will change the potion "Essence of Concealment" from invisibility to improved invisibility and make the components easier for alchemists to find.

better yet, just make cloudy potions fixed invis. or make a vendor bought fixed invis req level 60.

Quote:
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.

all good and needed fixes, retarded that they werent done sooner.

Quote:
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.

either make it a non-stackable hot, or make ti a massive hp/ac/regen buff that is canceled whenever a heal lands, sort of like spirit of cheetah, but reverse.

Quote:
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

that would instantly be used by all the non-tanking warriors at raid. although, that would probably still be a good thing (tm.)

Quote:
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.

as long as it doesn't get stupid, like when they decreased selo's speed to make fleet of foot worth buying, instead of letting it go over speed cap.

Quote:
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.

an innate resistance mod, depending on how big, could easily make bls preferred over other classes for slowing. bst has a -50 resist check slow, enchanter has 50 resist debuff and a slow.. same net effect, except the bst will get less aggro. improved heals are good, bst heals will never be great, but I've been saved tanking quarm before by hybrid heals.

[quote]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.

many raids are just absolute pet killers currently. I can't speak to the pet focus items. I would like to see beastlords get a clericish set of heals, but pet only. IE, fast 2k heal on pets, medium 5k heal, slow 10k heal.

[quote]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.[/quote]
berserkers aren't 'pretty decent' at higher levels. they suck. they have less dps than rogues, and offer less utility too.

[quote]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. [/quote]
turn undead needs some luvin' badly to be even half-worth considering using.

[quote]
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. [/quote]
I really really like this idea. I'll probably regear zatz for a bit just to see it in action. I am curious about implementation. If it's done straight up mods (IE, you get a 50% innate focus to ctrope when in heal mode,) then druids will never be 80% as effective as clerics.

to achieve 80% of cleric effectiveness requires implementing separate spell lines, only useable when you are in heal mode.

[quote]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. [/quote]
the charm changes sound good, there is a gigantic unstated effect of the manatap changes. no more necromancers mindwracking every oow mob.

[quote]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[/quote]
so, they aren't changing mages away from being vending machines, but they will be changed to especially convienent ones!

[quote]Monks

We will be reversing the AC mitigation reduction that you received during the Planes of Power era. [/quote]
sweet mother of jeebus! I'm not sure if this exactly fixes monk problems, we will still be less dps than many other classes, but I am curious about how the miti unnerf stacks up in modern content, and will have to see before I comment further.

[quote]Necromancers

We will add new spells in the Screaming Terror line to give you some more combat utility. [/quote]
I am worried about the effect this will have on enchanters. you can get c6 before you start a group, but you can't get mindwrack/lich/twitch before you start a group. if necromancers new ST is as effective when they get it as their old one was at 34, there will be more problems with enchanters.



[quote]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. [/quote]

this goes for paladins and sks: the new defensive line is weak, just weak. uncap the total damage, just make it a fixed %, and MAYBE it will be worth something.

[quote]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.[/quote]
yay. maybe rangers will have something to do with mana now. there is very obviously something wrong when there are ikkinz geared rangers with 0 ft -- that don't miss it.

[quote]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 [/quote]
give rogues the monk don disciplines. gives monks the rogue don discplines. everyone will be happier.

[quote]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. [/quote]
I love panther/leopard. just make it so it doesn't cause sks to proc shadowstep.

implement something similar to the proposed druid solution, give shamans a clicky that is a heal focus-type 50% boost, but disable slow for the duration.

[quote]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. [/quote]
oow disciplines plain suck, except for the 69 incite. cut the reuse in half, quarter the endurance use, double the duration, double the effect.

[quote]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.
[/quote]
make the changes substantial enough so my warrior doesnt outdamage a better geared wizard over time. I like manaburn being fixed, but at the same time if you are going to % cap it, cap IHT too.
#4 Mar 14 2005 at 11:34 PM Rating: Good
damnit, whoever decided to cap the # of quotes used: that was a bad idea 8(
#5 Mar 15 2005 at 4:18 AM Rating: Decent
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1,252 posts
Czae, too lazy to doublecheck on Station, if that is true. looks plausible though.

if they follow it through, I think we have something to look forward.

ideas I like most:
- the druids being able to switch from healing to offense. this might also be applicable to other classes at a later stage. very interesting...
- spell progression, so that you get spells not e.g. every 5 lvls
- healing potions
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#6 Mar 15 2005 at 4:28 AM Rating: Decent
Quote:
Czae, too lazy to doublecheck on Station, if that is true. looks plausible though.

waat? you don't trust me? 8(

it is true though, I'm too lazy to make up something that long!
#7 Mar 15 2005 at 4:33 AM Rating: Default
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Quote:
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.


It sounds like a good idea but their is 1 fatal flaw in this which I feel will hurt the druid more than it helps.

Quote:
You will be able to be in one of three states and can switch between them once every 5 minutes.


Druids aren't great at any 1 thing but were good at alot of things and our ability to change roles in a split second is what makes us so valuable.

For Example:
(currently in offensive mode since we've been grinding for awhile now)
Puller says: Inc %T
Puller says: ADD
(Switch to defense so I can back-up the cleric like a good little druid)
[Mobs are under control but are still in camp and being dealt with]
(Time to woop some a$$ and show these mobs who their messin with...........damage is nurfed for another 4 minutes /sigh)
So because I choose to help keep my group alive now that my damage is needed most of all it's cut in half?

Another Example:
(Going to solo for awhile so get ready then hit offensive)
After awhile
Soandso begins casting snare
Resisted
Soandso begins casting root
Resisted
[Druid takes a beating but manages to get the mob snared and rooted]
(Click defensive so I can heal myself)
(4 1/2 minutes before my damages spells will be back to normal. Gonna burn a full bar tryin to kill this thing)

See what I'm getting at?

It is a nice concept and could be a nice benefit but I feel it would seriously hurt a druid where they shine most. Versatility.

How about giving us a useful pet???
#8 Mar 15 2005 at 6:17 AM Rating: Excellent
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Lol. You seriously aren't complaining about the druid proposal!? Tell me you aren't...

If you want to be multi-functional in a group, you just leave yourself in the center stage and you're *exactly* as effective as you are right now.

What this does IMO is give more power to a class that is already overpowered. It's already disgusting that a class that is soooo good at soloing is also increadibly useful in groups as well.

Look at it this way. Ignore the "defensive" state. Just use the offensive and middle ones. What SOE has just done is make you that much better at soloing while keeping you just as good at grouping. And hey! If a group really really just needs you as a healer, you get that defensive state to toggle and voilla! You're a healer.

Honestly, that toggle thing, if implemented is like a wet dream for druids.


I'd also like to point out that once again pallys and SKs got a big fat goose egg. Maybe we'll get something in the reassessment of dps or something, but it doesn't look like it. You want us to be tanks of the same caliber as warriors? Don't add watered down warrior abilities. We "like the new spells"? BS. They are crap. So I get half the effectiveness of a defensive discipline for 36 seconds every 10 minutes (or until I run out of HPs, which given the mobs this would *ever* be used on is much more likely).

Broaden the Pally Stun lines to make them more effective again. That'll give us the mitigation needed in most situations. I'll never be the preferred raid tank, and still wont be no matter what defensive-lite abilities you give me (cause I accept that the warrior has to be "better", right?). Don't give me a watered down ability that's only useful against mobs that you'd never ever choose a paladin to tank over a warrior anyway. Give me my group/off tank role back and I'm happy.

For SKs I'd imagine better lifetaps and such would work fine for them as well. Extra damage and mitigation in one. Scale their procs up with new content. They really don't need to do "new" stuff here. Just extend the old stuff so it's useful in proportion to highehr content. What SoE keeps doing with these two classes is killing off the abilities they were great at and replacing them with ones to make us more like warriors, but not quite as good. This often leaves us without a role.


We'll see what ends up actually being implemented. This is only a first blush, so there's no way to be sure what actually ends up in the final cut. Not holding my breath thouugh...
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#9 Mar 15 2005 at 6:54 AM Rating: Good
Does this sound too good to be true to anyone else? That fat scares me more then anything else.

Quote:
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


... hmm a quick popping AA ability that acts like evasion but drops a ton of agro making it uselesss in groups. hhmm where have i heard that befoe...OH YEH ive been spamming that for 2 years(and I'm sure im not the only one..

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 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.

..... Werent beastlords uber enough already? Lets make Beastlords more uber and give them the abilities of a shaman and make a shaman useless .. crap ok lets make a shaman have better heals and make a druid useless .... crap lets totally redesign druids. So in essence make drastic modifications in the abilities of three classes just to make one class that was already ultra-uber even more so. Wasnt this supposed to promote group balance. If a Beast can slow as well as a shammy, have better dps and back up tank it seems to send a loud and clear message from EQ to shammies : GFY

MONKS: GRATZ, NO PLAYER HATER HERE

BERSERKERS: I DIDNT MISS ANYTHING THIS CLASS IS STILL USELESS RIGHT?




Edited, Tue Mar 15 07:53:01 2005 by dracoboars
#10 Mar 15 2005 at 7:23 AM Rating: Good
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1,907 posts
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.

This does not really thrill me, I guess it will be useful soloing, which I am not all that fond of. The resistance is high on a lot of mobs now, maybe it takes 3 slows to hit, which is way to late to make anyone happy, but the mob is slowable. And the generated agro from 1-3 slows is huge. If that is some of the agro that decreases, that will be good, but it was not mentioned specifically.

The mob comes, I cast slow, or malo, then slow, but I have to watch one of the chat boxes to see if one or both landed, but if they didn't then I can heal better, goodie, except I still have to cast slow. So slow finally lands and my healing ability is now down.

One of the things I really want is a way to see if the spell landed without reading. Perhaps someone can give me hints how they do this. And I want more spell gems!!
#11 Mar 15 2005 at 7:46 AM Rating: Good
As a Paladin, I'm downright scared..

If my stuns are resisted, they now generate no agro? Goodbye to the enchanter or Cleric who had to pull using pacification because the paladin line of pacify stops at lvl 55 mobs..

Our DON mitigation line? Worthless.
#12 Mar 15 2005 at 8:40 AM Rating: Decent
Quote:
If my stuns are resisted, they now generate no agro? Goodbye to the enchanter or Cleric who had to pull using pacification because the paladin line of pacify stops at lvl 55 mobs..

the enchanter who casts pacification doesn't have to be the person who pulls...

beastlords aren't as overpowered as they have a repuatation for being, and in an average group setting that won't boost their power at all, it will just make them viable slowers in places with stupid resist rates.
#13 Mar 15 2005 at 9:52 AM Rating: Good
Your right.. the enchanter or cleric doesn't have to be the one that actually pulls the mob, but that's really not the point..

Point is: Why give paladins the ability, so they learn how to use it, learn to rely on it, and then cease that ability at higher lvls, while continuing to give it to traditional non-pulling classes..

At the higher end, Paladins lack group utility.. You can try to say they don't but when is the last time you "actively" searched for a paladin to tank WoS, MPG, or RSS mobs. Sure they're doable.. if the paladin is about 3-4 lvls higher then what would normally be required of a warrior.

If they expanded the pacification line to paladins, then we could assume the role of puller again, and thus be a benefit to groups.
#14 Mar 15 2005 at 10:25 AM Rating: Decent
27 posts
This is a good start and as stated is a start towards the final goal. My only hesitation is for the classes that will be getting new spells are they going to be impossible to get for most players
#15 Mar 15 2005 at 10:34 AM Rating: Decent
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.


Whoopie.About ******* time.

/em Rumages for his Fear spells.
#16 Mar 15 2005 at 10:48 AM Rating: Good
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615 posts
I think they are already making Pallys and SKs too much like warriors. Now it looks like they want to even more.

Pallys, SKs, and Warriors already all make good MTs in groups. While Warriors can inherently handle more damage over time with melee mitigation and defensive skills, Pallys and SKs get spells and various forms of heals to fend of mobs and take care of themselves.

Give too many defensive abilities to Pallys and SKs and that makes warriors pretty much just dual-wielding Pallys without spells.
#17 Mar 15 2005 at 11:03 AM Rating: Decent
Quote:
I think they are already making Pallys and SKs too much like warriors. Now it looks like they want to even more.

Pallys, SKs, and Warriors already all make good MTs in groups. While Warriors can inherently handle more damage over time with melee mitigation and defensive skills, Pallys and SKs get spells and various forms of heals to fend of mobs and take care of themselves.

Give too many defensive abilities to Pallys and SKs and that makes warriors pretty much just dual-wielding Pallys without spell

they aren't talking about giving them better defensive abilities. they are scaling down the spells, so they get a lesser version at 55.

besides.

have you looked at the defensive spells they get?

they are WORTHLESS
#18 Mar 15 2005 at 11:16 AM Rating: Good
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615 posts
Quote:
they are scaling down the spells, so they get a lesser version at 55.

Ohhhh. I saw the part about the "full line" of spells and thought they were ramping it up. Giving them access to level-appropriate versions of the DoN spell would make sense.
#19 Mar 15 2005 at 11:19 AM Rating: Default
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20,643 posts
Just to make a quick clarification...

Quote:
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.

The Mark lines have been in place for quite some time. They're referring to Ward of Vengeance and Retribution.
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#20 Mar 15 2005 at 11:25 AM Rating: Good
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3,128 posts
Quote:
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


Well these changes are nearly useless to us rogues.

Assassin Feint gives rogues the ability at level 69 (-50 poison roll) to mez a mob for 6 secs once every 30 mins or so. The question is Why? Why would your primary dps be wasting his valuable dps time, targetting and mezzing a mob for 6 seconds?
I can not figure out where except in really rare circumstances that this would be a useful ability. It might help you get a running start from a mob that you did not want aggro from or when group wipes, but rogue escape ability is much better for this, and if the mob summmons as does 90% of the stuff that a level 69 toon would run from, then it will not help. There are few situations I can imagine in a group or raid where this would be useful, but maybe someone can figure one out.


Rogue throwing ability is a joke and most if not nearly all rogues use a bow and arrows at higher end, and only then rarely, as you can't backstab while range attacking. In fact the only time I have ever used throwing is solely to train my throwing ability in the vain hope that someday it might prove useful. I do more damage with a bow if I am in a very rare range attack only group (grouping with pet tanking casters for example) and I can fire a bow from much further away and the ammo only uses ammo slot instead of ammo and range slot like trhowing.
#21 Mar 15 2005 at 11:29 AM Rating: Decent
the changes are useless to rogues, but rogues dont need any changes.

#1 melee dps, and with corpsedragging/sos they have utility.
#22 Mar 15 2005 at 11:34 AM Rating: Default
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czaemon wrote:
the changes are useless to rogues, but rogues dont need any changes.

#1 melee dps, and with corpsedragging/sos they have utility.

But...but they can't solo!! OMFG We need to make every class able to solo in a group-oriented game!! Smiley: bah
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#23 Mar 15 2005 at 11:46 AM Rating: Default
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187 posts
Quote:
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.

I really really like this idea. I'll probably regear zatz for a bit just to see it in action. I am curious about implementation. If it's done straight up mods (IE, you get a 50% innate focus to ctrope when in heal mode,) then druids will never be 80% as effective as clerics.

to achieve 80% of cleric effectiveness requires implementing separate spell lines, only useable when you are in heal mode.


This isn't bad at all. I can use defensive when I am main healer. I can use offensive in groups where there is a cleric and I dont need to heal much. In very difficult zones or raids I can use normal. This is very good for me and adds to my versatility which is the main thing druids offer groups. The 5 min down time on the ability is not a big deal to me.
#24 Mar 15 2005 at 11:52 AM Rating: Good
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TheGreatSieg wrote:
This isn't bad at all. I can use defensive when I am main healer. I can use offensive in groups where there is a cleric and I dont need to heal much. In very difficult zones or raids I can use normal. This is very good for me and adds to my versatility which is the main thing druids offer groups. The 5 min down time on the ability is not a big deal to me.

You don't see the problem inherent in making a class, that is already exceptionally versatile and useful, even moreso? It's like being able to morph from a druid to a wizard to a cleric.

Of course druids are going to love it.
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#25 Mar 15 2005 at 11:57 AM Rating: Decent
Quote:
You don't see the problem inherent in making a class, that is already exceptionally versatile and useful, even moreso? It's like being able to morph from a druid to a wizard to a cleric.

Of course druids are going to love it.

it's not like being able to transform in to a wizard or a cleric.

its a 25% healing boost, supposedly, with a 50% nuking penalty. 25% healing boost isn't going to make a druid operate with even 60% the efficiency of a cleric.

its a 25% nuking boost, supposedly, with a 50% healing penalty.
25% nuking boost is not going to make a druid look like a wizard, by any standard.
#26 Mar 15 2005 at 12:33 PM Rating: Good
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Ranger :

In the mid to high 50's, I do not use offensive spells except when in trouble. Normal use of spells is root with trueshot, panic animal (in Natimbi), and all the buffs I can get my rangers weak hands on. When in trouble, I root the multiple pulls, then hit the several mobs with Droons of Doom and all the other weak DOTS, and pound on one. The healing is a joke, and only works on yourself when you are running chloroplast and additional HP regen from tribute or gear.

For solo endeavors : Give the Ranger a solo only PET!!! And as I said before, I will never, ever, leave this game. Really. And while we are at it, let him ride it! Improve the damage shield - double it. Improve the 1HS weapons - let them hit as hard as the Pally's and SK : mabey only the main hand. And make the buffs last longer! Yes - I am already using the ceramic shield to extend them, and am rebuffing every other mob.

For group endeavors : Improve the healing, drastically. Give the group an ability from the Ranger they do not have - such as Inate Cammo; when ever the ranger uses it, the entire group is instantly cloaked. Probably find an AA from each character type, and extend to the group. This would help all character classes get into groups more.

Bottom line to me is making the game - our characters - more enjoyable. I believe the directors of this game are beginning to move in that direction.

Journey far and fare well!
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