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#1 Oct 24 2013 at 8:00 AM Rating: Good
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I would love to see in the future maybe more classes being made into mercs. Say a SK or Necro or Druid. A druid snare and dot the hell out of mobs plus a little back up healing. You know he can port around if needed, buffs too. Other classes would be sweet, I dont know if they have given any thought to it, maybe they have and found it to be extremly difficult to pull off. Dont get wrong i enjoy the mercs that are out there but maybe in the future they may be able to expand the classes to be a little more diverse. I would love to team up my SK with a druid merc.(as i have a druid and sk on the same acct and wish i had one on my other acct to 2 box )
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#2 Oct 24 2013 at 10:46 AM Rating: Decent
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They kind of did that with Eq2. I think there are Warden and Paladin mercs on there. They do a little DPS but also help out with heals abit. I don't think we will ever see porting mercs though. As powerful as snare is I kinda doubt they would do that either.
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#3 Oct 24 2013 at 11:04 AM Rating: Excellent
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I haven't experienced EQ2 so maybe that game proves me wrong but my guess would be that anything more complicated than "Tank", "Heal" or "Kill" invites too many AI problems and chances for the merc to do something stupid. DPS mercs really fill any DoT role anyway -- they all help make the mob dead faster via damage. A shaman merc might be interesting -- mainly a buff/debuff machine, casting slows & other debuffs on the mobs as well as some DoTs then buffing party members in the between times.
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#4 Oct 24 2013 at 11:11 AM Rating: Excellent
lol I can see the complints now
my enchanter mec keeps stuning the wrong mob and wiping us
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#5 Oct 24 2013 at 2:29 PM Rating: Decent
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I think it's also a balance issue. I don't know about EQ2, but in EQ having more than very basic roles for the mercs could cause problems. Obviously crowd control is right out, but even being able to balance healing and dots/debuffs becomes problematic. How much of each is balanced? Let's face it, if I could get a merc that has sufficient healing to keep me and my party alive, any damage it can do is a huge bonus. The balance for a merc that heals you is that it doesn't do anything else. Having it do damage and/or debuff and/or snare? Probably too powerful. And if you gimped its healing to the point that it wouldn't be overpowered, people would complain that its healing was useless.

Probably better to keep the roles simple and make them very good at just that one thing.
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#6 Oct 24 2013 at 3:23 PM Rating: Good
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They could give the tank merc a short-duration melee ability that snares the mob being tanked at low health and possibly not create a nightmare.
#7 Oct 24 2013 at 4:29 PM Rating: Excellent
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gbaji wrote:
The balance for a merc that heals you is that it doesn't do anything else.

Aside from buffs and rezzes?
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#8 Oct 25 2013 at 5:29 AM Rating: Good
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Jophiel wrote:
gbaji wrote:
The balance for a merc that heals you is that it doesn't do anything else.

Aside from buffs and rezzes?

The cleric buffs and rezzes are great :)
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Rukkuss 71 Iksar SK 1.5 Epic
Mokkas 70 Halfling Druid 1.0 Epic
Turfidor 70 Barbarian Shaman 1.0 Epic
Simplid 71 chanter
Trembledon 72 ranger
Rumblesx 70 monk
Bertoxx server
#9 Oct 25 2013 at 6:10 AM Rating: Good
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The problem would be development of AI for the more "challenging" classes. Enchanters would be particularly difficult but same for druids and shamans because these 3 classes are so multi-talented.

I mean, just look at the behavior of MOBS from these classes. Shaman mobs will keep trying to ROOT my tank, like my tank is going to run away from them. LOL. Most enchanter mobs almost never charm, except for some high-level boss types. I play a druid and I'd have to say every druid mob I've fought is inferior in skill to a level 1 player druid. LOL. If you look closely at what merc clerics, warriors, wizards and rogues actually DO in combat, they only take advantage of a tiny subset of the spells and abilities of those classes. It's sufficient to make merc versions of these classes barely adequate (especially against the option of NOT having them at all) but would hardly work with more sophisticated classes.
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#10 Oct 25 2013 at 6:10 AM Rating: Good
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Bah dupe post.

Edited, Oct 25th 2013 8:10am by Sippin
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#11 Oct 25 2013 at 6:44 AM Rating: Excellent
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Sippin wrote:
Most enchanter mobs almost never charm, except for some high-level boss types.

The best is AI rules about mezzes and how mobs/pets won't go after mezzed targets. So you pull a mob, he mezzes you and then just wanders off because he lost his aggro.
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#12 Oct 25 2013 at 7:31 AM Rating: Decent
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Jophiel wrote:
Sippin wrote:
Most enchanter mobs almost never charm, except for some high-level boss types.

The best is AI rules about mezzes and how mobs/pets won't go after mezzed targets. So you pull a mob, he mezzes you and then just wanders off because he lost his aggro.


Smiley: lol Smiley: laugh Smiley: lol Smiley: laugh Smiley: lol Smiley: laugh ....Love this!!!
#13 Oct 25 2013 at 8:25 AM Rating: Good
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There's a named bear in the "new" Valley of King Xorbb who charms. I know cuz sometimes when I kite masses of bears I pick him up "accidentally." Usually I can screen nameds out of a kite by snaring the ones I want and then fading to get rid of the named. But this bozo, named Frothtooth, CHARMS ("Empowered Rabies.") You're right, though, it's more of an annoyance than a threat. He charms me and I end up spending a few minutes following him around helplessly. I watch the charm icon count down, finger poised over my evac button, and, wouldn't you know it, the dumb bear RE-charms me! LOL. Eventually charm breaks, he's distracted by needing to take a you-know-what or something and doesn't recharm instantly and I'm able to get off an instant evac,

He's never killed me even once. Like I said, just an annoyance and waste of my kiting time!` ;)



Edited, Oct 25th 2013 10:28am by Sippin
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#14 Oct 25 2013 at 8:52 AM Rating: Good
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Sippin wrote:
The problem would be development of AI for the more "challenging" classes. Enchanters would be particularly difficult but same for druids and shamans because these 3 classes are so multi-talented.

I mean, just look at the behavior of MOBS from these classes. Shaman mobs will keep trying to ROOT my tank, like my tank is going to run away from them. LOL. Most enchanter mobs almost never charm, except for some high-level boss types. I play a druid and I'd have to say every druid mob I've fought is inferior in skill to a level 1 player druid. LOL. If you look closely at what merc clerics, warriors, wizards and rogues actually DO in combat, they only take advantage of a tiny subset of the spells and abilities of those classes. It's sufficient to make merc versions of these classes barely adequate (especially against the option of NOT having them at all) but would hardly work with more sophisticated classes.



Yep i follow you completely i suppose it was just a pipe dream :)
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EQ acct
Rukkuss 71 Iksar SK 1.5 Epic
Mokkas 70 Halfling Druid 1.0 Epic
Turfidor 70 Barbarian Shaman 1.0 Epic
Simplid 71 chanter
Trembledon 72 ranger
Rumblesx 70 monk
Bertoxx server
#15 Oct 25 2013 at 3:38 PM Rating: Good
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Jophiel wrote:
gbaji wrote:
The balance for a merc that heals you is that it doesn't do anything else.

Aside from buffs and rezzes?


Yeah. Aside from that, Smartypants.

The healer merc does a bunch of really nice defensive/buff stuff, but will not do anything offensive at all to an opponent. That's what I was getting at. The dps mercs do the exact opposite. They only do offensive stuff, but never do defensive stuff. The tank merc is the only really balanced one, both doing and taking damage (I suppose they all take damage, but this is the only merc that can be set to intentionally take it instead of you).

I can just see how giving mercs more utility effects (debuffs specifically) could be really hard to balance. Don't get me wrong, I'd *love* for them to offer those options. As a paladin, the choice for merc becomes problematic already. Having a choice of a merc that would debuff/dot/snare opponents would be amazingly useful compared to current choices. I just think that would be too useful and possibly too powerful for certain combinations.
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#16 Oct 25 2013 at 3:49 PM Rating: Good
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Today's "impossible to implement and balance, add to the old code, etc." is tomorrow's expansion feature.

They've resisted giving snare as a AA to players for years.

Won't be surprised in the least if it goes onto Merc AA list 2.0 for the next expac.
#17 Oct 29 2013 at 4:31 PM Rating: Decent
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be nice to have two mercs at once for sure.
#18 Oct 30 2013 at 5:30 AM Rating: Good
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cjguy wrote:
be nice to have two mercs at once for sure.


I dont think will ever even come close to happening. I think they only made mercs because population was low and people couldnt find groups.
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EQ acct
Rukkuss 71 Iksar SK 1.5 Epic
Mokkas 70 Halfling Druid 1.0 Epic
Turfidor 70 Barbarian Shaman 1.0 Epic
Simplid 71 chanter
Trembledon 72 ranger
Rumblesx 70 monk
Bertoxx server
#19 Oct 30 2013 at 6:37 AM Rating: Good
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Even better, THREE mercs. The holy trinity: cleric, warrior and mezzer (bard or enchanter.) Then you can summon your 3 mercs, and maybe also a pet if class-available and sit back and level without any effort. Only change the name of the game from EverQUEST to EverCAREBEAR. And change the animation for PCs to those stoner cartoon faces: with the goofy grins and the huge staring wide cross-eyes.

Smiley: yikes Smiley: yikes Smiley: yikes



Edited, Oct 30th 2013 8:39am by Sippin
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#20 Oct 30 2013 at 9:10 AM Rating: Excellent
They already have a game like this....it's called WoW Smiley: slySmiley: laughSmiley: sly
#21 Oct 30 2013 at 9:15 AM Rating: Excellent
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Every time either of my mages pop a merc out, I assume the merc and my pet are conspiring about how to best lose my dead weight and strike out on their own.
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#22 Oct 30 2013 at 9:19 AM Rating: Excellent
Jophiel wrote:
Every time either of my mages pop a merc out, I assume the merc and my pet are conspiring about how to best lose my dead weight and strike out on their own.


Yeah, mine too :/
#23 Oct 30 2013 at 9:59 AM Rating: Excellent
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Wordaen, Keeper of the Banstick wrote:
They already have a game like this....it's called WoW Smiley: slySmiley: laughSmiley: sly


I wouldn't really argue with that comment!

The irony is that now that they've simplified and "care-beared" EQ to death, the only real challenge left is to learn and master all the tools available in the game. And this is inevitable in a game of such age and complexity, with so many "avenues" followed by the devs over the years, some of them leading to dead ends. Even entire lines of spells and AA's have been left abandoned leaving newer players wondering what their purpose was and if they're even worth obtaining anymore.

Sites like allakhazam provide considerable amounts of useful info but not all. Interestingly, even these days new sites pop up to provide players with specialized info. Proving the game still has a lot of life left in it because to my mind player-generated content is proof of that fact.

Frankly, I think the fact that there are still "mysteries" in EQ is part of the game's attraction. I don't ever want to "win" EQ like players "win" a first-person shooter game by completing all the levels in 48 hours of round-the-clock play. Not for moi.

Edited, Oct 30th 2013 12:00pm by Sippin
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Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#24 Oct 30 2013 at 10:15 AM Rating: Excellent
Very true. Even after being back for 6 months, I am still finding so much to relearn and so much "new" content (AAs, spells, aggro radius and the like) that every day is a new adventure for me and not just "well, I'll grind out 3 bubs of XP today". Now I really have to get back into my mindset of "if I pull this, there's a really good chance I'm gonna get my *** kicked when this mob calls ALL his buddies from everywhere to roflstomp me" instead of just pew pew pew loot rinse repeat.
#25 Oct 30 2013 at 3:13 PM Rating: Good
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The real challenge is living on the moon, lunar mutant style!

Or pulling a Banner or Shisu (but that can be lonely).

I'm thinking they'll introduce secondary pet option (so a pet for a warrior, a pet-sidekick for a necro, etc.) through the marketplace before allowing a second merc. This way they can keep it in between the current weak pets (SK, chanter) and the strong (mage) for power. This would be a useful tool, tons would buy it, but not as giving in as allowing a single character to run 2 mercs.
#26 Oct 31 2013 at 6:11 AM Rating: Good
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Jophiel wrote:

The best is AI rules about mezzes and how mobs/pets won't go after mezzed targets. So you pull a mob, he mezzes you and then just wanders off because he lost his aggro.


AH HA! That explains it! I think, at any rate. Was running a LDoN solo on Tuesday night and got a mess of mobs on a pull -- still a bit rusty on aggro range -- of the 5 mobs, 1 was definitely a healer of some sort, the other I couldn't really tell. All of sudden I'm not swinging, my pet isn't swinging, and nothing's hitting me, though, I can spin in a circle but can't move f/b/l/r. It was like that scene in the second Matrix after Neo does his Superman thing after the fight with all the Smiths; all the mobs are just sorta standing around looking at each other, looking at me, back at each other, and then start to wander off. Before the last 3 wander off, BAM! I'm back in action mode.

Made a messy pull much easier to work. I figured it was a glitch in the Matri...erm... LDoN glitch.

Edited, Oct 31st 2013 8:14am by nekokirei
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