Melee Changes patched to Test

From the Patch notes on the Test patcher:
December 2, 2003 ------------------------------ ** Melee Enhancement ** The melee enhancement changes are now available for testing. This system needs as much dedicated testing time as you can find. Please regularly use the /bug and /feedback features to report what you discover. A brief explanation of the enhancement, along with some questions and answers about that system can be found in the Developer's Corner on the EQLive.com site (under the title - EverQuest Chat on November 24th at 6:00pm - 7:00pm pacific time. Melee System Enhancements!). Please read the information there before sending any feedback. Melee characters can purchase tomes to learn the new melee skills from merchants in the north-east corner of West Commons. Those same merchants can also teach the character the skill. To learn the new skills, purchase the tome, then just hand the tome back to the merchant. It won't work exactly like that when it goes Live, this is just to make getting the new skills convenient for testers. There is a new window for using these skills. You can open this window using ALT+C. This is the window you use to place your skills (and activating those skills can be done either by clicking on the icon or hitting CTRL+#). You can also create hotbuttons for the new skills. You will know when an opening is available when a symbol appears in the new window. Once the opening is available, skills that are available to use because of that opening will be enabled. You cannot stack these skills. If you have a skill effect on you and you activate another skill that affects you, it will overwrite the existing skill. This is also true for disciplines. A skill that affects the character will overwrite a discipline effect. ** Disciplines ** Disciplines have also been converted to the new system. Please use them often, especially ones that you might not normally use, and let us know what you discover. Disciplines now require the use of Endurance. If you do not have enough Endurance, you will not be able to use the discipline. Disciplines still have timers, so you will still have to wait until the discipline is available to use again, even if you do have enough Endurance to active it. Thank you for helping us test these changes.
As always, anything patched to the test server will change before it goes live. And for test players, it appears that some disciplines haven't been properly assigned in the spdat yet.

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Just my view
# Dec 14 2003 at 7:54 PM Rating: Good
Why is it a warrior has to "gain" aggro from a mob. I'm only new to the game but having worked in various trades i know a fighter doesn't gain aggro from an attacker by calling him names! Watch a good doorman in a pub in action, he forces the attention of the aggesor onto himself by physically removing the aggressor from the person being attacked no matter how big they are. Now why isn't there more skills like that available for a fighter! Instead of being the getting aggro cause he done the most damage like the game currently stands at, he gets the aggro cause the mob has no other choice! The warr/mnk is right in his face pulling, throwing and shoving him away from the casters! May be even using his block skill to deflect blows from the caster. I would personally like to see warriors taking the front line more physically stopping mobs passing, rogues silently assisting getting NO aggro but causing loads of damage and monks after pulling them there having the skills to defend the casters maybe even using pinning and strangle moves?? Or maybe we should wait till EQ2 then it'll all be sorted i bet
RE: Just my view
# Dec 18 2003 at 6:10 AM Rating: Decent
/agree
What I love is....
# Dec 14 2003 at 6:29 PM Rating: Default
All of thses people that have never played a warrior comming here and posting like they know WTF they are talking about, I played a warrior in beta 1 all the way to today, I just love the fact that a 65warrior can be LFG exp and a 60SK or 60Pally will walk in shout LFG and get pulled in, face it warriors are last on the list for EXP groups because of lack in DPS as well as problems holding argo, the only true time anyone wants a warrior is when there is a several 100khp mob to be Killed and the cleric's dont want to try healing the lesser HP tanks, i DONT 100% agree with the way EQ devolpers went with this, upping a warriors DPS so that he was viaible in groups again would have solved the taunt problem instead now I will have another F'n box to clutter up my screen and take away from the games fantsy, but when I come here to find out more about what all this is going to change I find the other classes whinning about ohh ohh ohh my P*ssy hurts and I want something too, all the other classes have had tweak after tweak given this nerfed that but in all you have gotten better and better ( except you whinny e-babys and PLed kids whom mamma and daddy leave you in front of EQ instead of being your family and spanking your spoiled A$$'s) back to the subject, like a few have said, how is a warrior susposed to get the 300+ AA's like the other classes are getting if he cant even get exp groups only raid exp?
Geffory Debear Bertoxx
RE: What I love is....
# Dec 16 2003 at 5:56 PM Rating: Default
You forgot to mention that those few times you are wanted in groups, that more than likely you are to die in front of Big_Nasty_Raid_Mob04 so that another Warrior can try to hold the agro til it has ben dropped..... I have played a warrior, and have see this many times. My main is a rogue, so I have less troble getting a group now that I am level 65. But I echo your complaints about yet another screen in front of us. I have raed in posts before " if you are having trouble getting a group, why not just solo till you get one.... FYI Warriors and Rogues are the only classes that are almost totally unable to solo for XP.... please flame me if I am wrong. I would like to see Warriors get a diferent type of Taunt skill, and an AA for a limited Summon ability.... I hope that the changes that are made will make the pure melee much happier...

Thannie 65 Rogue Fennin Ro
durn flamers
# Dec 13 2003 at 12:36 PM Rating: Good
Everquest has several different levels of play from your small family guilds to your UBER guilds. So to tell any specific person that they are wrong simply because they do not have a lvl 65 is incorrect. It just means they are on a different level of play than you are. For me I no longer look for stamina or strength, simply +hp. For someone several levels/aa below me they would want to focus on Str sta. They arent wrong, and should expect the same enjoyment from the game someone in a raiding guild would want. The ability to play their class in a normal group and be effective. As a warrior, I have several options available to me simply because I have a different caliber of gear/abilities available to me. Yes I can pull aggro off of most SK's / pallies, even in a normal exp group. But I have to have severe gear to do this. Simply put its a catch 22, if you look at it as a warrior is a raid tank. What if you arent in a raiding guild and have a warrior? That is what SoE needs to change. The ability of warriors in normal game play low end. The addition of Anger III augments with LDoN is a small start towards that (making enraging blow available to even casual players) but it does nothing for insane point blank immediate aggro. Warriors are raid tanks is simply wrong, I hear so many SK's mention their aggro buff :). Well throw Voice of thule on your warrior and use FD. I dont see clerics that only virtue themselves :) You have buffs put them where they can go. Aggro management is everyones responsibility, and simply put, I never see A chanter cast their aggro buff on themselves :). So if a warrior is around why would you throw it on yourself.
RE: durn flamers
# Dec 18 2003 at 6:18 AM Rating: Decent
I agree with your post and enjoyed it.
I'd just like to say they don't cast it on a real tank because they don't need to. They can tank the mob as well as us if not better in casual exp groups with fast dying mobs. The amount of downtime due to healers waiting on mana to heal because they spent it all on a SK with aggro over a warrior is obsolete.
#Anonymous, Posted: Dec 11 2003 at 10:24 PM, Rating: Sub-Default, (Expand Post) r0gu3 m4f14 4 l1f3 !!
really?
# Dec 11 2003 at 10:24 AM Rating: Default
I really think you people are missing the point. I think you been playing games with cheat codes too long. Lets for a minute think that the npcs are real people. Do you really think someone talking bad about my mother is going to stop me from pummelling the guy who just dropped a comet on my head? How many times in a group have we all ignored the wars beating us to pieces to kill his healer? Maybe we should give npcs taunt, and everytime they taunt our target automaticlly changes to them? Maybe give the npcs a better AI, just tell them to kill the healer at all costs? (why not, thats how we sometimes play). Npcs are stupid, and the fact that they EVER fall for taunt proves that. The little randomness in the game makes it fun, I really dont want to have 100k hp and a death touch that refreshes every 2 seconds, or even a tank that could hold aggro 100% of the time. Those things just take all the skill, and fun out of the game.

As for the melee changes? We will have to see, from what I am hearing they sound promising. I am glad that melees are getting choices to make during combat, and not just attack on and mash 3 hks every 3 seconds.

Dont keep it real, Keep it fun

Hargrin, Warrior
The larger problem
# Dec 11 2003 at 7:57 AM Rating: Decent
I have been playing a warrior in EQ since July 1999. As a warrior I know about the calling the calvery in to assist when I feel like I have the agro, but there are some mobs that I do not have the hitpoints to get banged up until I have the 5% off of the intended kill. Besides, the cleric gets more agro by healing me than I do by doing damage to it with two procing weapons. I disarm, taunt, kick constantly. Even going defensive doesn't work especially if your in a experience group. You want to chain pull and kill as fast as possible to just go grab another one to do the same thing. If a warrior can't get agro right away, the slower and healer could bite the big one. This is why I have retired my warrior. (This problem killed my wife's enchanter and cleric too many times) I have built a shadow knight and found that not only does he get taunt, but he gets a spell that increases his agro by 450 points per cast. Not to mention the buff that increases your agro by percentage as well. I can play the shadow knight and keep agro 99% of the time while others Slow, heal, snare and nuke without fear of it going over to kill the others.

So the bottom line is: Give warriors a better taunt. AE taunt has a very short duration, and is designed for multiple mobs. Give my warrior the ability to increase his hate 500 points after a successful taunt. So in essence, two taunt keys, one to get above everyone else, another one to get me way above everyone else. It works with the Shadow knight. Why can't it work with the warrior? This is all we are asking for. These other things they are giving us is just dodging the real problem. Sugar coating the current abilites of the warrior is all I see. The only real one to be used would be the agro incease. The others is just for the WoW factor.
Isn't the larger problem...
# Dec 10 2003 at 4:00 PM Rating: Default
Isn't the Larger problem I am seeing with warriors poor groups? For example, I regularly play with a War, Pally, Cleric, Chanter, Mage, and Bard(me). We have a standing rule when we group...WAIT FOR THE WARRIOR TO CALL FOR ASSIST...which is usually called after the warrior has taken about 5% off the MoB. When doing this VERY RARELY VERY RARELY does our warrior lose aggro. So mt question to all you non-warriors (because we all know you warriors are the shizzle) is why are you nuking/slowing/dotting/ or for that matter doing anything at all until your warrior asks for your help? I would imagine that just a little group discipline and patience would go a long way in helping the masters of melee do there job effectively.

Ready for the FLAME!

Roxttar Americanidol
58 Bard of Veeshan
Stormhammer
RE: Isn't the larger problem...
# Dec 13 2003 at 1:29 PM Rating: Decent
Actually, think of it this way. Yes, a group who is well disciplined may be able to hold off till the warrior builds up agro before launching attacks/spells/debuffs/slows/heals etc. Unfortunatly I find in plane groups, if you wait that long the warrior is dead. Slows and CHeals usually have to be shot off as the mob is comming often to be able to ensure that the tank doesnt die.
On top of this, in LDoN groups, speed is so essential, not only do you have to worry about the tank getting splattered in the first seconds of the fight, but now your fighting the clock itself and every second saved gives you that much more chance to win.
Ultimately, Warriors although useful are never, ever my first choice for tank. I feel bad inviting them into my groups and often overlook them because I won't let them tank for me, and a warrior just isn't a DPS machine compared to other classes.
So in closing, without help the Warriors will be going the way of the dodo. Unused and unwanted, save for large targets if even then. I look forward to these changes so that I may embrace my warrior brothers once more. =)
RE: Isn't the larger problem...
# Dec 11 2003 at 7:54 AM Rating: Default
You are so right. But I have had aggro taken from me even after taking as much as 10% off the mob. Simple reason is you never know which NUKE they will use. If the ( for an example ) amount I take off him is, say 5%, say its 600 points; BAM! I think I have enough to hold aggro! WOW this is soooo cool. Then I say OK Assist me. Ok the NUKE HAPPY NECRO or MAGE or Wizzie (gotta love 'em) lets loose one of those UBER NUKES of 1000+ points. Oh HELL! I just lost aggro and spend the next few minutes, whacking and taunting while chasing both the mob and the caster around trying to gain enough points on the mob to override the damage he did. LOL its a hoot some times. And why do casters in that situation have to run up the walls or head for the farthest zone line? Re-thinking my stand on this; IF I can open a window of opportunity that ALL can take advantage of...that means that the mob is VULNERABLE and can do nothing to protect himself at that time. SO LET LOOSE ALL THOSE UBER NUKES AT ONCE!! WOW just think of the fireworks display. I hope your RAM and Graphics cards can take it. So do ya think maybe that #1 I MT to get aggro enough for assistance then #2 casters apply their DoTs then #3 I use the new skills to #4 open the window of opportunity so #5 ALL can use those uber nukes at once. Would that make a warrior's role in a group more important? Maybe, its looking better.

Sudlaceu Snowangel
54th Season Champion
Brell Serilis server.
RE: Isn't the larger problem...
# Dec 10 2003 at 4:02 PM Rating: Default
holy cow!...my spelling was BAD...I do know english but the baby decided he didnt want to sleep last night...sorry for the poor spelling.

Roxttar
All I want for Christmas
# Dec 10 2003 at 11:59 AM Rating: Good
1. A sure way to increase STA.
2. A good way to increase STR.
3. A few more good moves to make on a npc.
4. Better Epic Weapons.
5. And my wish for you casters...a 16 slot
Spell Bar.

Merry Christmas to all!

Sudlaceu Snowangel
54th Season Champion
Brell Serilis
hmm
# Dec 10 2003 at 8:07 AM Rating: Default
I don't know if I like the sounds of this. Sounds like its going to be that much more stuff a group is going to expect out of a Warrior. All I want is a unresistable taunt. I sometimes have a horrible time with keeping agression. I have a now 55 war who does LDON alot. Soon as I pull Im pretty much taunting and bashing the whole time. Im useing 2 20 delay weapons with schw as haste, and of course whatever haste I can get cast on me.

Of course soon as slow hits the mob I gotta run up the wall (casters always think standing way up the wall helps). Then after about 2 taunts, and the caster being hit about 5 times I get its attention. But now at this point all the pets, and other melee's are up there attacking this thing and if I back up the mobs stays there to bash the pets, rogue, etc. So we end up fighting the mob on the wall.

I won't knock it much until I try it.
RE: hmm
# Dec 17 2003 at 7:23 AM Rating: Decent
as a healer in LDoN, I stand up the wall too. we have no delusions about it helping out against getting agro, but it does do 2 things:
1: floors can be trapped, walls rarely are. when a single LDoN poison dot can take off 50% of my HP, I'd rather sit on the wall where I don't have to worry about that.
2: better view of the battlefield. maybe it's our feeling of grandeur or whatever, but we like to be able to see the area and be able to target any ads that come in without 2 melees and 3 pets blocking our view.

Just thought I'd clarify a point or 2.
What I'm reading into this
# Dec 09 2003 at 1:52 PM Rating: Default
What I'm reading into this is aome good points and some bad. Good point ( think about this ) we warriors want to be useable in groups again, well this does make us useable in that we will be sought out now for the ability to cause "openings that OTHERS ( casters especially ) can take advantage of. NOT because we fight better now. If we have in my group a nuke happy Necro or wizzard and they get aggro I can now take aggro off them with a 230 taunt anytime ( without the new provoke ect.. ) but I just lose it to a hybrid class. This holding aggro? Na not really, someone WILL out damage you and you'll lose it. Warriors are by far too weak in the STR & STA catagories and do not have enough slots or items for warriors that will increase STR & STA to a useable level. I mean, what, we can only have 1 (one) Hero Bracer, there lies the problem. New skills that can be exploited by others? Thats not the answer. The answer lies in STA & STR. There is NOT enough STA and STR on the items we warriors can afford or quest to raise us to a viable level as SURVIVEABLE DAMAGE DEALERS. So far as I have seen posted, the new skills and timers only seem to hurt us. The casters will still let us die after we have dealt as much damage as we can in favor of a hybrid. In a long fight I used to get a C heal every few minutes now I'm lucky to get 1-2 and thats IF the caster has enough mana to spare, other wise THEY LET ME DIE. By the end of the fight I've helped deal a sh*t load of damage to the mob and brought him down to a manageable anount of health and am by that time less than 20% myself while the rest are in their 50+% and 60+% range. I die they Kill it I get no xp for being dead. New skills? No, a pure melee MUST have the HPs to live through a fight and the STR to hit harder causing higher damage point scores. All this does so far is seem to cause windows of exploitable opportunities for ALL Other classes to take advantage of. Now I'm gonna hear "Well if you open the window for us we can kill it faster and maybe fast enough for you to survive!" What problem has this solved? None I can see.

Sudlaceu Snowangel
54th Season Champion
Class
# Dec 09 2003 at 6:35 AM Rating: Default
Just a note to all those palladins and shadowknights out there.. These classes are called hybrid classes for a reason.. they are half warrior/half cleric or necromancer.. they should not be as good at fighting as a warrior and they should not be as adept at casting as a cleric/necro.. their gift is versatility.. so why are you trying to be better than the core classes? a warrior should maintain better agro because that is his sole job.. hybrid classes KNOW YOUR PLACE...
RE: Class
# Dec 10 2003 at 4:08 PM Rating: Decent
Well it is obvious that you must be a low level warrior then lol. Obviously you havent the clue about the SK/ pally role. Plain and simple, warrioirs or the class for raid mobs and sk/ pally are perfect for the common groups. It is not that we are trying to "be" better than the core classes, it is just that we ARE better. And as far as the sole job of a warrior, it is simply to get pounded upon repeatedly, not to hold aggro, if it was there sole job then why cant warriors outpreform sk/ pally....bc it is not their purpose thats why. Ya go ahead and start the flaming, but unless you have a lvl 65 warr/ sk/ or pally then your opinion does not matter. Any person with a warr, sk, or pally at lvl 65 will agree with me on this.

14 rogue
65 pally
RE: Class
# Dec 13 2003 at 10:27 PM Rating: Decent
To say that a person is not worthy of opinion because they do not have a 65th level whatever is just childish and bogus first off. To say it is a warriors job to get pounded on without aggro is plain stupid. How is a warrior supposed to get pounded on if he cant get the mob to attack him (hence aggro). I have a feeling that you are a Cracker Jack baby or something. When i first started playing EQ.. well before ANY expansion, warriors were needed and wanted because of thier ability to hold aggro and take a punch. It wasnt until the expansions of spells and nerfs to classes that Warriors became less and less effective. Take a look back at the patches and changes in EQ you will see for the most part they have been in favor of the EQ golden childern.. casters and hybrids while the Red headed step children of EQ.. Warriors, Rogues, and Monks have been left eating dust.

I wonder what you would say when your rogue is in his 50s and you are trying to get a group based on your skills.. will you complain then that every caster class can do your job better. And further do you even know what a Rogues job is? A rogues job and main job is to provide melee DPS.... well guess what Hybrids out do the rogue on that too.

Granted this new system is nothing more than a way for sony to get people to shut up about the problems in the game and to save the game from the innevitable.. (extinction) but at least it is something that might help in the long run that they might learn from it.

Ruggan 60th Rogue
Arjen 65th Rogue
Balistic 65th Warrior
Darcon 65th Cleric.
RE: Class
# Dec 12 2003 at 3:52 PM Rating: Decent
thats right its everyone elses job to maintain aggroe..but people dont do it. So how again is the warrior supposed to get 65 with 300+ AAs if he cant get a group hmm? Everyone has their place know it and dont be a ******.
RE: Class
# Dec 15 2003 at 9:50 AM Rating: Decent
The pally/sk classes were made for one reason only, that was to be a transition person between the death of a tank and the new tank taking over aggro. They were designed to keep the mobs off the casters. When warrior #1 dies, Pally/SK #1 gains aggro (or should be second on aggro list) and peels mob off healer/casters until Warrior #2 can get in, build aggro, and resume getting pummeled. This was their intended role, but like most games, it got away from its own vision of what it was set out to be.


Marshall Aalyyn Aledrinker
65 Warlord of Inverted Horizons
Quellious
testing
# Dec 08 2003 at 11:26 PM Rating: Default
I have done alot of testing on the test server and have a few results to let the future eq'rs knwo about.

the warriors get a second taunt. they both work at the same time. "provoke" or "bellow" wich ever they go with, works well. it has a range and is a decnet taunt with a 1 min recast time. not it wll not get you aggro right off the bat. but if used correctly it will get the mobs off casters faster. best to use not when pulling. altho it can be used for that. but to puch the button after the mob aggros someone else like a proc happy rogue or cleric. just what i foudn out with provoke

monks get several nice skills like a weak dot, rogue get a snare. and they all get extra attacks and stuns too. all great, and helpful

for getting openings i foudn out the best chance of getting openings is say after you kick/ bash/ backstab/ flyingkick/taunt ect. the mobs. you have a chance to get an opening.

all of these basises are off of the level 25 chars

donno if it changes at higher levels
re
# Dec 08 2003 at 3:35 AM Rating: Default
Ok Im reading alot ***** mone complane I have yet to try it I cant get in too test I have ? for those that have bin able to play the test

I know there doing away with sta but am I going to have a dead stat on my eqipment that I have workd and pay`d so much for or is it there just taking the sta bare and leaving the sta for trenth and such or will we get a endercne stae to replase the sta stat

I have a lv 56 warrior on bristolbane can warrior solo yes can we solo efectivly no we are not ment to and if your lv 60+ warrior complaning about cash go to Dulak and kill the grean cons at the entrens wile your looking for group you would beserprized on how much cash can bemade at that zone

I have had litle truble holding agro from a pallie tant to tant have never tryd an sk but I would like to get controll of agro faster for wen I have a happy caster in the group

this is not ment to trash eny 1 elles post


have fun yall and if your on BB server I may see you around
RE: re
# Dec 08 2003 at 4:01 AM Rating: Default
The stat. Sta, will still be there, and will still help with hp, but their are getting rid of the yellow Sta bar. The bar will now be usefull, and End will most likly be based off Sta stat.
They don't work.
# Dec 07 2003 at 12:05 PM Rating: Default
I have tested these new skills for melee on the test server and for all you warriors who thought you were going to see dramatic changes in your ability to hold aggro can forget it, they hardly have any effect at all. The skill 'provoke' from what I can tell has sweet FA effect on aggro. I think its terrible that SOE have yet again fobbed us all off for a few months while they implement a system which they say will change everything but in reality does nothing. Sort it out please!
More DPS for all ?
# Dec 07 2003 at 7:58 AM Rating: Default
This new system will now create a hole in NPC mobs that will increase everyones ability to kill the mob faster hence increasing EVERYONES dps.

Well if it increases other dps I guess warrior still will have the holding argo probelm lol...thanks sony ..guess I wont bother dusting off the warrior...oh well back to BL.
RE: More DPS for all ?
# Dec 07 2003 at 4:06 PM Rating: Good
Maybe if you learned to play a Warrior better, you wouldn't be complaining about the changes. There's plenty more ways to get aggro without DPS... in fact any type of aggro increasing proc would be better than pure DPS in most cases for holding aggro. Finally, learn how to use taunt in order to grab all the aggro of whoever might be pulling it off you, and nobody in your group should ever be hit more than once after you lose it.

Can warriors hold taunt better than any class in the game? no... but they can TAKE damage the best... Can a warrior hold taunt well? of course... you just have to learn to play better if you personally can't.
this is for everyone
# Dec 06 2003 at 9:49 PM Rating: Decent

In this case, our warrior knows that he can use one of three combat skills, each having some merit. One might stun the target, one might increase the hate generated by the warrior for a few rounds, and one might make it easier for everyone to hit the NPC.

ok sure everyone seems to think that this whole system will be so that warriors , rogues and monks can retain aggro better, but let me draw your attention to the the last part of the above paragraph.
(and one might make it easier for EVERYONE to hit the NPC.)

this new system will now create a hole in NPC mobs that will increase everyones ability to kill the mob faster hence increasing EVERYONES dps.

please dont knock this new ability until its been wieghed and measured. and either been found wanting or not wanting.
I for one am always looking forward to new ideas for a new twist to the game.(and guys and gals, come on this is free, its not like we have to pay for this so called expansion to the game, its just an improvement to the game.

as far as ldon is conserned, i wish that rangers had an Indoor harmony, which would then make bards monks and clerics angry cuz then we could do all the pulling. but we (rangers) dont have that. i also wish that palies could pacify in ldon too so that they could take on the pulling role when a bard in not available, but for a lvl 65 paly its just not posible , but they dont have that, i also wish that monks had a more usefull role in LDON , but there FD pull is just too slow because of time restraints(90 minutes).

so we all have our weaknesses and we all have our strengths, as we all should , or else we'de all play the most effective class and race for the best performance.
dont forget this game is a MULTIPLAYER game, where cooperation is essential to every successful adventure, raid, group no matter what the setting.

i must say that i dont have many post in forums but this one i think has addressed a few issues.

thanks all, see ya in game.

65 ranger
Foxbird Tuefelhund
TP server
83 AA's
#REDACTED, Posted: Dec 07 2003 at 7:57 AM, Rating: Sub-Default, (Expand Post) This new system will now create a hole in NPC mobs that will increase everyones ability to kill the mob faster hence increasing EVERYONES dps.
Why?
# Dec 06 2003 at 11:28 AM Rating: Decent
Ok so if warriors become the best at holding agro,
get alot better dps, and still are the best tanks.
What is the knights specialty? What is the knight
left with as his own special function, it used to be even tho we wernt the best tanks and have the lowest dps we at least held agro better now we will have.....nothing?
Group healers or mana tappers I guess?

Every class should have its purpose, no class should start complaining becuase x class can do this and I cant thats the whole idea is to make the classes each have strenths and weaknesses.

May se well have 1 class in eq with all the spells
and melee skills and special skills and AA
avaliable to it. Finally people would be happy then.
How to
# Dec 05 2003 at 3:53 PM Rating: Default


Edited, Fri Dec 5 15:53:46 2003
Need overall balance
# Dec 05 2003 at 12:51 PM Rating: Default
I have to point out that I think Ktok is wrong. This was not a change to take and hold agro. If it was why are monks and rogues included on it. This was a change to increase the overall dps of pure melee and to add a level of required attention to playing the classes effectively. That being said I hope they do role in all melee classes (inlcuding knights, rangers, beastlords, bards) onto this new system and give them all unique dps type skills. The shortcomings of the melee dps is faced by all classes that depend on melee not just pure melee. When compared to a wizard nuking or to charmed pets putting out 400 dps. Keep in mind monks and rogues put out the best dps out of the hybrids and melee so if they are increased and the others left unchanged it will be the hybrids complaining in a few months we need overall balance here not just three classes.
Balance = negate
# Dec 05 2003 at 7:11 AM Rating: Default
It appears that with all the new disciplines comes a hefty price tag, a nerfed stamina bar for an endurance bar(mana bar), a reuse time which has made 90% of our present disciplines useless because of the timer, spells that are nerfed so it cannot be refreshed only made a little bigger.
Sounds like they balanced it alright. For anything positive they added a negative = a quick fix to shut us up and not really address the issues of aggro (taunt working) and damage mitigation and usefullness in xp grps only on boss mobs using our defensive disc. Hey, I wonder if KEI will work on our Endurance bar, LOL. Guess I'll keep playin my Shaman and leave my tank parked cause I know what my LDoN grps want from a tank, Paci pull and dps with agro management = Pali or SK, Bards great pullers to, just need a tank with dps at camp= SK. Just my 2 cp worth ;^)
Money
# Dec 05 2003 at 1:43 AM Rating: Default
I hope with these new skills warriors are able to make money like the casters. I am a 51 ogre warrior and I am allways poor, with crapy armor and weapons. This new thing coming out will require money and probably lots to get good skills from it. Warriors that don't have other casting classes will still be gimped if the pricing is high.
Stuff
# Dec 05 2003 at 1:00 AM Rating: Default
The new skills are going to help us pure melee's so much, so tired of other poeple making mobs switch back and forth, hard on the healers
RETURN to the OLD Days
# Dec 04 2003 at 11:51 PM Rating: Decent
19 posts
I belive we all are way to twicked with all the new armor and swords and everything 100 to HP 100 to Mana +15 wis +15 Int + 15 to all SV's
These weapon where not even dreamed of when i started playing EQ. Now i see level 1 warriors with Better gear then Ever. We need to get back to what made EQ great Simply Game Play SGP.
So make the warrior The tanks agian Make Pally's and SK's the Assist. Let the Mage's and Necro stay solo masters. Plus Cleric are going to be really like for the Spell to bring the staminia bar back to full.
RE: RETURN to the OLD Days
# Dec 05 2003 at 7:49 AM Rating: Excellent
/rant on i agree soe has nerfed the game to where it has stoppped being as fun as it was 4 or 5 yeasrs ago when i began playing. they made it way to easy to play low end. and because of that you get ppl in the higher end game that cant find anything and dont know what the hell they are doing. i men they can hit a button and "find" an npc now i remember havin to search and search through entire cities to find that one npc when i started. /rant off

on anotehr note i think that this new system is in no way gonna be a permanent fix just something to take our minds off the real problem while we try and learn this system and once we do itll be just like it was before.
RE: RETURN to the OLD Days
# Dec 06 2003 at 12:34 PM Rating: Decent
Have you ever played pen and paper AD&D? If you're DM is mediocre and the players are not particularly dedicated to the game, you soon find yourself picking up +5 Vorpal Holy Avengers of Wounding and all sorts of items that will raise your stats to 25 (or even higher). THAT is what has happened to EQ. The DM (SOE) is mediocre (at best) and the players (you and me) are far less dedicated to the game (in large part due to the mediocrity of SOE storytelling). If the DM wants the players coming back, they have got to make it interesting, and in the absence of REAL ideas, they throw newer and better items at you, and they have you go hunting after gods. And THAT is what is happening here.

Eventually, you run into a dead end where all you can do is pit the players against each other because there is nothing left in the monster manual that can harm the players. And eventually the game just dies. This is fine in a single group campaign butin an MMPORG it leads to incredible game imbalance and as a general rule, the players are not nearly as good these days as they used to be because they never had to learn the basic building blocks of their class as equipment can get them from level 1 to about 50 in under a week of casual play.
Hrm
# Dec 04 2003 at 12:14 PM Rating: Default
You better hope these new skills are bomb. Ant really fun trying to get agro from a paladan with windblade oe WMGB.
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Grimy SoulReaper <Travelers Of The Light>
Inny server
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