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DMN
10-06-2019, 10:00 PM
Or did they?

Necros had regular charm spells in vanilla. Not just the undead versions.

Nuggie
10-06-2019, 11:18 PM
I do not recall regular charm spells for necro's at blue launch. If you have any proof such a thing existed in classic era you have a few weeks to present and get nilbog to implement. The clock is ticking.

feniin
10-06-2019, 11:23 PM
Necros have a Mez. I don't recall them ever having a regular charm.

feniin
10-06-2019, 11:33 PM
Until December 1, 1999 Screaming Terror was an indoor only fear
Screaming Terror (Necromancer) has changed. It is no longer a "Run Away" Fear spell - instead the targeted creature will cower in terror until it takes damage (similar to the Enchanter's Mesmerize spell). The Environment limit (Dungeons only) has been removed.

DMN
10-06-2019, 11:41 PM
Not sure what ST has to do with anything. Screaming terror originally was a fear with 100% memory wipe. Necros had the enchanter charm line back in vanilla for awhile.

feniin
10-06-2019, 11:58 PM
Not that I could see in any patch notes from release through the end of the year.

loramin
10-07-2019, 01:04 AM
Are you maybe thinking of Shaman?

DMN
10-07-2019, 01:15 AM
Hrm. You know I don't remember if they had their own spell line, they just used the enchanter charm line, or their undead charm line was affecting non-undead mobs, but necros certainly could charm non-undead in vanilla for a period of time.

Bardp1999
10-07-2019, 01:36 AM
Their undead charm would effect non-undead is what you are remembering. This has been covered before but I am definitely not looking it up. I wouldn't count on it working classically

DMN
10-07-2019, 01:41 AM
Bug Fixes Listed as Enhancements
Rather than leaving this list a true Enhancement vs. Nerf list, weve modified it to consist of Changes to the game and their effect on gameplay from the players perspective. The main reason behind this is that many bug fixes that have been done have been called nerfs if they result in the player no longer being able to do something they once were able to do. A good example of this is when high level pets (39+) were weakened. This change was made because the original data entered into the system was entered incorrectly. It was in every sense a bug, but when fixed, it was deemed a nerf.
Item and NPC Changes
New items come into the game and old items are taken out. Some items might come out to make room for a new one, while others might come out due to a balance issue associated with it. Weve learned that its not right to change existing items in a negative manner. Some of you might remember Lustrous Russet Armor, and how we made the mistake of changing the class restrictions on that existing item. These particular items were always meant to be Warrior only, however it was wrong for us to take it away from those who had it. Another example would be the change to the weight reduction on the Box of Abukar. Even though the weight reduction on this box was a bug, it was wrong for us to change an item that people already had.
Even though we try very hard not to change existing items, sometimes its necessary due to a large imbalance. One example would be the stat increases made to the Armor of Ro, and another would be the problem with the Treant Fists that contained unlimited charges of Complete Heal. But this is a rare occurrence. Our preference when changing these items is to replace them with a new item of a different name. That way everyone who worked for the old item does not lose anything due to the change.
NPCs are much like items in that they change constantly. They are routinely added and removed from the world, their stats are adjusted, and their loot pool changes.
In both cases, we typically will not be announcing it. Norrath is a world where people are meant to figure things out on their own. Just because Bob the Paladin was level 20 and dropped the Holy Sword of Reverence yesterday in East Commons doesnt mean that he wont be level 40 and drop the Shield of Holy Protection tomorrow in Lesser Faydark. Ive seen people ask, How do we know that the loot/the NPC has changed?, and Im forced to ask, How did you know what it was in the first place?.
In the list below, we noted the removals of Rubicite, the Manastone, and the Box of AbuKar. In the future, it will really be atypical for these types of things to be announced in advance.
"Change X is listed as a plus, its obviously a minus
There will no doubt be some disagreement as to the effect of a particular change on gameplay in general. For instance, Im looking at the list now, and I see Boil Blood replaced with Dooming Darkness listed as a minus under the Shadowknight class. I personally disagree greatly with this especially considering the recent upgrades to Dooming Darkness.
Of course this disagreement is inevitable. Its nearly impossible to get a group of 150,000+ people to agree unanimously with a change. Perhaps the closest thing weve seen as far as a change in the game would be the addition of Clarity, though I imagine some people think this spell should have been added to more classes.
Missing Changes
There is actually a number of changes that are noted in the thread that did not end up in this list. Many of them just didnt occur, or didnt occur during release. For instance, Ive seen several comments in regards to Corpse Bomb and Umbral Messenger being removed from the game. These were both taken out during beta. Some of the other things, such as Meditation speed reduced are just plain false. The effect of meditation and the amount of time that it takes to regenerate mana has been changed or enhanced a few times, but in no direction but up. I imagine what may have happened is that some people may have gotten some new gear and forgot to take that into account. When my necromancer puts on his +INT gear, hes got to meditate nearly 2 bubbles before being at full mana again.
This is not to say I didnt genuinely miss a change or two while compiling the list. It is very possible that I may have missed some, and will add them as I become aware of them.
Plans for the Future
One of my first goals here at Verant is to increase the amount of information provided to the public as part of the patch message. Its not just the patch message either, its all communications that come from us. In the near future, I plan on bringing a list of goals to the public, goals that we here at Verant will strive to reach. No one here will try to tell you that there is no room for improvement in our communications. If the level of our communications were perfect, I certainly wouldnt have been brought on.
But these changes will not happen overnight, and for those of you are willing to hang in there with us we are very appreciative, and we sincerely apologize to those weve missed.
Thank you,
Gordon Wrinn
Internet Relations Manager
Verant Interactive, Inc.
------
Changes List
GENERAL EFFECTS
+ Cancel Magic can no longer be used offensivly versus PCs on non-PvP servers.
- Run-speed buffs are now all OD only.
- Levitation changed so that it may not be refreshed while active.
WORLD CHANGES
+ Kithicor updated. Zone is now used for something other than "passing through".
- Kithicor updated. Some people are having a hard time with the new difficulty level of the zone.
+ Temple of Solusek Ro Added
+ Newbies aren't dying constantly any longer due to missing guards.
+ Many problems with the boats have been fixed
+ Added second boat to Freeport/Butcher route.
- PoF difficulty upgraded
+ Populated Plane of Fear
+ Populated Plane of Hate
+ Populated Kedge Keep
+ Populated and added Temple of Solusek Ro
UI, GRAPHICS, AND GAMEPLAY
+ Added /follow command
+ Added adjustable clipping plane
+ Added /yell command
+ Added /friends list
+ Added ability to rearrange spells in spellbook
+ Added additional chat filters
+ Invisibility spells and illusions now warn before wearing off.
+ Group aggregate damage computation added to combat kill stealing.
+ Made /random visible to group
+ HALVED experience loss death penalty
+ New emotes and animations
+ New graphics for weapons
+ Increased range for evac and teleport spells
+ Added second boat between Freeport and Butcherblock
- Ressurection time limit placed
+ LORE items added
- LORE items added
+ NODROP items added
- NODROP items added
+ Allowed NODROP items to be placed in the bank.
+ Purchasable weightless box added
NPC CHANGES
- NPC run speeds generally increased in dungeons
- Certain NPCs require you to be in melee range for spells to do damage
- Upgraded NPC AI such that if an NPC is stuck it can teleport around obstacle
- Some creatures have the ability to summon those they are mad at.
TRADE SKILLS (NON-CLASS SPECIFIC)
- Pottery made less profitable
+ Added items to Smithing
+ Added items to Tailoring
+ Added items to Brewing
+ Added items to Jewelry
+ Added items to Tinkering
+ Recipe books added for Tinkering
- Capped Jewelry skill at 200
GENERAL QUEST CHANGES
+ Increased treasure and experience gain rewards for many older quests
+ Increased frequency and complexity of dynamic quests and events
DROP CHANGES
- Rubicite Drop Removed
- Manastone Drop Removed
- Journeyman's Boots Drop Removed
- Box of Abu'Kar Drop Removed
+ Hundreds of items have been added since release.
+ Dramatically increased frequency of the drop of research components
PVP SPECIFIC CHANGES
+ Damage caused by spells cast upon you was reduced in PvP.
- Damage caused by spells cast by you was reduced in PvP.
+ Fear and Charm can no longer be cast upon you in PvP.
- Fear and Charm can no longer be cast by you in PvP.
+ Your melee slots may no longer be looted in PvP.
- You may no longer loot the melee slots of others in PvP.
+ You now have a chance to break root after being hit by an offensive spell in PvP.
- Your root now has a percent chance to be broken when casting an offensive spell on your target in PvP.
- Introduced bug that disallows use of the Cancel Magic series in an offensive manner.
+ Your pet may no longer be charmed by a PC in PvP.
- You may no longer charm pets in PvP.
+ Pets do less damage to you in PvP
- Your pet does less damage in PvP
+ Disarm changed to place your weapon in your backpack, instead of on the ground in PvP.
WIZARDS
+ Added additional means by which to obtain Ice Comet
+ Added more high level spells (e.g. Rend)
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced AoE Spells to let Wizard effect more creatures
+ Added Plane Travel Spells
+ Enhanced Specific Wizard Stun Spells
+ Added AoE slow monster spell (c.f. Bonds of Force)
+ Ice comet recast time reduced
RANGERS
+ Introduction of better average armor that is easier than most to get
+ Critical Bow hits
+ Many new quests requiring a tracker to find outdoor spawn
+ Made Ebony Blade group friendly
+ More variety of items obtained via the Forage skill
+ Increased defensive skill caps (parry, dodge)
+ Added innate resistance to fire and cold
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Added additional Ranger Spells
+ Changed Some Spell Casting Skills to allow easier Skilling (c.f. Dance of the Fireflies)
- Eyes of the Cat changed from Ultravision to Infravision
DRUIDS
+ Many new quests requiring a tracker to find outdoor spawn
+ Increased druid's tracking ability
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Made it such that you can see meditating (levels 35+)
+ Enhanced Some Druid Anti-Movement Spells (c.f. Ensnare,Grasping roots, etc)
+ Lowered the Casting Level of Some Druid Teleport Spells
- Mana cost of Succor spells increased to bring them in line with the Evac series.
+ Harmony fixed
+ Ice added
- Wolf form made outdoors only.
- Reduced faction effect for wolf form.
- Added "root" component to Treeform
PALADINS
+ Added Archery
+ Added innate resistance to disease
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Increased stats of Armor of Ro items
SHADOWKNIGHTS
+ Spell changes (added lifetap)
- Spell changes (removed Mend Bones and Reclaim energy to make room for Lifetap series)
+ Made Harm Touch less resistible
+ Added innate resistance to poison and disease
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Feign Death: Changed to be more effective for creatures under 32
- Feign Death: Is slightly less effective (once experienced) for creatures over 32
+ Changes to Pet Appearances
- LifeTaps made resistable
- Replaced Boil Blood with Dooming Darkness
+ Dooming Darkness's slowing effect increased.
- Replaced Banshee Aura with Shieldskin
CLERICS
+ Added more Class Specific Quests
+ Added more Class Specific Items
- Resurrect Changes (Players come back sick)
+ Reduced the Casting Time of Some Spells (c.f. Word of Healing/Health, Ward Series)
- Damage on Retribution reduced
MONKS
+ Feign Death: Changed to be more effective for creatures under 32
- Feign Death: Is slightly less effective (once experienced) for creatures over 32
+ Added new tailored Monk-only armor.
+ Added items that boost stats, etc.
+ Added innate resistance to fire
+ Added more Class Specific Quests
+ Added more Class Specific Items
NECROS
- Fixed bug that caused lifetap spells to be unresistable
+ Some Lifetap Spells Made more mana efficient
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Necromancer Pet Buff Spells Strengthened
+ Added Special Items to let Necromancers Summon Stronger Pets
+ Lots of New Spells (c.f. Screaming Terror, Pact of Shadow,Vampiric Curse, Bond of Death, Summon Corpse, etc.)
+ Enhanced Call of Bones Series
+ Enhanced Screaming Terror
- Added a Recast Time to Pact of Shadow
+ Added New Looks to Necromancer Pets
- Removed Charm Series
+ Reduced the Casting Time of Some Necromancer Spells
+ Made Research Easier & Fixed Broken Research
+ Added Quests to let Necromancers Quest (instead of Research) their pets
+ Enhanced Effectiveness of Some Spells (Shadow Vortex, Surge of Enfeeblement, Ignite Bones, Dead Man Floating, etc.)
+ Feign Death: Changed to be more effective for creatures under 32
- Feign Death: Is slightly less effective (once experienced) for creatures over 32
+ Slowing component of upgrades to the "Darkness" series increased greatly.
+ Dooming Darkness and above changed to override Snare
+ Slowing component removed from Ignite Bones
+ Appearance changed for higher level pets
+ Levitation component added to Dead Man Floating
MAGICIANS
+ New summon item spells
+ Better midlevel pets (they cast spells now)
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Magician Pet Buff Spells Strengthened
+ Added Special Items to let Magicians Summon Stronger Pets
+ Made Magician Research Easier especially for their pets
+ Enhanced AoE Spells to let Magicians effect more creatures
+ Reduced Mana Cost of Damage Shields
+ Reduced Casting Time of Ward Series
+ Made the Malise Series Stack Better
+ Made the Burnout Series Better
- Some magician summoned items are now LORE ITEMS
+ All items made LORE received additional spell effects.
BARDS
+ Added stat and other bonuses to instruments
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Added Addition Effects to Some Bard Songs
+ Added New Bard Songs
+ Added Ability for Bards to Punch 'Magic Only' Creatures
+ Increased the Power of Some Bard Songs (c.f. Chant Series,Fifils, etc.)
- Accelerando no longer breaks root
- Hard speed cap slowed Accelerando slightly for bards with best drum.
- Selo's Consonant Chain will no longer root a MOB if the MOB has SoW
- Song of the Sirens' duration reduced. Charm capped for higher level MOBs
+ Can now use weapons that proc while singing
+ Bard's teleport song made to work for party, instead of bard only.
WARRIORS
+ Added critical melee hits
+ Later increased chance of critical hits
+ More Hit Points
+ Innate Magical Resistance
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Added Berserking
ROGUES
+ Added Poison skill
+ Thrown Weapon Critical Hits
+ Minimum Backstab Damage Implemented
+ Minimum Backstab Damage Later Upped
+ Hide/Sneak Enhanced
+ Added innate resistance to poison
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Improvements to Poison Skill
- Magic items cannot be gotten via pickpocket.
- Pickpocket does not work on creatures over a certain level
+ Dual wield level requirement reduced.
+ Double attack level requirement reduced.
- Disarm versus NPCs changed to disallow use on creatures carrying magic weapons.
ENCHANTERS
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Made Tishan stack better and removed recasting time
+ Increased Durations of All Illusions
- Made Illusion Wolf OD Only
+ Added Mana Enchant Spells to Allow Item Enchantment (replaced "Enchantment of " series)
+ Made Enchanter Pets Look Different
+ Enhanced Certain Spells (curse of the simple mind, etc.)
+ Added More Effects to High Level Illusion Spells
- Whirl till you hurl's duration was reduced
- Made large creatures immune to stun damage.
- Removed last two spells in the "Alliance" Series
+ Added Clarity and Insight
+ Made low-level DD spells partially resistable (used to be all-or-nothing)
+ Added regen component to Illusion: Tree
- Mana sieve changed from a DOT to an instant effect
- Blanket of Forgetfulness. Removed hanging effect.
+ Rune and Augment series are now stackable
+ Casting time reduced for Dazzle and Entrance
+ Duration increased for Sentinel.
+ Removed recast time on many Enchanter spells.
SHAMAN
+ Added Shrink Spell
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Made Malise stack better and removed recasting time
- Removed Charm Spell
+ Increased the Duration of Buffs
GENERAL MELEE
+ Purchasable Potions added, giving more versatility to melee classes and adding a money sink to the game to help the economy
GENERAL CASTERS
+ Spells take less mana when fizzled
+ Mana usage cap on fizzles was added.
+ Spell Scrolls changes so that they are no longer LORE ITEMs
+ Made it such that you can see meditating (levels 35+)
+ Implemented Specialization
- High level pets (39+) have been weakened
+ Pet pathing improved
+ Corrected Bug that let monsters attack you from far distances through your pet
+ Added /pet Taunt and /pet No Taunt
+ Doubled range at which pets respond to commands.
- DOTs changed negatively, making Kiting less efficient
+ DoT changed positively to enhance group play (Shorter duration / Higher damage per tick)
+ DoTs Made Stronger
+ Made Certain Spells Harder to Resist (e.g. Invoke Fear)
+ Made Research Easier
- HP buffs are no longer allowed on pets with under 20 hitpoints
LARGE RACES
+ May now slam magic creatures when having magic shoulders equipped.

Dolalin
10-07-2019, 01:46 AM
Necromancers had the charm (anything) line at launch. It was nerfed in one of the summer patches.


NECROS
- Fixed bug that caused lifetap spells to be unresistable
+ Some Lifetap Spells Made more mana efficient
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Necromancer Pet Buff Spells Strengthened
+ Added Special Items to let Necromancers Summon Stronger Pets
+ Lots of New Spells (c.f. Screaming Terror, Pact of Shadow,Vampiric Curse, Bond of Death, Summon Corpse, etc.)
+ Enhanced Call of Bones Series
+ Enhanced Screaming Terror
- Added a Recast Time to Pact of Shadow
+ Added New Looks to Necromancer Pets
- Removed Charm Series
+ Reduced the Casting Time of Some Necromancer Spells
+ Made Research Easier & Fixed Broken Research
+ Added Quests to let Necromancers Quest (instead of Research) their pets
+ Enhanced Effectiveness of Some Spells (Shadow Vortex, Surge of Enfeeblement, Ignite Bones, Dead Man Floating, etc.)
+ Feign Death: Changed to be more effective for creatures under 32
- Feign Death: Is slightly less effective (once experienced) for creatures over 32
+ Slowing component of upgrades to the "Darkness" series increased greatly.
+ Dooming Darkness and above changed to override Snare
+ Slowing component removed from Ignite Bones
+ Appearance changed for higher level pets
+ Levitation component added to Dead Man Floating

astuce999
10-07-2019, 07:02 AM
BARDS
+ Added stat and other bonuses to instruments
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Added Addition Effects to Some Bard Songs
+ Added New Bard Songs
+ Added Ability for Bards to Punch 'Magic Only' Creatures
+ Increased the Power of Some Bard Songs
- Accelerando no longer breaks root
- Hard speed cap slowed Accelerando slightly for bards with best drum.
- Selo's Consonant Chain will no longer root a MOB if the MOB has SoW
- Song of the Sirens' duration reduced. Charm capped for higher level MOBs
+ Can now use weapons that proc while singing
+ Bard's teleport song made to work for party, instead of bard only.

I had been looking for evidence that Selo's overwrote root, lvl 27 charm had a variable up to a minute duration with no cap, and Chains used to effectively root certain mobs for a long time, and it was all in the same post.

too late to implement?

Astuce

mmoDust
10-07-2019, 01:06 PM
In addition to the notes I was hoping it was not removed from my spellbook and behold Charm along with some other Unknown Spell still in my necromancers spell book who was created 3/24/99. This is on my necro on live right now on Tunare who was on E'ci at launch.

https://i.imgur.com/UL2urF8.png

Glasken
10-07-2019, 03:10 PM
In addition to the notes I was hoping it was not removed from my spellbook and behold Charm along with some other Unknown Spell still in my necromancers spell book who was created 3/24/99. This is on my necro on live right now on Tunare who was on E'ci at launch.

https://i.imgur.com/UL2urF8.png


This is a very interesting find, thank you for providing the screenshot!

I am amazed at the number of classes that had charm from the start, among other spells.

Xanzinder
10-07-2019, 06:08 PM
Ummm... in those patch notes did it say Clarity was added?!? Was this not in at launch? No breeze until Kunark and no Clarity until we catch up to this patch???

Glasken
10-07-2019, 10:19 PM
Right you are! No mana regen for enchanters!

Natewest1987
10-08-2019, 01:56 AM
In addition to the notes I was hoping it was not removed from my spellbook and behold Charm along with some other Unknown Spell still in my necromancers spell book who was created 3/24/99. This is on my necro on live right now on Tunare who was on E'ci at launch.

https://i.imgur.com/UL2urF8.png

That is insanely cool that you still have this chat after 20 years!

Jadian
10-08-2019, 02:35 AM
- Added "root" component to Treeform


Quoted the important part.

FREE THE TREE PEOPLE FROM THEIR ROOTED SHACKLES.

DMN
10-08-2019, 03:35 AM
Ummm... in those patch notes did it say Clarity was added?!? Was this not in at launch? No breeze until Kunark and no Clarity until we catch up to this patch???

Clarity was added extremely early. For sure in the first month if not the first week.

A lot of people complained about lack of mana regen in the open beta and verant hastily added a Frankenstein clarity spell that was blatantly ripped off from bards mana song. They also improved meditation a bit at the same time.

soronil
10-08-2019, 09:11 AM
Clarity was added extremely early. For sure in the first month if not the first week.

A lot of people complained about lack of mana regen in the open beta and verant hastily added a Frankenstein clarity spell that was blatantly ripped off from bards mana song. They also improved meditation a bit at the same time.

So... what is with the long list of notes you listed...

Some of that stuff is temple of solusek ro patch, some of it happened much earlier? So this isn't a single set of patch notes... Where did it come from?

Jimjam
10-08-2019, 09:16 AM
In addition to the notes I was hoping it was not removed from my spellbook and behold Charm along with some other Unknown Spell still in my necromancers spell book who was created 3/24/99. This is on my necro on live right now on Tunare who was on E'ci at launch.

https://i.imgur.com/UL2urF8.png

Well, if this is going to be done strictly classic, i think i'm going to have to get a human necromancer up to high enough level to scribe charm before it gets nerfed :eek:

Its amazing the nerf didn't retroactively remove the spell from your book!!

DMN
10-08-2019, 09:24 AM
So... what is with the long list of notes you listed...

Some of that stuff is temple of solusek ro patch, some of it happened much earlier? So this isn't a single set of patch notes... Where did it come from?

It's a general overview of the various changes in the first year or so of the "vanilla" timeline. It also gives you a good idea of just how many things verant would leave out of patch notes if you cross referenced it with all the official patch texts. It came from the main verant customer relations guy back in the day.

mmoDust
10-08-2019, 12:50 PM
Well, if this is going to be done strictly classic, i think i'm going to have to get a human necromancer up to high enough level to scribe charm before it gets nerfed :eek:

Its amazing the nerf didn't retroactively remove the spell from your book!!

That was my thought as well but it's still there along with some other Unknown Spell I can't identify (I havent played live EQ in years so the icon changes are foreign to me).

It doesn't let me memorize it (too high level as you can see) and if I click on it I do get the option to Delete it from my spellbook.

Dolalin
10-08-2019, 01:00 PM
I found classic spell lists with these spells and the level they were gotten at. Filed a bug thread on them.

https://www.project1999.com/forums/showthread.php?p=2978949#post2978949

Sillyturtle
10-09-2019, 05:01 AM
I found classic spell lists with these spells and the level they were gotten at. Filed a bug thread on them.

https://www.project1999.com/forums/showthread.php?p=2978949#post2978949

An awesome thread. I may just play necro now if they implement this as it should be even with the no pet window

Embries
10-09-2019, 10:48 AM
I def remember reading about it in the Prima guide, using it for 2 weeks and then wondering what happened. In retrospect it would of been absurdly OP.

Erati
10-09-2019, 01:09 PM
NPCs that charm are somewhat rare in Everquest but if necro/shaman npcs could do this which are literally littered in every dungeon as the most common 'casters' - yikes.

I dont think they removed it due to player OPness but more so dungeons being impossible. Charming a player at these noob levels basically wipes a group every time. You start nuking your own groupmates mana free and cant use your voice to apologize :(

DMN
10-09-2019, 01:20 PM
NPCs that charm are somewhat rare in Everquest but if necro/shaman npcs could do this which are literally littered in every dungeon as the most common 'casters' - yikes.

I dont think they removed it due to player OPness but more so dungeons being impossible. Charming a player at these noob levels basically wipes a group every time. You start nuking your own groupmates mana free and cant use your voice to apologize :(

It was even worse than you imagine. There were some serious bugs with charming:

1. Sometimes when you were charmed, and then became uncharmed, you would lose the ability to cast any spells. You would have to camp out completely and relog in to restore your ability.

2.Sometimes the "charming" MOB's pet would still be able to attack you while you were charmed and you'd just watch as you were whittled down to zero health by their pet while under charm.

3. This was a doozy. If a player was charmed, the charming NPc would then target the nearest player in a GIGANTIC radius and aggro them. Like a huge radius, like from the rathe mountains gypsy to the lake zone in-- where I first discovered this "bug". Not only would they target players from far away but they would attack players they should not even by aggressive to. Like the gypsy in rathe mountains isn't KOs to anyone but if you got charmed she would still attack the nearest player to her.

Dolalin
10-09-2019, 01:25 PM
3. This was a doozy. If a player was charmed, the charming NPc would then target the nearest player in a GIGANTIC radius and aggro them. Lie halfway across rathe mountains and shit, where I first discovered this "bug". Not only would they target players from far away but they would attack players they should not even by aggressive to. Like the gypsy in rathe mountains isn't KOs to anyone but if you got charmed she would still attack the nearest player to her.


Came across complaints like this on the newsgroups. Someone aggros the Shaman guildmaster in Halas, they charm the aggro player, then the guildmaster aggros on people just standing around buying spells in the guild hall, lol.

Important to remember these bugs wouldn't exist on P99, but holy fuck early live was a buggy place. :D

zodias
10-09-2019, 05:20 PM
I remember hunting mino axes and the named in the cave would charm you through walls. Newbs had no idea what was going on. I do believe that npc was a necro. Meldrath or something.

DMN
10-10-2019, 05:15 AM
To people looking at things with "blue-tinted glasses":

1. The top 44-49 pets were significantly stronger for both necros and mages than they are on blue.
2. Necros could not haste their charms but could haste their pets.
3. Because of 1 and 2 necros would get similar damage by just buffing their pets versus charming a live mob. Much higher risk, low reward.
4. Necros had no mez back then so handling charms was a lot more complicated/risky.
5. necros had no way(via spells) to lower the MR of a charm target.
6. Enchanters were extremely rare. I had the only enchanter in a 100+ person guild in the first couple months. I only mention this because if you pair the necro up with an enchanter you see a lot of the problems with necros getting the most out of charming fade away.
7. Charming in general wasn't terribly good back then due to the paucity of mobs. You were happy to find just a single spawn to pull. Charming a mob meant you were tying up exp/loot.

Because of all these reasons necros weren't even concerned over losing charm, but were incredibly upset about the delay nerf and the stat nerf on high level pets.

Gustoo
10-10-2019, 06:25 AM
Gold posts. My first toon on my own account was a paladin and I remember being totally jacked when the archery change got added.