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View Full Version : Good dmg shield should have gone to Wiz.


Treefall
01-20-2023, 10:19 AM
Hear me out, I love classic - no change.

But wouldn't it have made sense that Wizard would have the best damage shield (to somewhat makeup for their down time in groups by providing consistent damage) with mage and druid having a less powerful version?

I know some games following in the spirit of EQ classic are making some changes - for future games, if they actually keep downtime for burst classes like Wiz - I think that would be a good area to make a change.

Encroaching Death
01-20-2023, 10:42 AM
They should have Clarity and Intellect/Wisdom buffs too

Nukes should be more mana efficient too

magnetaress
01-20-2023, 10:54 AM
And clarity imo

Jimjam
01-20-2023, 11:09 AM
Absor didn't want to increase the max mana of wizards.

The nukes are already pretty decent burn dps, especially rains.

A problem wizards face is their mana recovery is a bit slow when they don't have potg/c2/bard backing them up.


Thanks to Spurt / Curse of the Spirits / etc We already know spells can do some pretty funky maths. Thanks to Scale of Wolf, rune and invis we also know buffs can be removed based on the actions of / on a character.

Wizards have an interesting spell in manaskin and harvest - spend 300 mana to receive 1200 mana over 2 hours (provided they don't take too much damage or dispels), and periodically self stunning for an influx of mana.

I suggest Wizards needed a spell which mixed all the above together -

A buff which is super fragile (dropped on being hit, casting spells, attempting melee), stuns the user when cast (for a period of increased vulnerability) but while active provides an exponential increase in mana (tick 1 +1, tick 2 +2, tick 3 +4, tick 4 +8, tick 5 +16, 7 32, 8 64, 9 128, 10 256).

Essentially, if cast and the buff isn't disrupted the wizard would receive approx 500 mana after a minute has passed. The cost of the spell would be negligible, like harvest.

Evia
01-20-2023, 12:50 PM
Someone on these forums once suggested that the game would be balanced if you did two changes and I kind of agree with them...

1)take clarity and wis/int buff line from enchanter and give to wizard.
2)either buff up ranger archery or put ranger melee dmg on par with monks.

Now I'd probably add a third and that's buffing mage pets up so they're the undisputed best pet class....and giving them root.

magnetaress
01-20-2023, 01:16 PM
Someone on these forums once suggested that the game would be balanced if you did two changes and I kind of agree with them...

1)take clarity and wis/int buff line from enchanter and give to wizard.
2)either buff up ranger archery or put ranger melee dmg on par with monks.

Now I'd probably add a third and that's buffing mage pets up so they're the undisputed best pet class....and giving them root.

yeah if all these things where done it would be fair to give them root would balance out all the things

rogues are still gimp and warriors but no one cares lol )

Toxigen
01-20-2023, 01:39 PM
not classic

Jobaber
01-20-2023, 01:44 PM
Also 1 nice long sword item.

https://i.imgur.com/XB6Jox3.png

Treefall
01-20-2023, 02:19 PM
I know it's not classic, wouldn't change EQ.

It just seems to me that it was an oversight, I thought everyone was joking about clarity and what not to jerk the thread around but I can kind of see that although I love enchanters the way they are.

Obviously they are fine in raids and what not, merely just thinking for the class itself it would have made the most sense for them to have that ability.

Thanks for the discussion all.

Encroaching Death
01-20-2023, 02:32 PM
I want a submachine gun

https://www.coolminiornot.com/pics/pics16/img5b82560b4cdb5.jpg

Smoofers
01-20-2023, 02:56 PM
They should have had progressive meditation sessions. 20 mana/sec first minute, 24 the next minute, etc. to max of 40, assuming continuous medding. Less downtime, but doesn't give them any in-fight advantage.

Encroaching Death
01-20-2023, 03:11 PM
They should have had progressive meditation sessions. 20 mana/sec first minute, 24 the next minute, etc. to max of 40, assuming continuous medding. Less downtime, but doesn't give them any in-fight advantage.

That would have been a cool idea.

Or give them the Mana version of Monk's Mend.

Jimjam
01-20-2023, 03:16 PM
That would have been a cool idea.

Or give them the Mana version of Monk's Mend.

Make harvest restore a % of total mana!

Bandaid applied!

DeathsSilkyMist
01-20-2023, 03:18 PM
Hindsight is always 20/20. I think Wizards were balanced this way because back on live melee classes weren't as overpowered. This is because most players had crap gear. It's the same reason why people thought pet classes were flat out overpowered on live, because in general pets did better than poorly geared players.

On P99 Wizards suck simply because every melee class has access to gear that is higher power than what was expected for the level of the mobs being killed. This means Wizards just can't keep up. If you have a group of players in Leather armor + combine weapons, you have a LOT more downtime where the Wizard has time to recover mana. That is what the developers were expecting people to have.

P99 players are also less likely to steal camps. Back on live having a Wizard for high burst damage was a nice way to prevent other people from kill stealing.

Remember that Everquest was balanced around what the developers were expecting the average player to have gear-wise, and they were building expansions for the future. The average power of people's gear on live was much lower per expansion. So in essence P99 breaks a lot of class balance simply by raising the average gear power of players. The developers had to balance the classes around the average gear level AND the power of the class during live.

I am sure the developers would balance the game differently if they planned on stopping at Velious, because they would know that item inflation would occur.

Encroaching Death
01-20-2023, 03:26 PM
Make harvest restore a % of total mana!

Bandaid applied!

25% of mana, reduce cooldown to 5 minutes.

Also, make Concussion spell a 30 second duration Hate reducer, where the mob doesn't switch targets. So a Hate reducer for the entire group, except for the current person the mob is attacking when the debuff is applied.

Jobaber
01-20-2023, 03:34 PM
I want a submachine gun

https://www.coolminiornot.com/pics/pics16/img5b82560b4cdb5.jpg

4cZqRzHnI8s

Jimjam
01-20-2023, 04:43 PM
Thats a sick wizard model btw. Is it an oldschool citadel sculpt?

I learnt in this thread wizards should be able to equip long swords and BFG.

WokeCat
01-20-2023, 04:53 PM
Wizards (and Rangers) for that matter were shockingly good on TLP because they've been given a lot of balance changes over the years. Would honestly take a Wizard over a Magician in most situations. Thought Rangers were the best EXP tanks in the game because they easily hold aggro, deal a ton of damage, have a ton of utility and track to contest rare spawns.

red_demonman
01-20-2023, 05:09 PM
If warriors are the pure version of melee and get critical hits then wizards should have, as the pure version of a caster, received spell crits. That change by itself would have made a big difference for wizards.

Encroaching Death
01-20-2023, 05:10 PM
If warriors are the pure version of melee and get critical hits then wizards should have, as the pure version of a caster, received spell crits. That change by itself would have made a big difference for wizards.

Jobaber
01-20-2023, 09:34 PM
Thats a sick wizard model btw. Is it an oldschool citadel sculpt?

I learnt in this thread wizards should be able to equip long swords and BFG.

Yeah, a luger should for sure be custom content on p99.

1 Expendable click assasinate. Tunare only.

magnetaress
01-20-2023, 10:26 PM
Or instead of clarity literally make the harvest line more robust and give wizards a good sustained dps spell that is bit behind mage pets or necro dots.

Nerf the heck outa charm pet dmg and tankyness. They aren't vision tm classic appropriate and suddenly it makes sense ENC has clarity.

Cannot stress how convenient ports and succor are. And the various stun nukes wiz get in difficult content or with casters or mobs that gate and ch. Or mobs that cast ice commet level nukes.

Treefall
01-21-2023, 02:36 AM
Hindsight is always 20/20. I think Wizards were balanced this way because back on live melee classes weren't as overpowered. This is because most players had crap gear. It's the same reason why people thought pet classes were flat out overpowered on live, because in general pets did better than poorly geared players.

On P99 Wizards suck simply because every melee class has access to gear that is higher power than what was expected for the level of the mobs being killed. This means Wizards just can't keep up. If you have a group of players in Leather armor + combine weapons, you have a LOT more downtime where the Wizard has time to recover mana. That is what the developers were expecting people to have.

P99 players are also less likely to steal camps. Back on live having a Wizard for high burst damage was a nice way to prevent other people from kill stealing.

Remember that Everquest was balanced around what the developers were expecting the average player to have gear-wise, and they were building expansions for the future. The average power of people's gear on live was much lower per expansion. So in essence P99 breaks a lot of class balance simply by raising the average gear power of players. The developers had to balance the classes around the average gear level AND the power of the class during live.

I am sure the developers would balance the game differently if they planned on stopping at Velious, because they would know that item inflation would occur.

That makes so much sense.