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View Full Version : Brad's Nerf List to All Classes Revealed (Thru 12/99)


skorge
12-14-2011, 01:43 PM
Taken from: http://www.graffe.com/graffe1.0/

Tuesday, December 7, 1999 - 1:00pm PST
"Brad McQuaid responded to a post concerning the new Necro spell that is on the Test server. What was a response to the new spell became a list that Brad and the Development team put together to show all of the patch change pro's and con's to each class. This was taken directly from the newsgroup alt.games.everquest. Read the post here."

Cynic wrote:
Indeed, given the level of malice you and the rest of the nerfing team have shown for the players over the last several patches at least, I find it hard to believe that this spell will survive for long on the live servers in its current form--if it makes it there at all.

Brad McQuaid wrote:
I and the rest of the 'nerfing team' put the following document together listing both enhancements and 'nerfs' we've made to the game since launch. And while we probably forgot some things, both negative and positive (please let us know and I'll update the document), I think it puts in perspective the ratio of positive vs. negative changes to the game we've made. I also feel it heartily invalidates the assertion that we are out to make the game harder or to have players advance slower overall, or that 'all we do is nerf'.

The following is broken down by class, and then addresses those changes made that affect the whole game. Changes we feel are positive from just about any perspective are denoted with a '+', and those some players might consider a 'nerf', but that we felt were important for the long term health of the game, are denoted with a '-'.

(again, I'm sure we've forgotten some things, both '+' and '-'; please feel free to comment and add items).

WIZARDS:
+ Added additional means by which to obtain Ice Comet
+ Made Researching much easier
+ Added more high level spells
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
+ 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)

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)

DRUIDS:
- DOTs changed negatively, making Kiting less efficient
+ DoT changed positively to enhance group play
+ 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
+ Enhanced High Level (35+) Meditation
+ Enhanced Pet/Charmed Animal Pathing
+ Enhanced Some Druid Anti-Movement Spells (c.f. Ensnare, Grasping Roots, etc.)
+ Lowered the Casting Level of Some Druid Teleport Spells

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)
+ Made Harm Touch less resistible
+ Added innate resistance to poison and disease
- DOTs changed negatively, making Kiting less efficient
+ DoT changed positively to enhance group play
+ Added more Class Specific Quests
+ Added more Class Specific Items
+/- Feign Death Changes / Better for Low Level Character, Better for High Level once learning curve has passed
+ Made Certain Spells Harder to Resist (c.f. Invoke Fear)
+ Changes to Pet Appearances

CLERICS:
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
- Resurrect Changes (Players come back sick)
+ Made Certain Spells Harder to Resist (c.f. Invoke Fear)
+ Reduced the Casting Time of Some Spells (c.f. Word of Healing/Health, Ward Series)

MONKS:
+/- Feign Death Changes /Better for Low Level Character, Better for High Level once learning curve has passed
+ New tailoring armor
+ Added items that boost stats, etc.
+ Added innate resistance to fire
+ Added more Class Specific Quests
+ Added more Class Specific Items

NECROS:
- LifeTap/Dots changed
+ Some Lifetap Spells Made more mana efficient
- High Level (39+) Pets weakened
+ DOTs made more efficient
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
+ Necromancer Pet Buff Spells Strengthened
+ Added Special Items to let Necromancers Summon Stronger Pets
+ Corrected Bug that let monsters attack you from far distances through your pet
+ 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
+ Made Certain Spells Harder to Resist (c.f. Invoke Fear)
+ Added New Looks to Necromancer Pets
- Removed Charm
+ Enhanced Pet Pathing
+ 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.)

Magicians:
+ New summon item spells
- High Level (39+) Pets weakened
+ Better mid+ level pets (they cast spells now)
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
+ Magician Pet Buff Spells Strengthened
+ Enhanced Pet Pathing
+ Added Special Items to let Magicians Summon Stronger Pets
+ Corrected Bug that let monsters attack you from far distances through your pet
+ Made Magician Research Easier
� especially for their pets
+ Added Spell Effects to most Magician Summoned Items
+ 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

BARDS:
+ Added stat and other bonuses to instruments
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Corrected Bug that let monsters attack you from far distances through your pet
+ 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, Fifil�s, etc.)

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

ENCHANTERS:
+ Jewelry Trade
- High Level (39+) Pets weakened
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
+ Made Tishan stack better and removed recasting time
+ Corrected Bug that let monsters attack you from far distances through your pet
+ Made Certain Spells Harder to Resist (c.f. Invoke Fear)
+ Increased Durations of All Illusions
+ Made Research Easier
- Made Illusion Wolf OD Only
+ Added Mana Enchant Spells to Allow Item Enchantment
+ Made Enchanter Pets Look Different
+ Enhanced Certain Spells (curse of the simple mind, etc.
+ Added More Effects to High Level Illusion Spells
+ Better Pet Pathing

SHAMAN:
+ Added Shrink Spell
- Took too long to recognize Alchemy bug
- High Level (39+) Pets weakened
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
+ Made Malise stack better and removed recasting time
+ Better Pet Pathing
- DOTs changed negatively, making Kiting less efficient
+ DoT changed positively to enhance group play
+ DoT�s Made Stronger
+ Corrected Bug that let monsters attack you from far distances through your pet
- Removed Charm Spell
+ Increased the Duration of Buffs

ALL MELEE:
+ Purchasable Potions added, giving more versatility to melee classes and adding a money sink to the game to help the economy

ALL CASTERS:
- Removal of Manastone
+ Made it such that you can see meditating (levels 35+)
+ Implemented Specialization

ALL:
+ HALVED experience loss death penalty
- Removal of weightless box spawn
+ Purchasable weightless box added
- Introduction of Frenzy code (after level 19)
+ New emotes and animations
+ New graphics for weapons
+ Populated Plane of Fear
+ Populated Plane of Hate
+ Populated Kedge Keep
+ Populated and added Temple of Solusek Ro
+ Increased range for evac and teleport spells
+ Added second boat between Freeport and Butcherblock
+ Added class specific quests for many classes
+ Increased treasure and experience gain rewards for many older quests
- Upgraded NPC AI such that if an NPC is stuck it can teleport around obstacle
+ Added /follow command
+ Added adjustable clipping plane
+ Added /yell command
+ Added /friends list
+ Increased frequency and complexity of dynamic quests and events
+ Added ability to rearrange spells in spellbook
+ Added additional chat filters

---------------------------------------------
Brad McQuaid
Producer, EverQuest www.everquest.com
Vice President, Verant Interactive Inc.
---------------------------------------------

Pudge
12-14-2011, 02:22 PM
nice work digging this up! already putting it too good use in the bug forums

Mardur
12-14-2011, 02:28 PM
ok

Kastro
12-14-2011, 02:56 PM
The charm for shamans and necro that were removed... Was that a regular charm or animal or undead charm?

Rust1d?
12-14-2011, 03:04 PM
The reason why manastone was taken out was because guilds who raided fear/hate etc REQUIRED you to have one. Therefore it became a huge problem with camping/KS'ing etc.

Nirgon
12-14-2011, 03:31 PM
Skorge delivers.

Albane
12-14-2011, 03:49 PM
The reason why manastone was taken out was because guilds who raided fear/hate etc REQUIRED you to have one. Therefore it became a huge problem with camping/KS'ing etc.

That is incorrect. While this was a problem for clerics who didn't have them, I never once heard my guild say a cleric can't come without one. Not like zones were limited to x number of players.

The reason they were taken out is because it gave clerics infinite mana and gave other healers a much larger mana pool than was ever planned.

Nirgon
12-14-2011, 03:59 PM
The reason they cited was it was too determinant a factor for raiding. Whether I agree with removing an item based on those grounds and why it was ACTUALLY removed... these things are another story.

PhantomRogue
12-14-2011, 04:01 PM
Dang, nice find.

Muaar
12-14-2011, 05:49 PM
plz fix guards assisting then change everything to this

Darksinga
12-14-2011, 06:28 PM
So Shamans should have charm and wizards shouldn't have ice comet via wheel quest. Main 2 things I noted

Muaar
12-14-2011, 06:40 PM
plz fix guards assisting then change everything to this

Goobles
12-15-2011, 07:59 AM
I think I spent more time reading this thread than any other that has ever been posted on this board.

Lovely
12-15-2011, 08:04 AM
To long didn't read

gnomishfirework
12-15-2011, 08:58 AM
What necro pet focus item is he talking about?

Hovis
12-15-2011, 11:51 AM
What necro pet focus item is he talking about?

Not 100% sure but maybe the book from PoHate?

Hovis
12-15-2011, 01:03 PM
What necro pet focus item is he talking about?

http://everquest.allakhazam.com/db/item.html?item=2288

i think this is what ur talking about maybe

Hairybuttwhole
12-15-2011, 01:50 PM
A+ thread