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Lets say you were the class design guy for EQNext....
Also EQNext is a lot like classic EQ (for discussion's sake), but they are going to fix some/most of the classes in terms of quality of life & role in combat.
On the drawing board are what classes? What classes actually stand up pretty well without a change? What would you change? Would you limit it only to QOL? or would you try to "fix" a class? |
I would make sure that all classes can solo their way to max level, also would make sure that all classes are equally powerful in terms of damage potential, healing, and defensive abilities/spells so that group composition doesn't matter.
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I would implement a -40% exp penalty on non-hybrid classes....That'll teach them.
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i don't want classes to solo all the way to 60, but i would like to see versatility so that classes can fulfill more than a single role on demand like they did with rift. being pigeon-holed into looking specifically for pal/sk/war or enc/shaman/bard or cleric/druid/shaman for 3/6 roles in the group really makes it hard to make efficient dungeon groups on the fly.
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Fix warrior aggro generation. Apparently hate generation on this server is potential swings, but I don't think it's working correctly.
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I HOPE that things like debuffs/CC are needed and every class brings something different to the table or has one skill or buff that's needed to progress.
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Did Cpt. Murphy in Gadwen's avatar mysteriously grow a fro recently or was that always like that?
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