Quote:
Originally Posted by Splorf22
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That's actually a pretty solid opinion though. Suppose we decide that 5 charges of instant complete heal is pretty ridiculously overpowered (it is). Well, what about :
- Hybrid XP penalties
- Donals BP
- Puppet strings
- WC caps
- Ridiculously low mana cost of enchanter spells
- Shamans getting a damage clicky while Wizards don't
- Iksar Planar Armor
- Dumb cockblocking key quests
- The Velious-tuned Magician epic pet roflstomping Kunark
- So many classes being worthless on the raid scene
- Not even close to enough content for the number of high-level players we have.
etc etc. If I were running the server, I would try and make a few of these changes. Then I'd add a few high-level zones from modern xpacs (like Gates of Discord) after retuning their difficulty and items to match Kunark. I'd borrow scripts from later xpacs to add to the boss strategy a little, like making them spawn guardians or have their abilities change or otherwise make raiding a little bit more challenging than 'put on resist gear and attack'.
But the sign on the door says Classic Everquest, not LoraenQuest or AlartiQuest or (god forbid) TigglesQuest [You must be logged in to view images. Log in or Register.]
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Making one change is definitely a slippery slope. But there was a reasons some of these changes were made.(some good, some bad).
The sensible thing would be to make this as classic as possible. Since it is impossible to be a fully classic emulation. (Modern PC's, Hoop nerf, VP dragons Quadding ((Any monster quadding)), Foreknowledge of the game)
Likely the single most game breaking mechanic I listed is the foreknowledge one... and there really isn't much you can do about that.
You need to think about "the vision"(tm). I think I can say with great certainty that "the vision" did not include healing for raid bosses with a soulfire.