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Old 04-29-2014, 09:39 PM
Adolphus Adolphus is offline
Kobold


Join Date: Feb 2013
Posts: 161
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Game Changes
  • Hell level death penalty reduced to normal xp loss
  • Simplify UI with improvements such as raw AC, damage per second
  • In depth tutorial for each class at the beginning of the game
  • Significant improvements to crafting - increased viability and use of trash loot
  • Repair damaged quests, add more quests and make quest rewards more significant
  • Night time is much darker, with no ability to artificially circumvent via gamma or other graphics effects (distance should be fogged, even when gamma is turned up)

Stat changes:
  • Simplify stat equations significantly
  • All stats should be significant in their value to the appropriate class
  • Monsters should be adjusted relative to the new mechanics for stats

AC

Significant increase in damage mitigation

AGI

Significant increase in damage avoidance

DEX

Affects weapon hit % significantly
Increases the rate of procing more than classic

STA

Gives 50% more HP than classic

STR

Increased damage bonus by 50%

Other


All Soft Caps eliminated
All Hard Caps raised to 300




Class Changes

All class xp penalties eliminated


Paladin/Shadowknight
  • +25% AC bonus on worn AC

Ranger
  • Bows damage increased significantly
  • Special bow abilities for rapid firing and precise shot
  • Added AGI and DEX bonus in character creation
  • SOW granted at lvl 30
  • Quests for better ranger bows added to the game
  • Arrows can be crafted and be augmented by other classes with special affects

Warrior
  • Knockdown ability that procs with Bash (knocks mobs on the ground briefly, allowing temporary increased damage and chance to hit)
  • Taunt is 50% more powerful

Rogue

  • Significant improvement on poison crafting - poison arrows, weapons
  • Able to sneak attack for a huge damage bonus

Enchanter
  • Charm scales based on a mobs intelligence or wisdom - the higher these stats, the easier to remain charmed - low INT/WIS mobs will break very fast
  • Eliminate the ability to cast resist spells on others
  • Able to enchant arrows and weapons with minor mesmerize affects

Magician
  • Able to charm pets, but scales based on a mobs intelligence or wisdom - the lower these stats, the easier to remain charmed - high INT/WIS mobs will break very fast
  • Significantly better damage shields with more variety
  • Able to enchant arrows and weapons with Cold or Fire affects
  • Granted the best Cold and Fire resist spells in the game

Wizard
  • Granted unresistable nukes
  • Granted the ability to teleport any player back to the players bind point
  • Best Magic resist spell in the game
  • Able to enchant arrows and weapons with Magic affects
  • Granted Clarity 1 (only) at level 30

Necromancer
  • Able to enchant arrows and weapons with Disease affects
  • Able to lifetap mobs and evenly distribute drained HP to group members
  • Group animal form such as Bat form, Snake form - each granting stat changes

Shaman
  • Reduce power of Slow spells
  • Able to enchant arrows and weapons with Slow affects

Bard
  • No significant changes - stats should be much improves by new mechanics

Druid
  • Additional group animal forms such as: Bear form, Dolphin/Seal form, Hawk form (flying), Tiger form, each with stat and ability alterations
  • Outdoor heal similar to torpor
  • Able to enchant arrows and weapons with Root and Snare affects

Cleric
  • Granted the ability the resurrect for 20% at level 20, 30% at 30
  • Granted a very strong RUNE spell that works exclusively against Undead

Monk
  • Class eliminated from the game

Races

All starting race abilities remain the same



There's probably more I could think of, but don't want to spend too much time dreaming of an ideal EQ. [You must be logged in to view images. Log in or Register.]