
04-29-2014, 09:39 PM
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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
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.]
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