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Old 07-28-2014, 12:19 AM
Estu Estu is offline
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Originally Posted by mwatt [You must be logged in to view images. Log in or Register.]
In this case, it seems that we are more or less in agreement. I am going a bit further in claiming that this is not "classic" - an accusation that I am sure that if I were a dev, I would NOT want to have leveled at me. I DON'T want to appear or be ungrateful. I'm very grateful for this game. However, I do think that some stuff needs to get adjusted, for the good of the game.
First, whether or not these things are classic is clearly in dispute. But more importantly, I take issue with this kind of reasoning. This game is not meant for people to solo in (maybe for some classes, but not overall and not to the extent that is possible and efficient - even pretty tame stuff like fear kiting and snare kiting were not anticipated by the devs, if I recall correctly). The game is meant for grouping. The game is intended as kind of a D&D simulator, where you have a party and go and take down a bunch of monsters together. As a ranger in particular, you are not supposed to be good at soloing; you are supposed to go and find a group that can take down monsters effectively (of course, in practice on P99 since rangers are a crap class in classic era, this is not so easy to do).

I like changes which beef up mob resists. Spellcasting is incredibly powerful in EverQuest and lets you accomplish huge feats - like pulling five monsters to a camp and calmly taking down one at a time thanks to stuff like roots and mezzes. Or like charming one monster, using it to attack another monster, and ending up killing both for practically no mana investment and two fast kills' worth of EXP. Or like AE groups. All of these things are really cool and make the game interesting in one way, but in another way they run completely counter to the spirit of the game because they trivialize content.

When you can sit around root-dotting a mob by yourself, you are not dependent on a group in order to get EXP; you are getting EXP effectively and with little challenge all by your lonesome. Look at how D&D spells work and you know that you can't just crowd control everything willy-nilly; you actually have battles with multiple enemies that you have to deal with at once, and spellcasting is, while very useful, also very limited compared to EverQuest in this regard.

So I really don't think that pushing resists back down is "for the good of the game" in any way. It trivializes the content and makes soloing easier. You end up saying "aha, I can easily keep this mob rooted and not have to worry about it - easy solo EXPs!" instead of "aha, this mob refuses to stay rooted and is knocking me around a lot - I'd better find some other people who can help me fight it!"
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Estuk Flamebringer - 60 Gnomish Wizard | Kaam Armnibbler - 55 Ogre Shaman | Aftadae Roaminfingers - 54 Halfling Rogue
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