Originally Posted by Kich867
[You must be logged in to view images. Log in or Register.]
If I were to redo classic, this would be the list of changes I'd make:
Game Mechanics:
- Alter threat to take into account damage done, not just swings
- Taunt displays a message letting you know that it has no effect on monsters already aggro'd on you.
- Remove experience penalties
- Reduce strength of many monsters outside of indoor dungeons to allow more classes to solo. While still a less optimal approach, at least give more classes the option.
Classes:
Warrior:
- Warriors gain a "Threaten" skill capping at 210, causing a flat amount of aggro that scales with skill, level, and maybe some sort of cute modifier like charisma. 8 second cooldown
- Warriors gain a "Cleave" skill capping at 210, attacking with all weapons (DW / 2h) against all monsters within 180 degrees in front of them. Higher skill improves chance to hit. 10 second cooldown
Ranger:
- Rangers bow damage modified to behave and scale similarly to 2 handers (damage calculated the same, weapon damage bonus the same). Bows would not receive double attack, but would deal double damage to non-moving targets starting at level 1 instead of 51, creating a unique flavor to Ranger bow DPS: individual very large hits.
- Ranger Epic receives similar treatment to warrior epic, able to be turned back and forth between bow and swords.
- Trueshot Discipline duration reduced to 15 seconds, timer reduced to 30 minutes.
- Drop "Agility" as a bonus stat and replace it with "Dexterity".
- Rangers can train in either Specialize Melee or Specialize Archery, improving their chance to dual wield / double attack VS improving their chance to hit and crit with bows.
Paladin:
- Paladins gain a "Block" passive skill, reducing damage of a physical attack between 25-100% (based on a roll influenced by Block skill).
- Paladins can "Block" with their epic weapon.
Shadow Knight:
- Shadow Knights gain a "Block" passive skill, reducing damage of a physical attack between 25-100% (based on a roll influenced by Block skill).
- Shadow Knights can "Block" with their epic weapon.
Monk:
- At level 10, Monk's gain a "Sprint" passive skill that caps at 200. This skill naturally increases their run speed by 0.1% per skill point. This skill stacks with other movement speed increasing effects. This skill is raised by movement.
- At level 30, Monk's gain a "Deftness" passive skill that caps at 200. This skill naturally increases their attack speed by 0.05% per skill point. This skill stacks with other haste effects.
Rogue:
- Added enchanted poison vial recipes: at every trivial skill level for every rogue poison there is a new recipe to create an enchanted poison of that type. This applies a permanent coating to a blade, able to be overwritten by stronger poisons. (1 ppm) Unequipping or trading the weapon removes this proc.
Bard:
- Song power is now also positively affected by Charisma.
Wizard:
- Wizards gain the "Empowered Spell" skill at level 40, causing their next damage dealing spell to deal additional damage. Usable once per minute.
Cleric:
- Remove the "Complete Heal" spell.
All Casters:
- Intelligence scales spell damage for INT casters
- Wisdom scales spell damage for WIS casters
(Both pending a calculation as to how to apply that, but it would be a somewhat linear % based increase)
Tradeskills:
Blacksmithing:
- Improve cultural smithing gear for all races.
- Introduce more and better cultural smithing weapons for all races, to match the higher-end smithing gear.
Tailoring:
- Introduce cultural Tailoring for High Elves and Erudites.
- This gear will be focused on casters.
- Improve cultural tailoring (leather armor) from Wood Elves.
- Adding another set of Quiver recipes for each Quiver, at a higher trivial point. These are Enchanted quivers that will not consume arrows fired from them.
Fletching:
- Add cultural fletching to Wood Elves
The aim would be:
- bring SK's / Paladin's up to the tanking status of Warriors without having them share the HP/AC pool.
- Solidify Rangers as either a melee or ranged DPS class--whichever you prefer. While less damage than Rogues or Monks, close enough that it's not an issue.
- Make casters more interesting by providing higher damage/healing via their primary stats.
- Borrow from the DnD roots a little with some of the classes.
- Make warriors better at snap aggro / AOE aggro.
- Add a little flavor to rogues, monks, and wizards.
- Make tradeskills more interesting.
- Wiggle Endless Quiver into the game before AA's.
|