Quote:
Originally Posted by Daldaen
[You must be logged in to view images. Log in or Register.]
LUCLIN added so many great features.
AAs - Balanced out Druids, Rangers, Wizards, Mages, Necro's and Knights in raids
New Spells - Further balance (druids as main heals, what??)
Tradeskills are useful - TS in Classic-Velious are almost useful. If not for JC and Alchemy, they would be
Bazaar - Dealing with greedy resellers is the worst
Raid Mechanics - Too many people focus on Vex Thal's dumbness. The raid mechanics of the mobs in Ssra, The Deep, Akhevans Ruins, Umbral Plains, LIS... We're fantastic. Cursed Cycle, Emperor, Thoughtfiend... Shei Vinitras is probably the best fight in Luclin. Death adds to prevent zerging, death touches to prevent stalling/adding urgency, fixed spawn sets of adds with mixes of slowables intended to be offtanked and mezzables, intended to be CC'd, room based mana drain that stressed the importance of placement
Luclin confirmed 2nd best expansion behind PoP.
|
Agreed 100%.
I'll even argue that Luclin and PoP are classic. Maybe not classic Everquest per se, but rather classic MMO.
The things that set pre-PoP EQ and other MMOs are mainly instancing (raids and group) and group interdependence.
Luclin and PoP still had that classic, old-school MMO feeling with static camps, competition for raid spawns and classes having very well-defined roles in groups and raids. It was just better with AAs and new spells, making every class powerful and fun to play without ability bloating and anyone being really overpowered.
Warriors were still raid tanks, clerics were still the best healers, chanters still the king of CC, etc. It was just like what most people here consider classic (classic+kunark+PoP), just better.