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Old 04-13-2011, 09:39 PM
Kika Maslyaka Kika Maslyaka is offline
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Join Date: Apr 2011
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Quote:
Originally Posted by yorumi [You must be logged in to view images. Log in or Register.]
So what do you do take away a necro's pet? Make a war able to solo like a necro? Set casting range to melee and remove snare entirely from the game?

We'd have to do the same for mage they can solo, and you already want ports gone or nearly gone so a mage is just a weaker wizard? Wait an enh can charm and mez and all that so take their charm away and their pet, and no clarity so they're an even weaker wizard.

Or do we just make every mob in the game soloable?

Or better yet lets hear your designs for 14 unique classes that have none of their abilities.
I actually CAN give you my design on all classes- it just will take to long [You must be logged in to view images. Log in or Register.] So not this time.

But to answer what you mentioned:
Nothing wrong with necro pet, but warrior needs to have something MORE than just/attack and taunt. And yes, necros ARE insanely overpowered vs single mobs, compared to any other class

Mages vs Wizards - ports have nothing to do with difference between them. Mage is a class with powerful pet and average nukes. Wizard with a class with UBER nukes. Wizards ability to port- doesn't give him ANY edge in COMBAT over Mage- only a convenience to get where he is going faster, and make money of other people.

Nothing wrong with Chanter's charm =P Chanter can get temporary uber pet, at expense of great risk- all is fine here.
But casting Clarity on others for money is an issue.

EQ2 found a great way to handle buffs - they are IN GROUP AURAS - when you group with chanter- you get Clarity bonus, when you leave the group - Clarity stays with chanter.