Thread: Soulbinders?
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Old 05-11-2011, 06:16 PM
bruno.sardine bruno.sardine is offline
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Join Date: Jan 2011
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Any discussion of "haves" vs "have-nots" comes down to the fact that you know what your class can and cannot do at character creation. You don't arbitrarily pick a class with your eyes closed, you pick them because you think it'd be fun to play.

If being able to cast Gate and Bind Affinity are that important, play any one of the SEVEN classes that can cast it. For those keeping track at home, that's fully half of the available classes. If you don't want to play a caster, then accept that you can't and enjoy your class in spite of its supposes "limitations".

Classic Everquest was NEVER about balance or fairness. I could list about a hundred different ways in which Classic EQ isn't fair or balanced. Classic Everquest was, at heart, a role-playing game. It came from the same mindset as Dungeons and Dragons. That being said, it wouldn't make sense for a Warrior, say, to be able to cast a spell to bind his soul to a certain location. You have to decide whether the character you want to play is able to cast spells, or is evil, or can pick pocket. Homogenization doesn't make for a fun game. You have to decide what limitations and what powers your character has because nobody is forcing you to play one class or another, or to play the game at all.

The reason Classic EQ lost its feel was precisely because the developers started trying to make things fair and balanced. Everyone being able to port to the Nexus if they waited at a Scion was an example. PoK and how all the guards are neutral is another.

tl;dr: Classic EQ is and hopefully always will be about living with your choices and weighing your pros against your cons. It's up to you to decide where your characters' priorities lie.
Last edited by bruno.sardine; 05-11-2011 at 06:21 PM.. Reason: Clarifying