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Old 10-24-2019, 03:43 AM
zodium zodium is offline
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Quote:
Originally Posted by Dolalin [You must be logged in to view images. Log in or Register.]
On the issue of magicians, I'd say the following:

1) The pets are still in the game, they are just researchable instead of vendor sold. This puts them in the same shoes as necros.

2) Mages are historically the most viable class on any TLP server launch because they don't need to rely on research. This fix balances them, honestly, and puts the brakes on all-mage powergamer groups for a month or two.

3) Mage pets currently have the ability to use weapons, dual wield, and cast spells at launch, especially Root, which is unclassic. These changes weren't patched in until May 1999, September 1999 and January 2000, evidence in these threads:

https://www.project1999.com/forums/s...d.php?t=335869

https://www.project1999.com/forums/s...d.php?t=335906

https://www.project1999.com/forums/s...d.php?t=335907

So magicians already have a lot of unclassic stuff going for them on Green at the moment. I think they'll be okay if slowed down by having to do research.


On the issue of Clarity not being patched in till May:

1) Enchanter charm is very powerful but only sustainable with mana regen. This forces enchanters to group with bards (who still have Clarity song)

2) Casters in general are high powered at a server launch and this will balance them with melee.

3) Enchanters are still needed for CC, they are not going away.


On bard songs:

Well, this is how bards were. Every few months they had new songs to look forward to. They have Clarity song and will still be a very necessary and wanted grouping class, especially if Clarity is kept gated at May 1999. It's all connected.
it's incredibly interesting to see how these subtle classic game dynamics were taken apart piece by piece with small, gradual changes. probably the devs themselves never realized the implications for eq's delicately balanced class dynamics here. amazing.

jesus, the Vision was real and actually did pervasively shape early gameplay in a complex tapestry, and we were all fools for killing it with a thousand acerbic cuts.
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