Quote:
Originally Posted by loramin
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but to me all you have to do is "zoom out", and then it's apparent to everyone (except Enchanter defenders) that those mechanics can't possibly be accurate relative to live.
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Ok hear me out. I'm actually going to use punctuation here, so you know this is serious business.
Actual live classic used a different client, so there were absolutely fine details that were different. 100% with you there. Pathing, pet commands, pet bugs, agro mechanics with things as simple as your char sitting down, so i get that. There may have also been server instability, home client instability, community pressure for enc to just "do their job and mez." Also remember that the classic most of us remember is only about 2 years of time around Y2K. By Velious there's a mounting evidence people were charming in raids, and by PoP they were using it to solo Bastion. Then sometime in GoD (starting Feb, 2004) they did the big enc nerf, so between 1999-2004, enough came to the attention to staff to want to nerf charm. What we seem to be disagreeing about is what the staff should do
right now
The argument I and perhaps others have kept making is: the actual charm spell itself may have been the same (you have to admit its a possibility), but all kinds of factors play into the community using it as we do 10 years later on emulation. It's not that the community back then was stupid. It could have been all of the reasons I mentioned above. No one knows exactly when charm turned from "not widely used" in classic, to "nerf-worthy" in GoD within those 4 years.
and here's a little about that nerf from this
random website:
Quote:
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The enchanter summoned pets, more correctly referred to as animations, and frequently nicknamed Shiny Bob are low in HP and attack rating relative to most other summoned pets, excluding shadowknight pets and druid bear pets. To counterbalance this, enchanters have the ability to charm mobs, although this ability has now been severely restricted following the nerf which severely limits the DPS of charm mobs in many of the newer zones, i.e. those after Gates of Discord expansion.
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The nuance with this is that the enc charm was nerfed while they were given other tools, like better dps, runes, damage shields, etc. They traded in charm strength for other tools. If you apply the nerf on p99 as a blanket (which isn't even how they did it on live, which was new zones only), you really run the risk of destroying enchanter's ability to solo anything. If that's your goal, fine, we can discuss that too...
But let's be clear. What is being floated as a proposal here is asking the staff to implement a strictly custom solution to the charm "problem" which I summarize as enc's being more powerful at solo content and better dps than anyone else in the game, when geared and used effectively. So I'll level with you... let's talk solutions:
-do we reduce all dmg on charms? 50% dmg is better than 0% so in raids people will still do it and for soloing, people will reverse charm
-do we make it so charm can't hold agro? enc have root, dru and necro have snare
-do we increase the resist rate on charm? if so, what's the goal? do you want it to only last 30 seconds on average? or are we lookin at 2-3 min? or what is it? at that point you walk a fine line of just removing charm from the enc toolset as a viable option
-do you want to add diminishing returns on a target to charm? that may force them to cycle through mobs, but i dont think it will slow anyone down.. also its asking the staff to problem something new in an archaic code. maybe they can do it, but is it worth the work? what is the benefit to the community by doing this? can we measure it?
I'm afraid that what you'd really be doing is presenting a trivial challenge for the hardcore players that are already locking down dungeons and optimizing charm mob dps on raids to get creative and use the same tools in a slightly different way, while totally demolishing the power of charm for everyone else. That's a real concern with a nerf directly aimed at the "hardcore players" like this, and I don't want the emotions seen in this thread to obscure that potential. The grass is not always greener.
Also, think about an enc toolset. It's not just charm: you have your color shift, mes, tash, recharm... rinse repeat. If you can get a big enough, quick-enough regenning mana pool you can charm all day. What I don't agree with is that enc on teal/green are some godly force, the ungeared ones have plenty of problems holding a charm and surviving if they dare to haste it. The risk-reward is still there.
You call me an "enchanter defender" but I don't main one. I've played an enc, but I don't mind if they get a nerf. I'd even still play a mage right now, whenever I'm done with my op druid, so I am not just defending enchanters for no reason. I don't like the idea of nerfing something just because a handful of people made a thread and called everyone that disagreed with them retards and trolls. Just because it's now a long thread doesn't mean its any more of a good idea. It just means we keep bumping it.
But how do we realistically level the playing field? That is, to a) lessen the enc's ability to "trivialize content", while b) not removing charm as a viable tool altogether, and c) in a way that is feasible to ask of the staff. When you start getting into custom coding for diminishing returns, for example, you're going into writing new spell mechanics... something I haven't seen on really emulated everquest, probably for some coding challenge reason that I am not skilled enough to understand. Something about spaghetti ?
Let's look at the other "OP" thing in bard kiting: On blue, they changed it from entire zones to 25 mob max on blue. 25 mobs is still a lot. Staff clearly didn't want to stop bards from doing it entirely. They don't mind if you level your bard in a way that is far and away more efficient than anything else in the game. Staff interest was in preventing zone disruption, so a single bard can't completely consume Overthere and Burning Woods. On green/teal they reduced it to 4 because Rogean was presented with sufficient evidence (it only took 1 post btw).. and it will eventually be brought back to 25.
I don't yet see a clear solution (or a real equivalent justification) that can be applied to charm. I see any disruptive problems here. Who is losing out on content due to enc's? On teal I wish we had
more dungeon farmers (necro and enc alike), because our economy is slow. Guy cant even get ahold of an embroidered black cape round here.
meh im trying to be reasonable, if not a little trolly on pages 40 or 80 or whatever... but being constantly disregarded as an enc defender, a retard, and someone who hates classic is tiring. there is a legit reason to resist unclassic (or at least customized) nerfs, even if there is a precedent, time, and place for them. I'm not convinced this is it
yeah its a lot of text. it wasn't worth it