Quote:
Originally Posted by Vexenu
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So based on the excellent feedback and criticism (much of it quite valid) I would amend the proposal to this:
- Item recharging disabled
- Multiquesting disabled
- Midnight Mallet effect changed to proc
- Ivandyr's Hoop effect removed from item
- Wooly Spider Silk Nets changed to LORE
- Soulfire clicky changed to Paladin-only
- Reaper of the Dead clicky changed to SK-only
- All high-level droppable weapons and armor tagged with level requirements (twinking still possible but you must use more level-appropriate gear rather than super-high end stuff)
- ZEMs of uncommonly utilized dungeons increased
- "Hot zones" with additional XP bonus rotated regularly through uncommonly utilized dungeons
- Particularly dangerous/annoying leveling dungeons (Runnyeye, Cazic-Thule, etc...) optimized for easier play (i.e. fix excessive NPC mana pools and healing/aggroing through walls)
- Legacy items (Manastone, Guise, JBoots, Rubicite, etc...) NOT in game. They demonstrably cause more trouble than they're worth on a new server
- AOE spell limit in place (no Chardok AOE)
- All charm spells limited to a fixed six-tick duration (36 sec). They either resist outright or last 36 seconds every time (Charm becomes emergency CC and/or risky short-term DPS/tanking, not the OP monstrosity it is now)
Clarity removed from Enchanters and given to Wizards
- JBB equivalent clicky added for Wizards in Kunark era
- Spell: Harvest changed from returning 10% mana every 10 minutes to 20% mana every 3 minutes
- Wizards given innate spell criticals
- Paladins and SKs given innate undead criticals
- Melody implemented for Bards
- Monk AC/mitigation nerfed to post-Velious patch level towards end of Velious timeline
- Lifetap spells restored to lure/unresistable status
- Pet window enabled (QoL)
Torpor overwrites runspeed buffs and drains 50 mana per tick
- Hybrid XP penalty removed
-25% XP penalty for solo players
- +5% XP bonus for each player in group
- +5% XP bonus removed from Halflings and given to Humans
- Player-enforced raid rotations mandatory, with semi-regular simulated server resets (Earthquakes) that are FFA on all raid mobs
At this point I think the most contentious change would be making charm a fixed 36 second duration. But as was pointed out, this actually makes charm better and more predictable in certain applications. Highly skilled Enchanters would still got a lot of mileage out of charm. But it definitely makes it harder for JoeBlow_Enchanter_001 to charm for easy XP and massive group DPS. I think it's a good compromise.
But I would love to hear more ideas from people on how to balance charm in the spirit of classic. I think it's one of the most important considerations.
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36-second charm totally changes the spell and how it is used. If you insist on nerfing charm, then just nerf it. Give it a 4-minute max duration and more upfront resists. Now it's less reliable in the heat of things, significantly more mana intensive, lower average duration, but while still being usable in the same sort of way as it was on live and is now.
I hate the twinking change. I've always hated changes that force players to play a certain way arbitrarily. Would you rather see someone playing a big twink, or someone buying a lot of power level? Cause you're gonna get one or the other, except the former at least will sometimes be in groups and hanging out with lowbies and stuff.
Instead of giving wizards some kind of clicky, reduce the mana costs on all their nukes by like 30%. They get higher damage over time but without having to get an item in order for their class to function. Plus there are clicky nukes in Kunark already, they're just rare. I'm not sure if this AND harvest buff AND innate crits is a bit much though, especially for classic era.