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Old 06-14-2020, 02:32 PM
Zuranthium Zuranthium is offline
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Join Date: May 2011
Location: Plane of Mischief
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Quote:
Originally Posted by Izmael [You must be logged in to view images. Log in or Register.]
What would you change if you could? I'm talking fundamental stuff, not "omg charm is too reliable" or "omg omg pvp resists don't suit my play style"
That's a strange question, because those things you just wrote ARE pretty fundamental.

But anyway, I would definitely change the way buffs work in the game, making most of them short duration and requiring active combat usage. I would make playing a Cleric-type role much more interesting, with spells that have many different effects, such as chance to block physical attacks, small damage packet reduction, large damage packet reduction, reversals of single hits, anti-knockdown/knockback/stun, condition/hex removal, heals that become more effective with specific timings.

That same thing applies to debuffs too, especially Root/Snare. Those movement halting abilities are way too OP in EQ and are extra problematic for PvP with the way EQ is setup, because they either destroy characters who have no resist gear or they just do nothing at all because they always get resisted. The resist system of EQ in general is dumb, I would either remove it entirely or modify it to cause reduction in duration/effectiveness of spells on a sliding scale, rather than this all-or-nothing system.

In general I would lower the cast times of many spells, the way things operate at the lower levels in EQ is pretty good, but cast times keep increasing as you go up in levels and you get stuck with things like 7 second Sunstrikes, which is way too slow for how the game should operate with active combat. A few abilities can be like that but it shouldn't be the norm.
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