Quote:
Originally Posted by Brinkman
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I can understand what you are saying man. I think vender recharging quite a bit different however.
The exp penalties were absolutly intended, plenty of posts by original devs. They were changed because the face of MMO's was changing and they wanted to stay competetive with WoW etc.
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From the Developer's Letter:
"2. Class-based penalties are not appropriate. Classes are roughly equivalent in power throughout the level ranges, and the versatility does not make up for that penalty. In fact, the majority of changes made to classes in the name of balance in the last year were based on the assumption that, at the high end, each class should still be roughly as needed and balanced as any other."
How do you read that as "absolutely intended"?
Quote:
Originally Posted by Brinkman
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I look at the firepot situation in the same way I look at manastones, pre-nerf fungi staff etc. We want to try to emulate classic in all ways possible that dont break the game or make things too overpowering. and they were quite limited. None of these do so.
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Having the ability to instantly port/mobilize by gating and selecting from 12 different locations all over the world isn't overpowered? It was so overpowering, Verant/SoE removed the ability to bind there within a week or two of Kunark opening and people finding that room.
It is
your opinion that item recharging "breaks the game". The fact remains that if it was that game-breaking or overpowered, Verant/SoE would have moved to make the buyback prices to insane levels much earlier. Or made it so rechargeable items couldn't be sold to vendors. Or any variety of ways they could have fixed it.