Quote:
Originally Posted by Elissa
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Class "balancing" is a grey area, I think. Does this pet/exp change fundamentally change how most pet classes (especially magicians) are played, in a way that makes them less fun? Yes, sort of. Given that you can just sac the pet (which higher level magicians tend to do anyway), it's more of an inconvenience than anything. But it certainly does make the class less fun, more difficult, and since the change was ultimately reverted... why put the magician class in an inferior, less fun state when the class was definitely not broken before? If it was a necessary nerf for an overpowered class problem, I'd understand. But that's not the case here. Absent that, I just don't see how it enhances the "classic" experience when for the first 2 years of classic it was okay, but now its not, just because Verant did it that way (and we know they ultimately decided that was a mistake).
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I understand, but my point was more that you have to consider the total results of these changes + the things that are broken. So since you used mage let's take low-mid level mages for our example:
Before this exp change mages were already gaining less exp than their live realm counterparts because of pet aggro not working. As a low mage you are forced to just sit there with a full mana bar because if you nuke you will instantly take aggro from your pet, so this directly slows down mage experience. Now the classic nerf that is supposed to take exp down to 25% actually lowers it to some value below 25% since the non classic mechanic of pet aggro not working has already lowered the rate at which mages gain exp. The final result ends up being a larger nerf than what was intended by classic.