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Old 06-05-2012, 08:04 PM
porigromus porigromus is offline
Sarnak


Join Date: Feb 2010
Posts: 225
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Quote:
Originally Posted by falkun [You must be logged in to view images. Log in or Register.]
But you have to admit having a single healing class in the game makes that class overpowered.

Changes to classic I would make (broad generalizations):

Paladin: Increase their raid value via group healing, possibly bump their DPS.

Shadow Knight: Their raid value is in pulling, but I don't think that's where it should be. I don't think its the knight that needs changing, rather the game mechanics SKs utilize for their accomplishments.

Warrior: Provide aggro capabilities similar to a knight. They should not be reliant on proc weapons, but their tankability (/disc defensive) and DPS are fine.

Cleric: Complete Heal is one of the most overpowered abilities ever granted in a game, there is a reason no other game ever implemented the spell. Remove CH and the game doesn't have to be balanced around "the chain".

Druid: Should be a viable healer, or a viable DPS, not half-assed at both simultaneously. Chloro is great for groups, but horrible for the tank. They should be better healers than Paladins @ 60.

Shaman: 50-70% slow is overpowered for one class. Torpor is overpowered. They shouldn't be able to solo WW dragons unlike other classes due to their slows, heals, armor and spell line-up.

Monk: Monk CC should not trump bard/chanter CC. Feign Death is similar to CH: completely overpowered and game-changing. They also shouldn't tank as well as warriors (if not better without defensive).

Ranger: EQ+AM3 was the single greatest thing ever for rangers and made them completely viable DPS.

Rogue: Rogues in all games suffer from a problem of selfishness. They are amazing, but they need all the support and provide none/very little in return. Its up to you if that is a "flaw" or a "feature" of the class.

Bard: Bards are an amazing class that no other game has managed to duplicate. Their mana regen songs should affect the bard, he should have more songs that require mana, and (if monks keep FD) he should get fading memories. If they need a nerf on anything, they should have a maximum number of targets their PBAOE DoTs should affect. They also need to scale better.

Enchanter: Amazing class requiring skill to play well. Their problem is not with themselves, but their role in the larger game. They take incredible amounts of skill to play and level, then are relegated to buff-bot status for raids at end-game. Fix the game and you'll fix enchanters. If anything, charm is overpowered in the grouping game, but I feel has nice risk/reward for solo.

Magician: Pets do too much DPS until raid PBAOEs destroy them too fast for them to do anything. The caster can't land anything and his nukes are inferior to his counterpart the Wizard. Buff magician efficiency equal to wizards, but control damage/cast time such that their casted DPS + pet is on-par with wizards.

Necromancer: DoTs are overpowered. If the initial hit lands, you are guaranteed all damage, and they have to be scaled to DPS on-par with crit streaks from melee which melee might run dry on. Allow individual ticks to crit so the base damage can be tuned down and also allow individual ticks to be resisted much like melee missing a combat round. Their healing is also arguably better than a Druid's, but I think that means buffing the Druid rather than nerfing the necro.

Wizard: Wizard sustained DPS is horrible. Increase their efficiency so their sustained DPS is rogue-like. Never implement mana-burn, it ruined classic raiding more than gear.
Thanks for the excellent post. [You must be logged in to view images. Log in or Register.]