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Old 12-18-2014, 06:10 PM
Loke Loke is offline
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Join Date: Feb 2010
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I've always secretly hoped that after velious gets stale here that the Devs would take on Luclin, but not in a "true to live" fashion. My opinion of Luclin has always been that it was a decent raid expansion, that didn't trivialize aspects of the game like PoP did, and that it's major fault was wasted potential. They could have done so much more with quests and faction in places like Katta and Seru. Even the lore supports the idea of warring factions like velious. Tying it back to Kunark and the original exodus to Luclin had potential too - although I am generally wary about altering old zones. That isn't even considering the Vah'shir, which I'm not a huge fan of, but they are a playable race that could definitely make the faction story better with 4 players (Katta, Seru, nexus/SH, Vah'shir).

Another cool thing that seemed new and unique to Luclin that they could have done more with was that zone that shifted what mobs were spawned depending on what players were killing (tenebrous mtns maybe? I never spent much time there). With faction wars and zones in between cities, dynamic zones that change based on the factions that controlled them and tied into armor quests or something would have been cool.

Really, aside from the wasted potential, the only thing really horrible about Luclin was beast lords. I'm probably biased since I primarily played a monk, but BLs were OP, unimaginative , and poorly implemented. Oh, and the graphics update was meh, but that was optional so not really a deal breaker. Even nexus wasn't that bad since 9 times out of 10, a Druid or wizard is still way faster for transportation.

Plz Nilbog, after a well deserved break once velious is done, give a shot at making Luclin the expansion it should have been.
 


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