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#1
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Zuranthium, World of Warcraft is that way: ----->
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#2
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People get way too bogged down on creating unique abilities for each class. Stances, Auras, knock downs, knock ups, stuns, CCs, heals, whether they are focused on DoTs or DDs, AoEs, etc... it's just getting way too cluttered. WoW, for instance, has gotten to the point where every class has TOO many abilities, so many you can barely fit them all on the screen at any one time, when you only use 4 or 5 abilities for any given role. That's too cluttered, and breaks one of the simplest design aspects for anything a person could be designing: Keep It Simple, Stupid. EQ1 is a prime example of KISS in work. There isn't a huge list of abilities, there aren't any rotations, and there isn't a need for stances or any of that garbage. Every class has its own unique play style; it doesn't need to give 50 unique abilities to each of its classes to make them unique. Is bloating the games with so many things really that fun? Forcing people to min/max rotations and patterns with RNG factored in (nearly every game, including WoW), or combos (Aion) really necessary? Some of the most memorable games like UO or EQ1 don't need that much bloat to be fun. If you want an action game, go play an action game; MMORPGs are RPGs, and should immerse you in the game world, it's people, and get you to play with other people who enjoy the same world. This is the reason Oblivion (and by extension, Skyrim) suck compared to Daggerfall and Morrowind: They turn the RPG into an action game and suck all the life out of it, and this is the reason there's people playing Project 1999 rather than some new-fangled RPG. EverQuest 1 did it right. Could there be improvements? Sure, but the core of the game was, IMO, flawless, and that's why over a decade later, we're all playing a Classic experience and not one that's been tainted by WoW.
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Odinty Treeguard - Level 58 Druid (Level 9) Vmek Shadowsong - Level 51 Bard (Level 5) Odibin Deathbearer - Level 36 Necromancer (Level 13) | ||||
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#3
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I'm not advocating the EQ classes having more abilities. Exactly the opposite, in fact. Some classes in EQ already have too many abilities and there are too many shared abilities between classes. I'm advocating that many of the crappy abilities the classes have become viable and that the classes are more refined into distinctly different playstyles. Quote:
Classic EQ is definitely better than WoW in terms of the "list of abilities" thing, as casters are restricted to equipping 8 at a time. This is surely how it should be; WoW casters are overwrought and if you don't force a restriction then you aren't letting the player make any choices, which is always what you want the player doing. The problem in EQ, though, is that there isn't really much competition for those 8 spell slots. Most spells just become trash as you level and move onto the next set of spells that do basically the exact same thing, just with a different name and bigger numbers that are needed to keep up with fighting the more powerful monsters you'll be moving on to. Quote:
Moreover, there isn't hardly any customization when it comes to characters in EQ. A Cleric is a Cleric is a Cleric. A Warrior is a Warrior is a Warrior. The only thing that matters is getting the gear/level and then you're the exact same as everyone else of your class. There isn't much choice involved about which skills you'll put on your bar (despite the multitude of spells in the game) and how you want to focus your character. Granted, it's almost inevitable that certain skill/specialization choices would become rather standard for classes, but you want as many different choices to remain viable (within reason) as possible. The "ideal setup" would vary from area to area of the game anyway, meaning that there will hopefully always be an area for your level range that caters to how you prefer to play your class (although quests should be enticing players to move around and experience different areas, which then requires them to adapt and learn). Look at how many classes get "Root" right now, including the Druid/Ranger version which is essentially the exact same thing - a total of 8. I would instead only have 3 classes get that specific ability (that's with an extra class in the game), and then Wizards would get a different style of root, and Rangers would get an even more different style of root. Less classes would get lulls. Less classes would get feign death. Less classes would get "buffs". Less classes would get generic damage spells. Less classes would get invisibility. AoE damage would actually be useful for something other than Quad-kiting, opening up an entire different strategy in playstyle. Every melee class would play much differently. Playing a healer would be far more dynamic and the differences between Cleric, Shaman, and Druid would be very significant. "Debuffing" would not involve simply throwing spells on a MOB at the beginning of a fight. Stripping protective abilities would be far more proactive and far less classes would get that ability (compared to how nearly every class in the game current gets "Cancel Magic"). There's so much room for making combat more exciting and skill-intensive (which is really what the game revolves around when you come down to it), as well as giving the classes more flavor and refinement while still keeping things balanced.
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#4
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\ / \ / \ v ^^^^ H e l l =====
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