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#1
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The problem is you think I am using an ad populum argument. The reality is I am talking about game balance. Everquest monster HP isn't balanced around players having high teir gear. Its balanced around low to mid tier gear. This is why you don't need highly geared (high DPS) players to clear content quickly.
I have no idea why you think Everquest is comparable to Chess lol. You have a strange idea that you need to powergame a 20 year old elf sim basically balanced to easy mode. Remember that the game balance was designed around expansions coming out quickly, so they can't expect players to be decked out with raid gear when a new expansion releases.
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#2
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Everything is measured in time. The faster you can do things in EQ, the more powerful you are. Ultimately the entire game and metric of what is "powerful" simply comes down to how efficiently something can be done. The game can be "beaten" no matter what, if you simply spend enough time and throw enough characters at something. A raid of 500 people doesn't need Clerics to "clear" the content. You can just hack down the Dragon eventually while taking tons of deaths. But obviously it's much more efficient to use Clerics, hence why they are powerful. Imagine if raids were capped at 30 people. What is most powerful would inherently be whittled down first to what 30-character composition is even capable of killing the boss MOB, and then what group composition can kill it the quickest and/or kill it with less than 30 people. The less people you need to do something, the less the loot needs to be shared. And the faster you can do something, the more time you have to move onto the next thing. In EQ, those factors of how to do something most efficiently (least amount of characters needed and/or fastest) revolves around whatever allows you to do the most DPS while not dying, or at least not dying too much. Unless you are exploiting the duel or drowning mechanics from certain periods of EQ, wherein you could constantly refill your mana bar by dying. In which case, die frequently, it's quicker than medding. [You must be logged in to view images. Log in or Register.]
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#3
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I also apologize for not being 100% clear. When I try to type in shorter sentences (as requested by users on these forums), there ends up being misunderstandings (not your fault). This is one reason why I normally type more, because it reduces this problem. When I say "DPS not that important", I am not saying DPS is never useful, shouldn't be sought after, or cannot improve your gameplay. I will explain more below. In raiding I have already said (and agree) that DPS is more important. You want to clear Fear as fast as possible because another competing guild could try and take your raid mobs. In soloing DPS is also a bit more important. You can only improve your kill speeds via more utility (HP/Mana regen, clickies, etc.), or more DPS. I myself am tooling my SK to have higher DPS in soloing, because he is already tanky enough. Adding more HP or defensive stats will not help his chances of survival, so I can focus on improving clear speeds. Grouping is where DPS tends not to matter as much. The reason for this is because in my experience the biggest DPS boost you get in grouping is simply having other group members. This is assuming a reasonable group composition, the players at least know how to play their class, and they aren't AFKing a lot. I have been in groups where we have had highly geared players (high DPS on paper), and had poor clear speeds. Conversely, I have had groups with average geared players that have had high clear speeds. The reason for this is simple: Everquest monster stats are generally balanced around low to average geared players. This is because the rate at which expansions were released (and the difficulty in obtaining gear) meant the developers couldn't expect most players to be geared to the teeth. If this wasn't the case, soloing for XP wouldn't really be a thing. Monsters would just take so long to kill that soloing would only really be worth it when you were camping items of value. The true challenge of Everquest came from people not knowing a lot about the game. On P99, where everybody basically knows everything, a lot of the challenge is removed. It gets stripped down to mostly monster stats, which again are actually not that high for the most part. This is why you can get away with having great clear speeds with groups that don't have high DPS on paper. I understand you like to play efficiently, so you probably play in groups that are even more optimized, both in composition and DPS. This means your standard for XP gains is simply higher than normal. This is not a problem, but I believe it skews your idea a bit of what an acceptable XP rate is for the game when it comes to the game's balance. I am not saying most players would not enjoy your standard of XP rates. I am saying that most players are not hyper optimizing their XP groups via gear checks, running static groups, being really strict about classes and levels, etc. Not that I have seen anyway. Usually class and general level range are the things that get checked in groups, and even then it is more class type (healer, puller, etc.) rather than the absolute best class for the situation. The reason why I say a Mage's extra DPS doesn't really save the class on P99 is because of their lack of CC. Not having CC means you are still more limited on what you can solo, even with the increase in DPS. In a group their extra DPS is nice, but as I said before, extra DPS isn't always going to increase your group's kill speed. Typically speaking it's better to get a class that has both good DPS and good utility (like a Necromancer), to get the most bang for your buck. In a raid Mages are obviously amazing, but not for their DPS hehe, it's for their utility. The thing about Mages is their toolkit REALLY shines when players know little about the game. This is because their ability to summon items is very important when players don't know where all the merchants are to buy food/drink/bandages for their respective faction levels. When everybody was new to the game, summoned weapons were also actually pretty good. Since most people were running around with Fine Steel weapons, Summoned weapons were better than what they had. On P99, this isn't the case. Everybody knows where the merchants are, or can quickly change their factions. They also have better weapons, so summoned weapons aren't very useful, except for a few situations. This is why I think Mages are the most underpowered when looking at all aspects of the game. Again, this doesn't mean I hate them, they are bad, or you shouldn't play them. In solo situations they are gimped by lack of CC, in group situations they aren't really that special, and in raids they are only used for a few spells. In all situations pet AI can gimp them. Under the assumption an average player will not be heavily raiding, this means their huge advantage in raids isn't worth as much consideration. We mostly need to look at their solo/group capabilities. Again, this isn't to say Mages are bad, they just unfortunately aren't designed for people playing Everquest when they know everything. This is why the class got a bunch of changes in later expansions to try and address these issue. Now to play devils advocate, you could say Rogues are even worse than Mages, because they have a similar problem. Not great when soloing, but much better in groups and raids. Don't misunderstand the "not great" part for soloing with Mages. I am not saying Mages can't solo quickly. They are simply more limited than a lot of other classes due to lack of CC. What they can solo they solo very well. Also casters usually have a leg up over non-casters. The only reason why I disagree with this is because rogues are designed to work this way. Their kit isn't gimped by P99 knowledge, but improved by it. They also have higher DPS than a Mage, which is the main consideration for Rogue vs. Mage when in a group situation. While Rogues obviously lose out in solo situations, my assumption is most rogue players understand they should be heavily grouping anyway, so for Rogues specifically you shouldn't be weighing solo capabilities as much to begin with.
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Last edited by DeathsSilkyMist; 08-01-2022 at 10:46 AM..
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#4
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I tried to see your mage opinion, but the more you talk about it I'm convinced that you're actually just making things up now to support your mage claim, lol. Which isn't surprising, we all know you like to spin your opinions as facts, and will defend them to the death. I can respect that in certain scenarios, but I'm not really sure who are you trying to convince here, other than yourself.
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Mage's are certainly not the most underpowered class in the game when looking at all aspects of it. It's more like a close tie between Rangers, Paladins, and Wizards, with Rogues not too far behind that. Ranger's are a perfect example of how worthless utility can be. It doesn't make them good soloers, nor does does it really make them well liked in groups, despite the fact that they can also dps. Same with Wizards, they have a ton of utility, but I have no doubt I could out level one on a mage as knowledge/efficiency/minimizing downtime is the most important thing when leveling up solo. Wizards also are despised in groups, despite having a ton of useful tools. | |||||
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#5
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Cothing a puller to clear agro is rarely done or necessary in group situations. I don't think I have ever seen a group actively seek a mage for this purpose, unless there are some very specific camps that need it. I am not saying Mages can't do things other than DPS in a group, but generally speaking that's how most groups handle having a Mage. As for muzzles, they are a nice increase in DPS for sure, but this again assumes your group actually needs it. Same with DS, Mages do not have a monopoly on DS, so it isn't like groups often seek them out for that purpose. Mages do not have a monopoly on resist debuffs either. You are correct that you could level to 60 without CC or utility. But having it allows you to do more camps and also gain more money/items along the journey. Just because you can level to 60 a bit faster doesn't mean you end up in the same place as someone who had better access to camps in terms of having equal money/gear. If you level up to 60 faster and then have to spend more time farming, you end up at the same place in terms of total time spent. I would take a Necro over a Mage 99% of the time. They still have good DPS and have a lot of utility to help increase kill speed, pull when the puller needs to AFK, etc. You really don't need mega DPS to have a great group. I think you misunderstood my rogue point. Their toolkit is very simple, and improved by knowledge because you can get the best DPS possible by knowing which items to get and which haste breakpoints will help increase the amount of times you can backstab. Conversely, summoning items get less and less useful as knowledge increases. Rangers, Paladins, SK, Rogues, and Wizards are lower on the totem pole for sure. I don't think I have ever claimed otherwise. But again, Mages are lower because they don't have good utility overall. Rangers, Paladins, SK's, and Wizards can solo more camps than a Mage could, and they are still great in groups. Rogues are the only ones who can't do this, but again Mages are mostly used for DPS in groups, so you need to compare rogue DPS to Mage DPS to see which one wins out. I wouldn't put as much emphasis on soloing for a rogue as a Mage, because everybody should know that they need to group more for a Rogue. Since Mages can solo much better, soloing becomes a bigger part to consider.
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Last edited by DeathsSilkyMist; 08-01-2022 at 02:29 PM..
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#6
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Mages are great at soloing, the comparison to Rogue there is very nonsensical. Not having traditional CC on Mage can definitely be very annoying, but for grouping someone else will have Root anyway, and for soloing you just have to plan properly. Your pet is the CC, you can break many camps solo by chain petting. After broken the Water Pet has crazy regen, allowing you to maximize your DPS by not having to keep casting new pets and instead use the mana on damage spells. In the period of the game before melee gear gets really good, a Mage on their own could grind through more MOBs than a trio of Warrior + Cleric + Wizard. The pet is better DPS than a Warrior and its regen is like having a dedicated healer already, and Mage damage shield + nuke together is more efficient than Wizard nuke. Quote:
I remember soloing places like Mistmoore graveyard as a Mage, while whole groups sat by, mad that I was able to take it all on my own. [You must be logged in to view images. Log in or Register.]
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#7
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So you have to look at what each class can do, and what people end up using them for. Mages can solo and group well, and they are highly prized in raids. But remember that most Mages level to 55 and then just become a CoTH bot, where most Rogues level to 60 and play outside of Raids. This is one clear indicator of why Mages are low on the Totem pole. They have one good thing people care about, but their other abilities aren't special enough for people to care about them. That is why Rogues are better than Mages. Quote:
You misunderstood my point about Rogues. I am not saying Rogues and Mages are equal or comparable to soloing. I never said that. I am saying Mages aren't as good at soloing as other classes due to their lack of CC, which is true. Rogues are mostly group classes, so you weigh soloing lightly on them. Mages can solo better, so you weigh soloing more when considering most underpowered. And I think SK's, Paladins, Rangers, Druids, and Wizards are better than Mages at soloing because they can do more camps via utility. Who cares how good a Mage can be at specific camps if you can't get into them, for example? Having a larger pool of camps to choose from allows more consistency when leveling. This is again assuming Velious, because that is where this server always ends. I also would love to see video proof of your claim that a single mage could out grind a Warrior + Cleric + Wizard. I don't think this is true. And even if it was true in Classic, lets say, that is irrelevant to the question, because the question isn't "most underpowered in classic".
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Last edited by DeathsSilkyMist; 08-02-2022 at 11:08 AM..
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#8
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Mages do not struggle with getting into effective camps, lol. The population is quite low here, it is not hard to find stuff to keep them occupied. Again you think utility = power. Wizards/Rangers specifically do not have this insane amount of options over a mage to effectively level just because they have more utility than a mage. I'd actually argue that they have less. There are very, very few spots a wizard can actually utilize and out perform what a mage could do. I can think of sents as a particular example in WL, but sents are really bad xp/hour. And a ranger loses a ton of options once you hit the 40s and mobs just wreck you. Fear kiting animals is extremely limited on options. Quote:
There are plenty of mages that like to play beyond 55 and outside, coth bots are more like robots specifically created for that reason. Rogues can't solo for shit, they contribute highly to groups, but so does a mage, and they contribute highly to raids, but so does a mage. So given that mages are much, much better soloers, rogues are definitely more underpowered than them. | ||||
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Last edited by Crede; 08-02-2022 at 11:22 AM..
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#9
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Mages farm better and level faster than all of the classes you named (MUCH, MUCH faster than the Hybrid classes, especially Paladin, and especially before Velious). There can be some camps they are worse at, but those other classes are very likely going to earn less plat per hour by doing them. How is it better to be able to choose from more shitty camps, rather than spending your time leveling faster and getting more money? Rangers doing Quillmane is pretty much the only relevant thing I can think of where one of those classes could actually generate more "gains" solo than a Mage. Also, "assuming Velious" is silly. If p99 has a proper recycle server, then Green would only be in Velious 40% of the time (or less). And within that timeline, it's only at the very end where Pally/SK reach their best state. Even in Velious regardless, Mage is still a better solo class than any of these others you listed.
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