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#1
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If a group of new players decided to spin up a few characters, and someone picks a Warrior thinking they'll be the tank, they're in for a bad time. The threat mechanics in the game are completely asinine and it is inexcusable that Warriors can't actually tank in the overwhelming majority of the game's content at a baseline. | |||
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#2
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Explaining to new players that Warriors can't hold aggro and the high level ones have bags filled with items that gain them aggro even though that wasn't the original point of these items. Also, I think the game would be so much better if the raid healing mechanic wasn't CH chain ONLY. | |||
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#3
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#4
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Wizards are all about personal power and overwhelming show of force, not tricks of the mind. The nukes, pbaoes and aoe snares are a good start, and I think any other spells should play to that rather than buffing friends (which is what clarity does). They don't subtly manipulate - they beat physics into submission. Going with the original post's theme, I'd suggest moving the shaman's PBAoE slow to wizard. Maybe even make it into a rain - to give the feel that the wizard has chosen a point of the battlefield and overwhelmed time itself to make all enemies in that area attack more slowly. I think stopping time was what their 8 second duration stuns were meant to convey - but of course player stun durations got nerfed early to cap at 4 seconds on due to Whirl til you Hurl abuse, making the wizard stuns completely unmentionable. At least NPC wizards can still stun properly!! Quote:
Well, in the context of when cheal was made (level 50 cap, max hp very limited, naggy/vox/kedge not itemised yet and planes not added) it was fine... just when you got tanks buffing over 5.5k hp with easily attainable gear, and far higher with top gear (some bosses giving 900 hp worth of gear to a character (cough vulak)) CH just got ridiculously op. It's a nightmare on the flipside too for NPC giants/dragons with over 10k hp casting it again and again too because they can't be stun interrupted. My suggestion to fix it is limit the spell being cast in certain (unexpansioned) locations, like manastone's manaconvert spell. | ||||
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Last edited by Jimjam; 08-15-2022 at 01:14 PM..
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#5
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A big problem with Wizard in the design of EQ at higher levels is they can't kill things super fast like they could at lower levels. Spamming their best damage spell on recharge, it's still going to take quite some time against all these 10k+ HP MOBs. Even if they were to have amazing personal mana regen, they'd basically just be like a Rogue in group play. A better design for the class is being able to do huge bursts of damage with a bit of downtime, so not the best sustained DPS, but being able to make meaningful plays. Crowd control being so crazy strong in the game is also somewhat of an impediment to "Burst DPS" being more meaningful. And of course, the Play Nice Policy sterilizing the game world. Quote:
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#6
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In addition, perhaps add a discipline called something along the lines of "Shield Stance" that offers a MASSIVE boost to AC for like 10 seconds or so.
__________________
[Druid] Durahl Levant <Castle>
[Enchanter] Norvoh Dax <Castle> | |||
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#7
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IDK if that's true though, that'd be insane negligence to overlook that for years without ever realizing it wasn't working. My gut says that they just never thought about it, never thought much about how warriors had no reasonable way to generate threat, never really thought about any of this shit. I think balance was never a concept in their mind outside of really stand-out things like their obviously huge fear that Archery would be way too strong and kept it completely shit, they just built class fantasies. | |||
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Last edited by Kich867; 08-17-2022 at 01:11 PM..
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#8
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#9
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