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  #51  
Old 05-13-2016, 02:02 PM
NegaStoat NegaStoat is offline
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Quote:
Originally Posted by Morningbreath [You must be logged in to view images. Log in or Register.]
Wiz + Mage. Should have been that way from the start. Sustained pet damage + ultra low agro Mage nukes = balance.
In all honesty I think magicians should have had their pets scaled back to necro pets in strength, a bit more variety in damage types for nukes but keep their overall nuking power the same, keep no snare or root, and slightly more useful AoE damage (on par with a druid's), slap in the wizard ports, and delete the wizard. It's like the game designers had good intentions when making the mage and wizard but the enchanter and necro just slap their dicks all over them when it comes to usefulness and having a robust spell list. The druid and shaman too for that matter.
  #52  
Old 05-13-2016, 03:00 PM
Lune Lune is offline
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Shaman monk

Time to bring back my favorite class, beastlords
  #53  
Old 05-13-2016, 06:25 PM
Morningbreath Morningbreath is offline
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Quote:
Originally Posted by NegaStoat [You must be logged in to view images. Log in or Register.]
In all honesty I think magicians should have had their pets scaled back to necro pets in strength, a bit more variety in damage types for nukes but keep their overall nuking power the same, keep no snare or root, and slightly more useful AoE damage (on par with a druid's), slap in the wizard ports, and delete the wizard. It's like the game designers had good intentions when making the mage and wizard but the enchanter and necro just slap their dicks all over them when it comes to usefulness and having a robust spell list. The druid and shaman too for that matter.
Good intentions or lack of creativity I wonder. The devs made an effort to create useful spell lineups for most classes while a magician could go all the way without touching their AE nukes and half of their summons. Quading is only thing that legitimized one line AE spells for most wizards. The rest were either garbage or of no use at all in a standard group.

The emergent gameplay that's still being uncovered in classic Everquest is brilliant in my mind but the decline in pure magical damage in groups will always be that one sticking point for me.
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  #54  
Old 05-13-2016, 06:33 PM
NarcolepticLTD NarcolepticLTD is offline
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RANGUE?
ROGNER?

Rogue-Ranger

because stuff.
  #55  
Old 05-13-2016, 06:34 PM
NarcolepticLTD NarcolepticLTD is offline
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Rongue!
  #56  
Old 05-13-2016, 07:01 PM
Teddie1056 Teddie1056 is offline
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Warrior + Monk. I Would have unreal mitigation and evasive abilities, while also providing solid DPS, better agro, and FD would rock.
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  #57  
Old 05-13-2016, 07:46 PM
Swish Swish is offline
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Quote:
Originally Posted by Lune [You must be logged in to view images. Log in or Register.]
Shaman monk

Time to bring back my favorite class, beastlords
They really were great, would be nice if we had them.
  #58  
Old 05-14-2016, 12:27 AM
Vexenu Vexenu is offline
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Quote:
Originally Posted by Spyder73 [You must be logged in to view images. Log in or Register.]
Would be a pretty fun custom server if they made one that had multi-classing. You could do the multi-classing in the manner that AA’s are done (where you can slide the XP scale to give XP to one class set over the other). In newer games I don’t think it works very well, but in something as established as EQ I could see it being pretty fun... Monks in plate with bard songs – warriors with Torpor – enchanters who can FD…

Would make some gearing choices very interesting....
Interesting thought experiment...what would an EQ skill tree look like? How would it be balanced? Let's assume there were suddenly no classes in EQ, allowing for this type of multi-classing, and instead you received 1 skill point each time you leveled and could assign these points into skills, spells and abilities from any current class. In this manner you could essentially build your own class.

The question then becomes, how would you "price" unique skills, spells and abilities in order to maintain some semblance of balance? For example, if you had a total of 60 skill points to build your character with, how much is the ability to port worth? 10 skill points? What about the ability to complete heal? 20? The ability to wear plate armor. Maybe 5 or 10. Raising offensive weapon skills to 252? Maybe that's worth 25. Simply being able to cast the slow line of spells? Gotta be minimum of 15-20 skill points there. So maybe you could end up with enough skill points to allow you to deal tremendous melee damange, complete heal and port...but you have no defensive skills, can only wear cloth armor and have no utility skills. Or maybe you elect to cast big nukes, can feign death and wear plate armor. But you have no heals, CC and can't even cast gate. Would be interesting to see what kind of combinations people would play if you could correctly "price" skills, spells and abilities.

And what's funny is that when thinking about this you realize how overpowered Enchanters are. One class the ability to mez, haste, slow, charm and cast clarity. They're like a multi-class of their own while everyone else is stuck single class.


Quote:
Originally Posted by NegaStoat [You must be logged in to view images. Log in or Register.]
In all honesty I think magicians should have had their pets scaled back to necro pets in strength, a bit more variety in damage types for nukes but keep their overall nuking power the same, keep no snare or root, and slightly more useful AoE damage (on par with a druid's), slap in the wizard ports, and delete the wizard. It's like the game designers had good intentions when making the mage and wizard but the enchanter and necro just slap their dicks all over them when it comes to usefulness and having a robust spell list. The druid and shaman too for that matter.
This is also interesting and something I hadn't really considered before: you really could simply combine the Wizard and Magician classes and the result would not only not be considered overpowered, but would still arguably be the weakest INT caster behind the Necro and Enchanter. You'd essentially have a Mage with root and snare, ports and better nukes. Simply make them unable to cast Lure/Bane nukes while they have a pet up (with the plausible lore explanation that doing so requires too much strain on their ability to control the elements) to prevent them from running away with top raid DPS (60/Epic pet + Lures/Banes would be a little over the top - so just make them choose one at a time) and the class would actually be very well balanced from a pure power perspective. The Enchanter would still be much more powerful and the Necro more versatile, but the Mage/Wizard hybrid would have a very solid niche and actually feel like a fully fleshed out class, which neither the Wizard or Magician do right now.
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