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Old 08-01-2016, 04:56 PM
Izmael Izmael is offline
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Originally Posted by jolanar [You must be logged in to view images. Log in or Register.]
Races with really high stats and amazing racial benefits need more penalties, not less IMO.

The only thing wrong with the exp penalty is that it effects how much exp others gain too.



Enchanter/Shaman combo. Why even play anything else lol.

Enchanter/Necro for taps, even more mana regen, controllable pet and FD (!)

I wonder what would be a more powerful solo combo, Enchaman or Enchancer.
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Old 08-02-2016, 09:44 AM
myriverse myriverse is offline
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Quote:
Originally Posted by jolanar [You must be logged in to view images. Log in or Register.]
Races with really high stats and amazing racial benefits need more penalties, not less IMO.

The only thing wrong with the exp penalty is that it effects how much exp others gain too.
Experience and class restrictions just are not the way to balance them. See D&D.
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Old 08-02-2016, 12:03 PM
Jimjam Jimjam is online now
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Originally Posted by myriverse [You must be logged in to view images. Log in or Register.]
Experience and class restrictions just are not the way to balance them. See D&D.
It would be interesting if there was an xp cap rather than a level cap. So a Halfling warrior could reach a higher level than a troll shadow knight for advantage.
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Old 08-02-2016, 12:27 PM
alphys alphys is offline
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Iksars from classic, non KOS, can be bards, rogues, rangers, druids, clerics, enchanters
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Old 08-01-2016, 03:45 PM
Spyder73 Spyder73 is offline
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You can have a character with access to two differnt class skills/spells - but that character requires double to XP to level.

My dream of the Bard Monk (Bonk) could be made whole.
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Old 08-01-2016, 04:05 PM
phacemeltar phacemeltar is offline
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i'd post the entire source on github
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Old 08-01-2016, 05:41 PM
Bristlebaner Bristlebaner is offline
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Clerichanter
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Old 08-01-2016, 09:51 PM
Vexenu Vexenu is offline
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1) Stat caps for the overpowered races: Iksars capped at 200 STR and INT (tradeoff for being the best Monk and Necro race), Troll capped at 200 WIS, Ogre capped at 200 WIS and 225 DEX.

2) Give Wizards haste and clarity, refocus Enchanters entirely toward CC, illusions and charming. Wizards now desirable for groups, Enchanters still OP but to a lesser degree.

3) As was originally intended: Endurance is drained by melee attacks but can be restored by spells cast by Rangers, Druids and Paladins (not such useless raiding classes anymore, are they?)
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Old 08-02-2016, 07:51 AM
jolanar jolanar is offline
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Quote:
Originally Posted by Vexenu [You must be logged in to view images. Log in or Register.]

2) Give Wizards haste and clarity, refocus Enchanters entirely toward CC, illusions and charming. Wizards now desirable for groups, Enchanters still OP but to a lesser degree.
I've seen suggestions in the past to just get rid of the wizard class entirely and then give ports to mages and I think that's a pretty good way to handle it too.

Alternatively, give wizards an easily obtainable clicky nuke better than JBB or Burnt Staff. AFAIK they don't have one, yet Shamans and Mages do? That seems back asswards to me.
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Old 08-01-2016, 09:54 PM
EdTuBrutus EdTuBrutus is offline
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Surely there are two different answers to this question.

First is what you would do back in 1999 with the knowledge of 2016.

And its pretty obvious. You would make WoW.

Second is what you would do back in 1999 with only the knowledge of 1999. I'm fairly certain you wouldn't choose to use it as a way to punish players, the learning curve would be much, much easier and the level requirements would be smoothed so hell levels don't exist.

The thing is, eliminating hell levels isnt that damn hard. You just dont use a formula. You get someone in the firm to set the numbers, it takes a couple of hours and it stops players leaving en masse at certain points. Its numbskullingly obvious.

Then you would make stats actually matter. I still cant believe that they made this game where stats mean virtually nothing. Not only did they make stats meaningless, but they made an entire class where the rest of the game wants them to waste their time buffing those stats despite much better stuff that class could do.

And then there's camping. Does it seem even remotely reasonable that you should have to spend 14 hours to camp a spawn? Especially when the rest of the game will think that spawn drop is necessary for your class to work (as it was for FBSS). Or camp for 12 days for the Cleric Epic. 12 days. 12 DAYS.

The problem back in 1999 was that McQuaid didn't understand the genre or the bulk of the players. They didn't want punished or to spend a year on a single character. They wanted a fun game and if they got to 50, they could do another class/race combo.

The worst thing EQ did was fail to understand the players, they thought that players when they maxed would leave. (I wont rant about the terrible end game here). But they dont they go make a new char and level that.
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