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#1
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One obvious thing for the custom server: get rid of hell levels.
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#3
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Its an illusion. Think David Copperfield.
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Eratani / Cleratani / Eratou / Stabatani / Flopatani / Eratii
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#4
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Another thing, it's not good to frame the soloing XP difference as a penalty. I would phrase it like "25% XP bonus for grouping". Or maybe do something like "5% XP bonus per party member" so that everyone doesn't just duo.
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#5
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I fully support a Classic+ server that attempts to balance Classic EverQuest. I would even go one step further than you and nerf root rotting and kiting in general. Hell, I'd just get rid of all run speed buffs and make it so that Root breaks on damage like Mes. Anything to get rid of 'cheese' and make EverQuest more difficult would be fine in my book.
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#6
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But I think your changes miss the mark overall. EQ classes are so obviously imbalanced that the devs couldn't possibly have actually intended them to be "balanced" in the modern understanding. Trying to do so, therefore, isn't in keeping with the spirit OR the mechanics of the game; you're basically just making a truly custom server and using the words "classic spirit" to make it sound more palatable. And even beyond that, you have strong biases that show through in your balancing attempts. You heavily penalize solo players despite many classes having toolkits that obviously contemplated solo play? You nerf the enchanters to the ground, buff the hell out of wizards, and tweak some melee classes. But you don't address the asinine discrepancy between clerics and other healers? Between raid warriors and other raid tanks? You don't buff rogues to be more than a player mage pet who can sometimes drag corpses? Lol. Personally as far as class balance goes, I'd limit enchanter charm to humanoids, give wizards innate crits and massively buff harvest, eliminate class exp bonuses/penalties, nerf CH (perhaps make it heal a percentage of max or something so it still is a unique, powerful spell), buff poisons damage and utility potential, give paladins significant self-healing perks, give SKs significant lifetap perks, give rangers significant archery perks. I don't know what else but I feel like that would go a long ways to evening out the classes without drastically altering their original design/vibe like totally reworking charm, moving clarity around, giving SK undead crits, etc. does. I want to say "no" to melody, but I guess I've never played a bard with it so maybe it's just a RSI relief and laziness tool more than a real adjustment to the class's power. | |||
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Last edited by Tecmos Deception; 12-04-2019 at 04:08 PM..
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#7
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Also, on a more general note, it's interesting that almost all the negative feedback has been in regards to the proposed class balance changes. I can only assume that means most people are in favor of the other changes, which is what I expected. | ||||
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#8
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It's "everyone trivializing the game content, we should pull their power back". And also cap the level at level 30. Then no matter how powerful you think you are, you aint. Even pet classes get super hit, since their pets are NPC pet levels.....which a player can surpass with equipment easily in being able to hit higher level things. BOOM BOW! Make EQ hard again! | |||
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#9
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I also don't think Monk is super OP until Velious raid gear. Topor is OP, but it's pretty hard to get a hold of, which makes it acceptable somehow. Also there is no reason to nerf soloing, as the hybrids and wizards can actually sorta do that, which is one of their advantages over pure melee. I also don't think you can make all these changes AND also understand how that affects class balance enough to make specific class ability tweaks. For example, no item recharging and no mallets is a huge warrior nerf in itself, and therefore a hybrid buff. | |||
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#10
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Randomly buffing Wizards and hybrids is totally not classic in spirit. Nor is nerfing Shamans and solo players. The pet window is also not classic in spirit at all. I'd also hold off on nerfing monks until they are actually super OP (Velious). | |||
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