![]() |
|
#21
|
||||
|
Quote:
So if P99 is really strict about being classic, they should have reverted these changes. | |||
|
|
||||
|
#22
|
||||
|
Quote:
| |||
|
|
||||
|
#23
|
|||
|
As a low necro...no way can I do more dmg than my pet on a blue/even con mob without blowing most of my mana bar on one creature. I just can't do 51%. And I'm not about to start reclaiming right before a mob dies and resummoning...that would eat up mana like crazy too. It's not that big of a deal to me though...I lived with it as a necro on live in 2000, I can live with it here...although it was sweet when they removed it.
For me right now, the pet aggro is a real problem...I can send in a pet and let it do 30% damage to a creature, and one spell....blam it's on me and won't get off. It was not like that on live as I recall. | ||
|
|
|||
|
#24
|
||||
|
Quote:
If I a may quote Nilbog : "All of these demands have been on a list of requested classic mechanics/features since the beginning of the project. This list is comprised of source requests and as far as we know, "unfixable" issues. Only recently have we devised any chance of fixing some of it. That's why the .dll files came into the picture. If you noticed, we have been adding client features which have long been missing or non-classically persistent. (brown skeletons, gypsy women models, spellset removal, 'new era' tradeskill recipe window interface bypasses directly to experiment mode for combine containers) I detect heavy sarcasm from this thread, but I will take it as it is. With that being said, the rest of this thread will be in response to as if you were serious. Quote: Originally Posted by Doors View Post If you're going to go all out, stop cherry picking features and actually do it. They aren't cherry picked. Fixes are created when we have the means to do so. Like the community often commands, "why fix stupid faces when you can fix Y or Z".. and that's what we do. If there are crashes or any type of exploitation, those issues take priority over the removal of say...item links. If you have these fixes, please give. If you have a way to completely and immediately convert the project to classic, please do. I would love to play instead of develop. Otherwise, make bug reports, research and post as much information as possible, and chill out. That's the best you can do unless you pick up development and submit fixes. I'm with you. Let's make it as classic as possible."
__________________
Kraddok - 49 Barbarian Shaman "almost max level"
Everquest Mysteries http://www.project1999.com/forums/sh...d.php?t=231587 | |||
|
Last edited by utenan; 02-16-2012 at 11:57 AM..
|
|
|||
|
#25
|
|||
|
If you let a pet do 90% of the damage to a mob, then dismiss the pet and resummon a new one, then let that pet do 9% and you do 1%, do you get full xp or not?
In the scenario above again, say after you get a new pet you do 6% and the pet does 4%, do you get full xp? | ||
|
|
|||
|
#26
|
||||
|
Quote:
| |||
|
|
||||
|
#27
|
||||
|
Quote:
Class "balancing" is a grey area, I think. Does this pet/exp change fundamentally change how most pet classes (especially magicians) are played, in a way that makes them less fun? Yes, sort of. Given that you can just sac the pet (which higher level magicians tend to do anyway), it's more of an inconvenience than anything. But it certainly does make the class less fun, more difficult, and since the change was ultimately reverted... why put the magician class in an inferior, less fun state when the class was definitely not broken before? If it was a necessary nerf for an overpowered class problem, I'd understand. But that's not the case here. Absent that, I just don't see how it enhances the "classic" experience when for the first 2 years of classic it was okay, but now its not, just because Verant did it that way (and we know they ultimately decided that was a mistake).
__________________
Throb - Level 55 Dark-Elf Magician
Jonnylaw - Level 4x Iksar Monk Tallpaul - Level 2x Dwarf Rogue | |||
|
|
||||
|
#28
|
||||
|
Quote:
| |||
|
|
||||
|
#29
|
||||
|
Quote:
Before this exp change mages were already gaining less exp than their live realm counterparts because of pet aggro not working. As a low mage you are forced to just sit there with a full mana bar because if you nuke you will instantly take aggro from your pet, so this directly slows down mage experience. Now the classic nerf that is supposed to take exp down to 25% actually lowers it to some value below 25% since the non classic mechanic of pet aggro not working has already lowered the rate at which mages gain exp. The final result ends up being a larger nerf than what was intended by classic. | |||
|
|
||||
|
#30
|
||||
|
Quote:
| |||
|
|
||||
![]() |
|
|