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  #1  
Old 11-17-2019, 12:23 PM
Man0warr Man0warr is offline
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I killed Nagafen in Classic in a raid. We used nearly 100 people from levels 40-50, with rotating buff groups and after buffing up you would log out to the chat rooms to hang out. This process took over an hour which is why people logged out to save buffs.

People had terrible knowledge of gear (no one was wearing full MR resists) and most were just bad players compared to the average player on Project 1999.

It was basically a zerg, with everyone constantly getting feared and dying to Lava Breath. The only way we were successful was the sheer number of players.

Throw in most of these people were on 56k modems or ISDN lines (DSL wasn't widely available yet) and you had constant LDs with this amount of people.
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  #2  
Old 11-17-2019, 01:30 PM
Buellen Buellen is offline
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@Bazia

OK sure it was post when luclin release But the information is still relevant. Could there have been some change with patches from velious to luclin that possibly changed East karna Sure.

But the tactics although not refined as many of p1999 player base uses, still shows information that is relevant to the discussion in this thread.

With Respect
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" I'll keep making classic changes when I can, regardless if people threaten to quit. I'm here to recreate classic eq; not to make people happy."
Last edited by Buellen; 11-17-2019 at 01:32 PM..
  #3  
Old 11-17-2019, 03:40 PM
Bazia Bazia is offline
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ive kinda transcended the classic or not argument, one class should not be more powerful than an entire group that doesnt include said class

it's just stupid and considering ENC was designed to be a support class but it's functioning as anything but

everyone in a group with an ENC supports the ENC while they carry with charm DPS not the other way around as intended
Last edited by Bazia; 11-17-2019 at 03:42 PM..
  #4  
Old 11-17-2019, 04:42 PM
Buellen Buellen is offline
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This discussion of the enchanter spell allure has more concrete duration of various level of charisma.

https://web.archive.org/web/20010714...e=Allure&type=

I have had differing amounts of success with this
spell. On mobs 30ish and below and 220 charisma and
tash first I can have this reliably stick for up to
four or five minutes. On mobs 40ish to low 40s it's
much more of a crapshoot.

Still, Allure is the only spell I know that has a chance
to stop a fire giant or ice giant in its tracks. In
situations where mez doesn't work at all, this is
the crowd control tool of choice.
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Nilbog:

" I'll keep making classic changes when I can, regardless if people threaten to quit. I'm here to recreate classic eq; not to make people happy."
  #5  
Old 11-17-2019, 04:59 PM
TheDudeAbides TheDudeAbides is offline
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No Developer worth his salt would design a class as powerful as Enchanter is on P99

Charm has been laughably broken for 10 years on this server. It has now created a form of solo gameplay that was never supposed to be possible in the original vision of Everquest

It's called Balance. Charm in it's current form on P99 is WAY OUT of balance

There is no risk and the rewards are enormous. It's like playing Poker and having the winning hand every single time. The spell is supposed to be a gamble with huge payoffs if RNG rolls in your favor. Used sparingly, for when you are in a tight encounter and want to roll the dice in an effort to get out of it.

Not a God Mode class running around with an insane pet that puts a real pet class to shame.

To be honest this one spell has completely skewered Raiding on P99, especially in Classic. It trivializes encounters to the point where if you can't charm as a caster, you're considered "not wanted" or inferior.

It's a slap in the face to other caster classes and it needs to be fixed immediately
  #6  
Old 11-17-2019, 05:17 PM
Bazia Bazia is offline
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Quote:
Originally Posted by TheDudeAbides [You must be logged in to view images. Log in or Register.]
No Developer worth his salt would design a class as powerful as Enchanter is on P99

Charm has been laughably broken for 10 years on this server. It has now created a form of solo gameplay that was never supposed to be possible in the original vision of Everquest

It's called Balance. Charm in it's current form on P99 is WAY OUT of balance

There is no risk and the rewards are enormous. It's like playing Poker and having the winning hand every single time. The spell is supposed to be a gamble with huge payoffs if RNG rolls in your favor. Used sparingly, for when you are in a tight encounter and want to roll the dice in an effort to get out of it.

Not a God Mode class running around with an insane pet that puts a real pet class to shame.

To be honest this one spell has completely skewered Raiding on P99, especially in Classic. It trivializes encounters to the point where if you can't charm as a caster, you're considered "not wanted" or inferior.

It's a slap in the face to other caster classes and it needs to be fixed immediately
thank god some common sense reinforcements
  #7  
Old 11-17-2019, 05:48 PM
DMN DMN is offline
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I think nag only dispel your top buff. So as long as they set it up so the charm was well down on the bottom...
  #8  
Old 11-17-2019, 05:48 PM
gkmarino gkmarino is offline
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Buff stack protection before charm.. usually debuffs that fade.. then override those gaps with positive buffs while it is charmed.
  #9  
Old 11-17-2019, 06:02 PM
Bazia Bazia is offline
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very easy to bury charms, everything about enc is easy thats why its becoming a bigger and bigger problem

half the server is playing one as an alt or main and soloing camps that otherwise would be going to full groups

very stupid, hopefully we see some refreshed interests from the staff regarding the abuse of charm
  #10  
Old 11-17-2019, 07:31 PM
Gatorsmash Gatorsmash is offline
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If Classic enchanter charm is 5 on a scale of 10, Project 1999 enchanter charm has always been a 7.

It's close to super OP, but I'm not going to lose my mind about it. A 20 year recreation of a game isn't going to get everything perfect. Anybody who actually played an enchanter during classic and the expansions prior to AA's and think this charm duration is classic- you are a fucking idiot. It was never that dependable in a group, it could break in 2 seconds or 2 mins every time.

Edit- durations were soo unpredictable pre AA's 1-60 it was difficult to verify charisma even effected charm duration. Wasn't till a dev confirmed it at one of those conventions if I remember correctly
Last edited by Gatorsmash; 11-17-2019 at 07:40 PM..
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