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#1
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As I've said before, severe penalties for death including options for perma death or at least letting people loot your loots on your corpse. You don't like people looting your shit? Get some friends to protect your rotting corpse or get back to it quickly mufuka.
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I see your Rusty Longsword is as big as mine! | ||
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#2
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Let's be honest: EQ has crap mechanics. Class balance is horrible and raiding isn't particular challenging. There are so many things that could be fixed that it would take me pages to write them all down. Some of the more egregious ones:
What made EQ awesome is and was a) the huge lore and size of the world and b) the deliberate crippling of solo classes (well, most of them).
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Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
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#3
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This:
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crabby old man playing 4000 year old goblin sim
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#4
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Also, I would do away with casting mobs continuing their casts after a character feigns. Or, at the very least do away with it breaking your FD. Although I suppose this would make monks entirely too powerful.
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-Aftermath-
Tasslehof - 60 Druid Barlow - 60 monk Blueberrii - 60 Mage Gigglepurr - 60 Shaman Kids - 60 Rogue Fornfamnad - 60 Cleric | |||
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#5
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sounds like a lot of ideas stemming from WoW designs and what Live already has...
Maybe someone here should make another emu server and see how it works out? To the OP. I wouldn't change a thing. I feel a lot of the content requires the dynamics of most of the classes depending on what you are doing. I did see a lot of the nerf bats flying or the "I want everything" for my class. Just learn the class, learn the limits and accept the difficulties. This game is based off no forgiveness and punishment for mistakes. Like that dominatrix you always wanted... P1999 EQ dominates so many games I've played in the past. From Live, EQ2, WoW (Yuck), Vanguard (moment of silence). Age of Conan... hah. Other games I won't mention because of limited play time or relevance. The current design of EQ is at its core perfect to me. When the exploits that become abused, that's where the problems start. Unfortunately you cannot control someone finding exploits on content they've already played. Live with it, roll into your own world, get into your community of friends, try some content with actual risks and enjoy what the classes have to offer. The last thing I'll add. I see a lot of comments for change that could be solved for 14 bucks and a live account. /salute. Back to the grind. | ||
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Last edited by Stonecrush; 05-02-2014 at 01:23 PM..
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#6
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#7
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A Spell Power mechanic so DPS casters can actually scale instead of just getting bigger mana pools
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[60 Warder] Kline (Wood Elf) <Bregan D'Aerth>
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#8
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Most of the stuff I wanted to change got added in Luclin.
Class balance. Druids get mini-CHeal. Rangers become viable DPS. Casters stop sucking due to a combination of resists being lowered, AAs, and horses. Gear mattering for non-warriors through vengeance, widespread FT, and focus effects. Something to do at level cap (AAs). Group and Raid buffing. Bazaar (although, I didn't know I wanted this until they did it).
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#9
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No other class than rangers should get track, clerics don't have an insta heal "ability" and necros don't have the inverse. Rangers are gimp enough as it is, let them have something to excel at alone.
All casters besides wizards should have their nuking efficiency toned down, at level 60, druids and mages have 3.2/1 damage to mana ratio, wizards have 3.6/1. Wizards aren't the kings of nuking, they're only slightly better. They should also have a bit more group utility, I really liked SoD's idea by allowing them to give players a dmg proc buff, or if the game could be written as such, spell potency buffs along the lines of the later focus items. | ||
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#10
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This is why I quit my ~50 wizard on live and grinded a monk straight to 60 (often soloing in Sol B/Lguk 50+ since groups were tough to come by unless you had huge blocks of time) and loved every minute of it. | |||
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