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Originally Posted by HippoNipple
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I think Kunark is great for long term without any modifications needed. Balancing isn't out of control yet between fully geared classes.
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Disagreed. Geared melee are overpowered in Kunark, especially Warrior+Monk+Rogue, and resists make it so that caster play in general is very limited at the top end. Wizards can do nothing but Lure unless the target has Malo on them and even then regular nukes may not be worth using. Mages pretty much can't do ANY damage with their spells, can't chase across zones since their pets poof, and have no real defense at the same time. Without an epic they are terrible and Mage epic is the most difficult to get. Druids are quite weak as well since they don't even heal better than a Paladin and their only source of offense can be removed with pumice.
Aside from that is the general problem of plugging and constant zone hopping taking away from the actual PvP that should be happening. The #1 thing to change about the coding of the box.
Quote:
Originally Posted by HippoNipple
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Kunark offers more content than classic and becoming BiS takes a really long time still.
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Taking a long time to become Best in Slot isn't a good thing to me. The focus should be on PvP. Logging onto the game to fight other players and help your guild out. People can always make alts after they become BiS. The more alts you have, the more control you can have over an area, since you can just keep getting on other characters after you run out of mana or get low health/die. Being able to continually push an opposing team strains their resources. A group of 4 people with multiple characters camped in an area should be able to beat a group of 6 on the second attack wave, assuming they have the right mix of classes and that other group has no other characters to log on.
For mass PvP this mentality helps out guilds with smaller rosters as well, since 30 people all with alts camped out in the spot they want to contest allows them to compete against a significantly larger raid force.