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#2
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Oh totally agree, EQ and it's classic timeline are far from perfect. Adding 1 vendor pet per level for mages was probably a good call (And it actually makes the research pets much easier, as you can bypass a lot of the research stages by buying one spell to upgrade to another). Not (release era) classic though.
I'd be really excited for Green 2.0 or even 3.0 be 'Everquest classic fixed' where little niggles and mistakes are removed from day 1. Maybe giving the classes which are strong solo AND group the penalties instead of the way they are currently structured, if not removing penalties entirely. However, that is not what Green 1.0 is about. Green 1.0 is experimental archaeology, i.e. digging up artifacts and try recreate the past as it was using the evidence and techniques available. | ||
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#3
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praise dolalin
sorry your mage class has to deal with a small inconvenience | ||
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#4
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There's one positive to take away from this thread and that's when you find a mage in-game, you just tell them they can say goodbye to new pets past level 20. Most will succumb to a sudden existential crisis. They'll then start to ask you about what alt they should roll and this is how you know you've got them.
Congratulations, now there will be less competition for us non-mages as the player-formerly-known-as-mage gets to start at 1 once more.
__________________
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#5
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Quote:
What class are YOU playing? And no I won't reroll Ill just move to another, far more modern game. The Outer Worlds just released and Red Dead 2 is coming out next week. Enjoy living your life 20-years in the past spending 5 hours per-level on Classic EverQuest, though! Believe it or not many Mage players picked Mage because it's an excellent GROUPING class. In my experience it's the Enchatners Necros Druid and Shamans who will be the least-social, most-solo-oriented players. | |||
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Last edited by Vizax_Xaziv; 10-30-2019 at 02:27 PM..
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#6
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#7
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Quote:
Or will you deny that too? | |||
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#8
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Wow. | |||
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#9
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back away stay off computer | |||
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#10
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