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#1
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![]() Quote:
I would like to race Ferrari and Porsche cars but I can't afford it.
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Last edited by Mblake1981; 01-31-2019 at 12:25 PM..
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#2
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Another witty, informative, and/or retarded post by:
![]() "You know you done fucked up when Yendor gives you raid commentary." - Tiggles | |||
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#3
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Ssra temple was either you loved it or hated, hardly an in-between. Rangers didn't become complete, the became OP'd (Endless Quiver and True Shot), they could solo reds all day. . . Well OK maybe I'm going to PoP on that last part.
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Galvas Blightwind - Shadowknight
Merek Falmont - Paladin Meridius Auram - Wizard | |||
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#4
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![]() Luclin world felt too disconnected from what came before, had less interesting zones in design and lore, and never made sense on a basic level to me either. I wasn't convinced that it encompassed the full surface of a moon, nor that the ecosystems/structures/residents made any sense whatsoever. The bazaar deservedly gets hate for how it broke down player interaction and local economy, but really why the fuck is there this random bazaar, far away from anything else, in the underground of the moon, randomly connected to a teleporter room, which is randomly connected to some nondescript town called Shadow Haven?
There were tons of unnecessary time sinks, between the keys for zones and the AA's, and they didn't balance the zones well in comparison to previous content. I also thought the mounts were stupid and most of the new models sucked. The new class of Beastlord was not well designed, even though the base idea fits well for EQ; instead of going out into the wilds and actually being a "beast lord", you just summoned one, and then had to throw all these buffs on the pet that made no sense. The class randomly had Shaman spells and a mana regen buff in addition to their powerful pet and decent melee capability. Seems like they just wanted to create a class that could solo uber easy, while being caster and melee at the same time, thus letting the casual players feel like they could do everything. Beastlords were an essentially useless addition to the upper end of the game (their DPS lessened at highest levels and scaled poorly against high level mobs); only their mana regen buff made them relevant, which makes no sense thematically. I did like how each race got a different pet visual, but eh, a poorly thought-out mishmash overall.
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#5
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Beastlords lacked on dps directly but a well played one was good on raids. Having a handful of Beastlords helped CH chains/casters nuke more esp. If you MGBed Paragon every one after the other. People never factored in the amount of surplus dps beastlords bought to raids with their tool kit. Only looked at dps charts, and went meh. Beastlords could let 2-3 extra chs per cleric, 2-3 extra nukes per casters 2-3 extra necro pumps to clerics before everyone goes OOM. | |||
Last edited by White_knight; 01-29-2019 at 08:30 AM..
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#6
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As I said, I like the base concept of a class that can be DPS through an equal combination of their own damage + pet, but that really should be something Rangers can do in the first place; a "Beastlord" should just be one way you can spec the Ranger class. They didn't even implement that part of it correctly though, instead the class had a super powerful pet (encroaching on what Mages should be the premiere class at), then gave them Shaman spells to have a full set of "hybrid" abilities since the base idea of the class was too narrow by itself, and then they threw on the extra buff crap to make them relevant for raids, which made them even more OP for non-raid kind of play.
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#8
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![]() I liked luclin. Sue me
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#9
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![]() People say P99 be like it is but it do.
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