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#1
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![]() Quote:
You might lack CC without an earth pet locking down an add, but if you've got any flavor of priest/healer who isnt a window licker they can root in an enchanter's place. I think the point I was making about grouping up should be reiterated, the game wasn't designed for 13 classes to be able to go on solo adventures - its a social game where everyone brings something to the table. If everyone uses their toolkit as best they can, that'll maximize chances of survival in a crisis situation. | |||
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#2
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![]() I always thought it would be nice if Mages had a spell to basically summon up a crappier LORE version of the root net. Five charges with maybe with a 2-3 second cast time. Would be very useful but a big enough pain in the ass (being flagged LORE and hence having to re-summon often) to not be overpowered.
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#3
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![]() Enchanter even with slow haste summoned pet CC runes and stun is still wildly OP without charm.
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#4
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![]() Mages get root, it is called an earth pet, next.
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#5
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![]() I think they were thinking of balance in truth, but stopped with just the mage in this regard. I seem to remember a good dev interview about mages. Root should have been limited to druid / shaman imo.
What I also would have loved to see for balance: -Clarity to wizards only -Slow formula to be revisited (is too OP), requires reagent -When charm breaks the spell emits an AoE that stuns PCs (or maybe mob is raged, immune to spells for 10secs on break) -No pets in any form accept weapons or items -No recharging -Snare as Ranger only, requires reagent -Don't go waaaaay overboard come Kunark with melee weapon ratios -No mend for monks -FD has 10min cooldown, also has max duration -Backstab should have a general ceiling and not tied to weapon strength (evade as a cooldown ability similar to FD) -more "cursed" items please (i.e. great weapon ratio but proc strips you of a buff or something like that) -more "cursed" buffs while we're at it (top level haste also drains down HP lich style) -more holy / unholy sword options for knight classes, very proc / situational based Ahhh to dream... Still was hella fun playing launch day, no one cared about the above, just went off to explore a new world and have adventure. | ||
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#6
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thats totally something a rogue would do. | |||
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#7
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Funny, I always thought it would have been a great ranger ability. Fooling bears and such.
__________________
-Glasken, coming out of retirement for Green99
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#8
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![]() Quote:
Mend follows the same train of thought, using Ki. These classes were largely based off of their D&D counterparts. From the D&D 5th edition manual: “Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities” | |||
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#9
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![]() Monk FD with a 10 sec refresh or whatever is just plain lame and OP. Ruins immersion when same mob sees you flop 10 times in a row and doesn't think to just rip your guts out.
Should have been used as a way to save your ass while soloing or in a bad train / wipe. Would definitely make splitting much much harder, which would make encounters and general group play more interesting IMO. Even if mend stays in from a lore perspective, should be same timer as LoH / HT. Making the abilities more situational, monk would remain a high damage class with some cool abilities and not very reliant on gear. | ||
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#10
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