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Old 02-17-2020, 12:58 AM
Swish Swish is offline
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Originally Posted by RipVanFish [You must be logged in to view images. Log in or Register.]
What strengths? Mages are basically just weaker necromancers/enchanters.
That's ridiculous, mage pets can shred necro pets. Your pet is steady dps, which a lot of groups crave and look for in a rogue/monk - not hard to send that in, and on top of that your nukes may not be wizard nukes but they're close.

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.
  #2  
Old 02-16-2020, 02:43 PM
Vexenu Vexenu is offline
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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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Old 02-16-2020, 07:16 PM
Wallicker Wallicker is offline
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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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Old 02-16-2020, 10:27 PM
stewe stewe is offline
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Mages get root, it is called an earth pet, next.
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Old 02-16-2020, 11:37 PM
Sunderfury Sunderfury is offline
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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.
  #6  
Old 02-17-2020, 01:07 AM
Cen Cen is offline
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Quote:
Originally Posted by Sunderfury [You must be logged in to view images. Log in or Register.]
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.
I like some of that. I always thought it was nonsensical that monks get feign death..

thats totally something a rogue would do.
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Old 02-17-2020, 12:58 PM
Glasken Glasken is offline
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Quote:
Originally Posted by Cen [You must be logged in to view images. Log in or Register.]
I like some of that. I always thought it was nonsensical that monks get feign death..

thats totally something a rogue would do.

Funny, I always thought it would have been a great ranger ability. Fooling bears and such.
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  #8  
Old 02-17-2020, 03:47 PM
Smellybuttface Smellybuttface is offline
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Quote:
Originally Posted by Sunderfury [You must be logged in to view images. Log in or Register.]
-No mend for monks
-FD has 10min cooldown, also has max duration
I liked some of the ones posted, but these two would basically strip Monk’s of most of their utility. Mend and Feign are both in keeping with the lore of a Monk. As Monk’s have become masters of their bodily and physical processes, they can slow their heart rate down to a minuscule amount, thus appearing as if “dead.”

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”
  #9  
Old 02-18-2020, 12:10 PM
Sunderfury Sunderfury is offline
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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.
  #10  
Old 02-18-2020, 12:47 PM
ldgo86 ldgo86 is offline
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Quote:
Originally Posted by Sunderfury [You must be logged in to view images. Log in or Register.]
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.
I loved your list of various class changes I saw a while back. I wish there was a classic-ish server with those rebalances..
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