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  #21  
Old 08-18-2024, 08:12 AM
Dundrige Dundrige is offline
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I would give Paladins increased melee DPS against undead. I like what Luclin did with the undead proc buffs.

Rangers get the same charm animal abilities as Druid.

Rogue poisons are much more powerful and useful.

Warrior's taunt have increased hate generated over other classes.

Clerics get badass nukes against undead. Think wizard-level.

Wizards have more interesting utility spells. Their evac when things get dicey is almost instant and brings the group to the zoneline. They get area of effect stuns, roots, fears, and snares that don't generate a ton of aggro. They get the Rune line equivalent to enchanters. Critical nukes occur more often on Wizards.

And like Gandalf, combat wizards can be a thing. Still as squishy, and the weapons available might not be as great, and not as much DPS as a pure melee, but think Paladin or Shadowknight level DPS with equivalent weapons.

Magician's summoned armor / weapons / items scale with level and actually get really good and worth using by level 60, even on well-equipped characters, but the spells require special items that might or might not be worth it to get for a temporary item.

Magicians, alongside their powerful damage shield spells, can also imbue other's weapons with various elemental damage procs... earth gives a root proc, air gives a stun, fire & water give straight damage, etc.

Monster summoning is a more powerful alternative to summoning pets for magicians. The pets you summon have the same abilities as the NPC they are copied from.

Magicians & Wizard's elemental based nukes do more than just damage. Fire-based nukes are a DoT afterwards, ice-based nukes mez mobs for a tick or two, but straight magic does the most damage right away.

Shadowknights get a special irresistible (except against named) ability to charm undead equivalent to their level for a few minutes in battle.

Shadowknights get a self-only damage shield line.
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  #22  
Old 08-18-2024, 09:03 AM
Jimjam Jimjam is offline
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Shaman’s befriend/charm animal line should continue. Perhaps at 49 or 51 get the next level of charm.
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  #23  
Old 08-18-2024, 10:11 AM
Tann Tann is offline
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Magicians epic is a elemental only Torpor like heal instead of giga pet.
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  #24  
Old 08-18-2024, 11:33 AM
PatChapp PatChapp is offline
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Max shrunk warriors should get an evade bonus vs giants.
Big hands should miss little dudes more
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  #25  
Old 08-18-2024, 01:01 PM
bcbrown bcbrown is offline
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Quote:
Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
Spears work particularly well in massed combat - there should be some kind of advantage to using them in raids where you may have a phalanx of dozens of melee pushing in formation against a target dragon, giant, group of mobs. I have no idea how to implement that.
Anyone with a piercing weapon equipped gets +1 or +5 piercing and defense skill temporarily for every other player in close proximity equipped with a piercing weapon.
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  #26  
Old 08-18-2024, 10:52 PM
Zuranthium Zuranthium is offline
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Quote:
Originally Posted by Troxx [You must be logged in to view images. Log in or Register.]
One change that helped balance all classes:

Luclin

As much as much of the community hated kitties on the moon, Luclin went a LONG way to helping balance things … everything from some much needed and well placed needs (monk tanking) to alternate abilities which helped each class become a little more refined/defined.
Luclin itself didn't balance anything. Those changes are something that could already be put into the game. Luclin sucks!
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  #27  
Old 08-19-2024, 03:50 AM
Duik Duik is online now
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Quote:
Originally Posted by Tann [You must be logged in to view images. Log in or Register.]
Magicians epic is a elemental only Torpor like heal instead of giga pet.
I like the way ya thinking.
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  #28  
Old 08-19-2024, 09:56 AM
7thGate 7thGate is offline
Sarnak


Join Date: Dec 2015
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Quote:
Originally Posted by azeth [You must be logged in to view images. Log in or Register.]
rogue poisons stay applied to your primary weapon til your character dies or the weapon is unequipped
Rogue poisons need a buff, but probably not this. Wearing off usually isn't the issue. Unless you mean they proc every swing in which case that would be wildly overpowered in some situations.

Really, they need at least two of the following:
--Effects stack with spells
--Cost reduction in plat/farmable materials
--Instant Application, or a lower uninterruptable application.
--Poisons stack in inventory
--Less resistable

If poison stacked with everything, the lower resist line would become highly desirable against certain raid enemies even if nothing else changed. Right now some of the strongest poison effects don't stack with stronger spells; the cripple equivalent does not stack with cripple, and the malo equivalent does not stack with malo.

If poisons were very cheap, they would be worth using to some extent while XPing. A lot of the high DPS poisons are acceptable for applying in a combat group, especially if there is down time at all between pulls, but noone is going to spend 10 plat to get 500 damage done over and over in an XP group situation unless they are spectacularly wealthy.

If poisons applied instantly, they would give rogues tremendous burst damage capabilities and allow for rooting/snaring in emergency situations, which would make them viable even with all the other issues. If they applied in a short duration that was uninterruptable, it would allow rogues to attempt a root or snare when they have aggro, and possibly make it worth attempting damage poisons in some circumstances if the duration was short enough.

If poisons stacked in inventory, it becomes viable to keep a collection of utility poisons around for emergency situations to snare/root/stun.

If poisons had a strong -resist modifier or some mechanic like consuming multiple doses for stacking -resist on the effect, it would be worth applying certain poisons in raid situations to get a debuff effect that is too resisted by the target.

Personally, I would make it so you craft a 20 dose poison when you craft instead of a single dose. That addresses the bag space and cost issues. Then I would probably change the application time to 6 seconds and make it uninterruptable as opposed to a sit, so a root could be attempted during combat or a chain of high DPS poison uses could be tried on a low-resist target.

Right now, there's just a little too much going against them in too many ways to be useful. There's still some niche applications, but not a lot.
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  #29  
Old 08-19-2024, 11:43 AM
Toxigen Toxigen is offline
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just make em apply / inventory / craft like rogue poisons in wow - about the same cost in materials as Kilva's

1 DoT
1 DD
1 MR debuff
1 slow
1 root
1 snare
1 chance to HP restore

doneski
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  #30  
Old 08-19-2024, 11:49 AM
Jimjam Jimjam is offline
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If they fix lifetap then I’d like to see a 500hp rogue life tap poison. It should be hard to make, the intended use is for rogues running in vs a dragon to be able to instantly tap back the health they lost to first aoe.

Could even make it vs dragon only like pogos.
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