Quote:
Originally Posted by HippoNipple
[You must be logged in to view images. Log in or Register.]
Making bind wound as good as Trak healing BP
|
No, it caps at 70% health and you also can't meditate while doing bind wound. It also already heals 84 points for Warriors, Rogues, Monks at their max skill. Not that much lower to begin with. The change is more about decreasing downtime in the game as a whole and giving imperfect group setups more viability. Less sitting around, more action, but still enough downtime that it feels like classic Everquest. This is important for a game where people would actually be PvPing, not just plugging.
Quote:
Originally Posted by HippoNipple
[You must be logged in to view images. Log in or Register.]
Make trak robe drop [modified] from ice giants
|
Yes...what's your point? Again, the change I wrote is about decreasing downtime in general. Putting this item on ice giants (inside Permafrost) has the two-fold effect of making it more open to obtain for any caster, which it should be because the game should be about SKILL, and increasing traffic to an underused zone in the game.
Quote:
Originally Posted by HippoNipple
[You must be logged in to view images. Log in or Register.]
Cap damage which would make 2h high delay weapons pointless
|
That's not what would happen. Dual-wielding and hitting 4 times in an instant with lower damage weapons, as compared 2 times with a 2h weapon, would also have its damage amount reduced. This is about the overall DPS being balanced to a more equitable amount; jousting would still be a thing. Remember, the server would be more about actual PvP, with more drawn-out fights. Melee damage is simply WAY overpowered in PvP as the gear increases, especially for extended fights. Auto-attacking is an unlimited resource. Casting ends when the mana runs out.
Quote:
Originally Posted by HippoNipple
[You must be logged in to view images. Log in or Register.]
Increase required raiding time by 100%
|
Why would required raiding time be increased by 100%, especially giving the changes I proposed to help decrease downtime in the game? It's up to each guild and individual themselves how much they want to raid. Since raid targets would banish excessive numbers of people, this also assumes there would be 4+ different competitive guilds, with smaller rosters who wouldn't be able to constantly farm every single raid target to begin with. OR, a single huge guild would split their force in half and go after different targets, since the additional people would be forced to sit way behind the main raid force, where they would get slaughtered by another guild that is waiting.
Furthermore, it's not like that raid schedule (of trying to contest 100% of Kunark raid content on 3-day spawns) would actually be more intensive than in Velious era, if you were to actually try and contest not only the Velious content but also the Kunark content. Let's assume a server dropped fresh in Velious era - people would still need to do the Kunark content to get Epics and other various items. Not to mention that Venril Sathir does become a 3-day respawn in Velious anyway. Having it like this in Kunark era would just give more incentive to have more guilds and more PvP, since there would be more to contest and it would all constantly be getting staggered to different days of the week.
Quote:
Originally Posted by HippoNipple
[You must be logged in to view images. Log in or Register.]
Take out melee ability to use levi cloak so they can't hit casters
|
Of course they can hit casters. They get a Lev from a friendly caster. Teamwork. It would make Mages more desirable in fact because of Lev rings (I would be fine with those having more charges on them). Lev doesn't take you out of melee range to begin with in many areas. You need to be somewhere that gives you height and usually a specific area that allows you to maintain height and still be in casting range, otherwise you just soon drop down into melee range. How do you think PvP works before people get the Lev cloaks to begin with?
Quote:
Originally Posted by HippoNipple
[You must be logged in to view images. Log in or Register.]
Make manastone only usable by most OP PvP class
|
Wizard is hardly the most OP PvP class. Priest classes can simply outheal their damage (even in an area where Epic+Manastone can be used continuously, certainly Clerics and Shaman) and any geared melee class beats them 1v1. They get better in numbers because of spike damage, assuming people actually coordinate, and they can be good at ganking. In prolonged fights, they are shit. Since manastone would be restricted in many areas (most of the top competitive areas), it would functionally not be much better than the current Manna Robe anyway, in terms of mana regen over time. This change would mainly make Wizards more powerful in old-World areas (assuming they have an epic) and cut down on the amount of tedium that it takes to click Manna Robe in between every single med tick, as they currently need to do.
Also, in the current game, Clerics are the only other class that benefits a lot from Manastone anyway? Shaman and Necros already get more efficient HP-to-Mana conversions. Enchanters and Mages don't have a way of healing/preventing the damage to make the Manastone especially powerful. Druids can benefit some, but only in terms of what their regen lines provide. Their direct heals aren't more efficient than the amount of health lost from the manastone gain, so a Druid can't just sit there and Manastone continuously and then self-heal, because they just blow more mana than what they gained in the first place.