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#41
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This list attempts to balance the classes by making the most minimally invasive but still impactful changes.
Wizard - Add Clarity line of spells (buff) Magician - Add a spell to summon root nets (buff) Enchanter - Remove Clarity line of spells (nerf) Necromancer - Revert unclassic nerf to life tap resists (buff) Shaman - Torpor now applies mana drain to target (nerf) Druid - Add new level 51 spell, a slow scaling from 30% up to 40% at level 60. (buff) Cleric - Can now summon single charge, lore, tradeable, no rent rez totems (buff/QoL) Warrior - Add 'Weapon Attunement' combat ability at level 40, 20 sec CD, guarantees proc on next attack (buff) Monk - Implement Luclin-era AC adjustment (nerf) Rogue - Add unique Rogue-only tradeskill to craft tradeable masks with charges of various illusions (buff/QoL) Paladin - Add innate group heal proc that scales with level on all attacks (buff) Shadowknight - Add innate life tap/mana drain proc that scales with level on all attacks (buff) Ranger - Add Druid Ring spell line of self-ports (buff/QoL) Bard - Add Melody (buff/QoL) | ||
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#42
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^ good ideas but I gotta say, as an old bard main toon on eqlive, fading memories > melody.
How about instead of any individual class changes, just add in Luclin AA's, learn what stuff works with Velious era content, what needs to get balanced, or what needs to get removed. Maybe in another decade, add in PoP AA's!
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< Knights Who Say Ni >
Qeynos questing and leveling (all quests nerfed) | Off the beaten path 24-40. | ||
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#43
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I hate suggestions to give Magicians root or Druids slow. Goes outside the identity of those classes. Also doesn't really help Druids in groups that already have Shaman/Enchanter.
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#44
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Quote:
As for Mages, giving them a spell to summon a root net fits the class pretty well, in my view. Very similar to their existing lev rings. A nice buff for them without beingly overpowered (see: when item recharging was a thing and root nets were commonly used, Mages were stronger but still very balanced on the power scale) Small changes, not sweeping ones are best in my opinion. I would be interested to see your list if you can abide by the thread stipulation of limiting it to one change per class. | |||
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#45
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Druids should get better heals, not slow. Magicians should be best DPS in the game and squishiest class in the game, only their pets to protect them. Don't need another class getting root, too many classes already have it.
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#46
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Druids should have a spell that gives people lives out of combat regen. Boom Shakalaka.
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#47
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Druids get a reincarnation spell ala d and d.
Stipulation of new race has to have that class. Although an Erud warrior or Barb Ranger wouldnt unbalance things too much. A troll wizard may pose problems equipment wise but think of it as a roleplay challenge. You know what, add Centaur Wizard who can use a bow. But has definate trouble in dungeons especially stairs.. Gnome Shaman. Who cant reach torpor feom the top shelf unless they have the new spell: Grow. Ive got it. Minotaur Bard. But cant use a horn. Alas I digress | ||
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#48
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I agree with Zura that Mages shouldn't get Root: they're meant to be an almost melee-like class. But, at the same time, when a melee gets an extra unexpected mob on them, they can take hits and ignore it for awhile. Caster's can't, which is one reason they all get Root ... except Mages.
What Mages need is an Enchanter animation-like pet spell line that stacks with their regular pet and has a quick (Root-like 2 second) cast time. It would do almost no damage but have a strong taunt, and while you couldn't control it, it would attack whatever mob you have targeted when you cast it. With that, a traveling Mage who agros a mob could summon their quick cast pet, and use it (like Root) to delay the mob until they run out of range. Similarly, a Mage who gets an add while pulling could use the pet as CC. It might not be as good as a mez, or even a Root (although it would be slightly better against mobs that can't be rooted) ... but it would balance the class by giving them options every other caster has, in a way that's still true to the class. P.S. https://wiki.project1999.com/Dyzil%27s_Deafening_Decoy seems like maybe it was meant for this ... but it doesn't stack, it's not a spell line (just a single high level spell), and it's useless because of the 8 second cast time (Rot is only 2 seconds ... plus Root only costs 40 mana vs. the Decoy's 350).
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#49
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Yeah that's something I changed about Mage in my mega-patch list, they can use single target pets in addition to their main pet - Deafeaning Decoy, and I also moved the formerly bad Wizard flaming sword pet to Mages and buffed it.
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#50
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Bard: Instrument weapons. From quests
Beastlord: Existing Berserker: Existing Cleric: low mana cost quick casting offensive damage spells, undead and regular. with a recharge timer Druid: Heal Over Time spells. long duration with low potency, short duration with high potency. No downside like shamans Chanter: group buffs earlier, longer lasting hastes Mage: More pet gear at all levels. level 9 pet gear with health, level 14 daggers with low element damage procs and AC, etc Monk: No fail FD. skill will be how many spells are blocked from removing the FD mechanic, and higher levels will be outright resisting said spells Necro: so strong in 99 they dont need anything. Maybe add a twitch over time that is a "benefit" in numbers but over like 30 seconds Paladin: class specific spells, faster casting and whatnot Ranger: faster casting, shorter duration, more compressed DoTs Rogue: innate mini-crits from behind only. "crippling" blow tier hits from throwing weapons at all angles ShadowKnight: their own pet line, rogue based. Shaman: Heals over time MUCH earlier with more spells of that type Warrior: No fail taunt Wizard: Fuck you they are getting two. 1.) added lure-like DoTs. yes, even immobilize 2.) Revamped Harvest. More versions available at all levels. Mana "Heal" is over time. NO SELF STUN! | ||
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