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  #41  
Old 08-22-2024, 06:56 PM
Vexenu Vexenu is offline
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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  
Old 08-23-2024, 06:13 PM
Tann Tann is offline
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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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  #43  
Old 08-23-2024, 08:06 PM
Zuranthium Zuranthium is offline
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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  
Old 08-23-2024, 09:41 PM
Vexenu Vexenu is offline
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Quote:
Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
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.
The point wouldn't be to help Druids in groups that have Enchanters and Shaman, it would be to make them modestly more capable as healers in groups/duos without them. I think a 30-40% slow would fit the Druid's unique "jack of all trades, master of none" caster niche very nicely, without threatening the superiority of Shaman and Enchanter slows.

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  
Old 08-23-2024, 11:39 PM
Zuranthium Zuranthium is offline
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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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I would be interested to see your list if you can abide by the thread stipulation of limiting it to one change per class.
I can not, too many remaining gaps, not satisfying [You must be logged in to view images. Log in or Register.]
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  #46  
Old 08-24-2024, 04:17 AM
shovelquest shovelquest is offline
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Druids should have a spell that gives people lives out of combat regen. Boom Shakalaka.
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  #47  
Old 08-24-2024, 06:42 AM
Duik Duik is offline
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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  
Old 08-24-2024, 01:57 PM
loramin loramin is offline
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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  
Old 08-24-2024, 05:20 PM
Zuranthium Zuranthium is offline
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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  
Old 08-25-2024, 02:08 AM
wuanahto wuanahto is offline
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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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