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#2
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Interesting correlations you drew, Aadill. There are certainly elements present from other games (with Warrior, Cleric, Ranger, and maybe Shadowknight being the most direct replicas from another game, Guild Wars) but I don't see anything wrong with drawing from good game mechanics either. Warriors, Clerics, and Rangers in Guild Wars are the most dynamic I have ever seen those classes in a game and there is little need to change them too much because they represent exciting, skillful gameplay at is best (not talking about PvE Guild Wars, which needed a lot of work, but rather what they represented from PvP).
Paladin isn't really comparable to anything in Guild Wars. Yes, that game has a multi-class system where you can go primary Warrior and secondary Cleric (they are actually called monks in that game), but it doesn't result in my vision of the class. There is no such thing as a Stun in Guild Wars and grafting the secondary healing/protection abilities onto a Warrior wasn't ever something that was very good, at least in spectrum I imagine with an actual Paladin (nor did it result in a class that was especially great against undead). Elementalist only draws slightly from Guild Wars. It takes a few of the ideas from the ability lines but it also has similarities to the Geomancer in Final Fantasy Tactics and additionally takes inspiration from Avatar: The Last Airbender (not a game, but a great fantasy series). It's most definitely my own vision of a class, filtered through some outside influences in addition to my ideas, in an attempt to try and create something unique and flavorful (both in terms of the RPG aspect and how it operates in combat). Elementalists in Guild Wars are squishy casters and don't at all draw from the elements around them to influence what they can do (plus their "Water Magic" is almost exclusively Ice rather than actual liquid water). My vision of the Elementalist is something that would be physically more sturdy and have melee capability, constantly switching between melee attacking and distanced attacking depending on the situation at any given moment in time, as well as combining abilities in different ways at any given moment in time, and it would exist outside of the standard "magic" system. I have not played Anarchy Online or even really looked at it, so I can't comment on if my Druid and Wizard are close similarities to anything in those games. I do know, however, that my Druid and Wizard draw pretty much entirely from abilities those classes already have in EQ, expanding/improving certain abilities and cutting out others, to create much more meaningful and relevant classes. The thing I disagree with you most about is how you labelled my Rogue class. "EQ1 Rogues once poisons work" is a far, far cry from what the Rogue I propose would be. EQ Rogues with better poison are still just attack-from-behind DPS bots who have the ability to Sneak. There is not much dynamic gameplay to speak of. The Rogue that I envision would be more in line with a D&D Rogue and also much more in line with how the original EQ Rogue was envisioned. Giving Rogues exclusive access to Feign Death out of all the non-caster classes (and it's of course a better Feign Death than Necromancers get because of no cast time and a faster recharge time) is already big departure in and of itself. Making the Rogue's ability to sneak more useful, in addition to giving them relevant and useful abilities in the realm of theft/lock picking/trap disarming/climbing/safe fall, further differentiates the character from what it is now. The sustained DPS a Rogue could do would decrease dramatically, but that's a fair tradeoff for all of the other unique abilities and, more importantly, also much more in line with what a Rogue is actually supposed to be in most any robust fantasy envisioning of such a character.
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#3
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Zuranthium, World of Warcraft is that way: ----->
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#4
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People get way too bogged down on creating unique abilities for each class. Stances, Auras, knock downs, knock ups, stuns, CCs, heals, whether they are focused on DoTs or DDs, AoEs, etc... it's just getting way too cluttered. WoW, for instance, has gotten to the point where every class has TOO many abilities, so many you can barely fit them all on the screen at any one time, when you only use 4 or 5 abilities for any given role. That's too cluttered, and breaks one of the simplest design aspects for anything a person could be designing: Keep It Simple, Stupid. EQ1 is a prime example of KISS in work. There isn't a huge list of abilities, there aren't any rotations, and there isn't a need for stances or any of that garbage. Every class has its own unique play style; it doesn't need to give 50 unique abilities to each of its classes to make them unique. Is bloating the games with so many things really that fun? Forcing people to min/max rotations and patterns with RNG factored in (nearly every game, including WoW), or combos (Aion) really necessary? Some of the most memorable games like UO or EQ1 don't need that much bloat to be fun. If you want an action game, go play an action game; MMORPGs are RPGs, and should immerse you in the game world, it's people, and get you to play with other people who enjoy the same world. This is the reason Oblivion (and by extension, Skyrim) suck compared to Daggerfall and Morrowind: They turn the RPG into an action game and suck all the life out of it, and this is the reason there's people playing Project 1999 rather than some new-fangled RPG. EverQuest 1 did it right. Could there be improvements? Sure, but the core of the game was, IMO, flawless, and that's why over a decade later, we're all playing a Classic experience and not one that's been tainted by WoW.
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Odinty Treeguard - Level 58 Druid (Level 9) Vmek Shadowsong - Level 51 Bard (Level 5) Odibin Deathbearer - Level 36 Necromancer (Level 13) | ||||
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#5
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I'm not advocating the EQ classes having more abilities. Exactly the opposite, in fact. Some classes in EQ already have too many abilities and there are too many shared abilities between classes. I'm advocating that many of the crappy abilities the classes have become viable and that the classes are more refined into distinctly different playstyles. Quote:
Classic EQ is definitely better than WoW in terms of the "list of abilities" thing, as casters are restricted to equipping 8 at a time. This is surely how it should be; WoW casters are overwrought and if you don't force a restriction then you aren't letting the player make any choices, which is always what you want the player doing. The problem in EQ, though, is that there isn't really much competition for those 8 spell slots. Most spells just become trash as you level and move onto the next set of spells that do basically the exact same thing, just with a different name and bigger numbers that are needed to keep up with fighting the more powerful monsters you'll be moving on to. Quote:
Moreover, there isn't hardly any customization when it comes to characters in EQ. A Cleric is a Cleric is a Cleric. A Warrior is a Warrior is a Warrior. The only thing that matters is getting the gear/level and then you're the exact same as everyone else of your class. There isn't much choice involved about which skills you'll put on your bar (despite the multitude of spells in the game) and how you want to focus your character. Granted, it's almost inevitable that certain skill/specialization choices would become rather standard for classes, but you want as many different choices to remain viable (within reason) as possible. The "ideal setup" would vary from area to area of the game anyway, meaning that there will hopefully always be an area for your level range that caters to how you prefer to play your class (although quests should be enticing players to move around and experience different areas, which then requires them to adapt and learn). Look at how many classes get "Root" right now, including the Druid/Ranger version which is essentially the exact same thing - a total of 8. I would instead only have 3 classes get that specific ability (that's with an extra class in the game), and then Wizards would get a different style of root, and Rangers would get an even more different style of root. Less classes would get lulls. Less classes would get feign death. Less classes would get "buffs". Less classes would get generic damage spells. Less classes would get invisibility. AoE damage would actually be useful for something other than Quad-kiting, opening up an entire different strategy in playstyle. Every melee class would play much differently. Playing a healer would be far more dynamic and the differences between Cleric, Shaman, and Druid would be very significant. "Debuffing" would not involve simply throwing spells on a MOB at the beginning of a fight. Stripping protective abilities would be far more proactive and far less classes would get that ability (compared to how nearly every class in the game current gets "Cancel Magic"). There's so much room for making combat more exciting and skill-intensive (which is really what the game revolves around when you come down to it), as well as giving the classes more flavor and refinement while still keeping things balanced.
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#6
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\ / \ / \ v ^^^^ H e l l =====
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#7
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a common trend for people in eq community to immediately scream "WoW!" anytime they don't like something, without any attempt at deeper understanding...
Unlike those people, I like to take thing apart piece by piece, until I extract just the specific feature I need, and NOT the whole thing. For instance, I like how WoW set up class system - you have BASE class archetype, which allowed 3 customizable branches that determine its specialization. This however doesn't mean that I actually like what they gave those classes in those 3 branches, and how they balanced the classes. In eq1, I like how classes connected to magical lore (most of the time), but again I don't like how those classes actually set up. In eq2 I like the combo-cycle based combat and spell-casting system, but i don't like pretty much anything else (other than absolutely marvelous zone of Antonika [You must be logged in to view images. Log in or Register.] and their Crafting system) Since this is a "what if" thread, my perfect class system would based of parts extracted from all 3 games: -wow like archetype + branches spec system (but no swappable dual-specing) -eq2 approach to combat combos -eq1 lore-to-classes perspective (what classes actually do) I would also put greater emphasis on DEITIES of the game, which would heavily influence your class. For example Mage who worships Ro (fire), should have a significantly different set of spells than a mage who worships E'Ci (Ice), and similarly for other classes. | ||
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#8
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WoW and WoW-clones give you "false choice" / "false customization": the appearance of having control and customization, when in fact only one setup is dominant and powerful at any given time. Quote:
I also wasn't aware that a long cooldown ability like a Discipline could be compared to Battle Stance / Defensive Stance / Berserker Stance that WArriors swapped between in WoW multiple times in a single PvP battle (or sat in one at all times for PvE grinding). Maybe if you were comparing Disciplines to Shield Wall or Evasion or Elemental Mastery; you know, 3 or 5-minute cooldowns.... I'll be more inclined to actually discuss the topic with you if you weren't twisting the definitions of what Stances / Rotations are in every other MMO into what you WANT them to be to support your argument. But, I also know from your "Let's talk CLASS BALANCE" thread, that any discussion with you would be riddled with fallacies anyways so... Good day, sir.
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Odinty Treeguard - Level 58 Druid (Level 9) Vmek Shadowsong - Level 51 Bard (Level 5) Odibin Deathbearer - Level 36 Necromancer (Level 13) | |||||
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Last edited by Stormhowl; 06-08-2011 at 11:03 PM..
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#9
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Thanks, Spud. That is indeed what I was attempting in my recreation of the Paladin and Shadowknight (well, all of the classes for that matter). They should have their own abilities and functions, not just copy-cat, ghetto Cleric and Necromancer spells that are pasted onto a weaker Warrior frame and then Lay Hands / Harm Touch added on top.
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CH Chains synchronized between multiple Clerics is certainly comparable to the rotation you describe in WoW. You are pressing a button at a specific time and not deviating at all from an exact spoon-fed plan. If any deviation happens then it usually means something else went wrong and a wipe may or may not be imminent, independent of anything you do. There is little skill involved. The only difference in comparison to WoW is that, instead of pressing buttons constantly, you are sitting on your ass medding (or not, depending on aggro) when not hitting your button exactly when you have been told to. You might throw a couple patch heals but usually nothing very dynamic. The main difference between the two is that your fingers get less tired in EQ and your screen is less cluttered with skill icons. While this is preferable in that it's a bit less irritating, it isn't much better. EQ does not have a great combat system. What EQ has going for it is the feeling of existing within an interesting fantasy World . It is designed far better than WoW in this regard (or at least the vision behind Classic EQ is far better than that of WoW). In terms of your argument RE: WoW, regarding the stance mechanic on physical characters, you have not provided any points as to why stances are bad. Stances are not bad. If the game is designed correctly, then stances require skill (as in Guild Wars). Stances in WoW are not designed the best, from what I know, but they do require a bit more skill than Disciplines in EQ. In many fights the player is making an active choice to swap between stances, even if it's not nearly as active or crucial of a decision as in Guild Wars. Disciplines in EQ will often be used in a specific order against bosses with no real skill involved. They are simply a superficial layer, another button to press, as the stances in WoW can be.
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#10
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Interesting stuff guys! Zuranthium I like how you re-made the classes so each one is actually totally unique instead of, for example, just splicing warrior abilities with cleric spells to make a paladin.
I agree it's a little silly how many classes get root. Why should a holy warrior guy be able to cast a spell that magically "roots" a monster to the ground? A paladin's spells should be simple and focused on healing and blessing, not fancy-shmancey root spells. Vossiewulf, i like your Orangutan Mage Class idea Quote:
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Spud McKenzie, Level 60 Druid <Divinity>
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