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Old 04-09-2007, 04:25 PM  
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Default Re: Moorgard DPS Tiers

Quote:
Originally Posted by Stinkfinger View Post
Considering there is much more to the game, then just raids
Yeah, like making your way to the raid zone, and logging off after raid time!
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Old 04-09-2007, 04:27 PM  
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Default Re: Moorgard DPS Tiers

When does DPS matter in Heroic content? I certainly have never noticed anyone parsing in heroic zones. Shit dies too fast, and half of the time decent spells or CAs aren't even up. DPS tiers while they might INCLUDE heroic content, are inherently designated towards raids. You can argue that if you want to, but whatever. Utility outside of mana regen and DPS doesn't even matter in groups and heroic content. Give me any tank, any healer, and anyone else who wants to come along, and it doesn't matter, the zone is easy.
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Old 04-09-2007, 04:28 PM  
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Default Re: Moorgard DPS Tiers

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Originally Posted by Stinkfinger View Post
apparently you were not a ranger during KoS. so Fuck class balancing as long as your allowed to play, its all good. Interesting thought.
Your shit doesn't even make sense. We're in EoF now retard. In case you haven't noticed, rangers are doing godly DPS. Rangers are on raids now.
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Old 04-09-2007, 04:54 PM  
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Default Re: Moorgard DPS Tiers

Still Lao, he's right about the old KoS days with Rangers, I had one myself. With good gear and enough procs, you might as well have been shooting armor piercing, explosive tipped arrows at mobs for how ridiculous damage was.

Love the good old days =)
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Old 05-04-2007, 10:58 AM  
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Default Re: Moorgard DPS Tiers

Found this on my guilds old EQ 2 SOE hosted website. Word for word from Moorgard!

Steve "Moorgard" Danuser: Without giving the precise DPS numbers we intend each class to have, I can list how the classes will relate to one another in damage output. There are basically five groupings that classes fall into, from highest amount of damage output to the lowest.

First group:
  • Wizard/Warlock
  • Assassin/Ranger
Second group:
  • Conjurer/Necromancer (using damage pet)
  • Brigand/Swashbuckler
Third group:
  • Coercer/Illusionist, Conjurer/Necromancer (using tank pet)
  • Troubador/Dirge
  • Bruiser/Monk
Fourth group:
  • Berserker/Shadowknight
  • Paladin/Guardian
Fifth group:
  • Fury/Warden
  • Defiler/Mystic
  • Inquisitor/Templar
Keep in mind that these aren't absolutes. A Guardian who concentrates on damage output and upgrades his or her offensive abilities could surpass a Berserker who focuses on defensive capabilities. These are simply the general guidelines we're following where, all things being equal, the classes will be organized.

The thing with class balance, though, is that all things are *never* equal. So much of the damage output of a class depends on how that class is played that it simply isn't possible for anyone to guarantee that a given class will always perform at a certain level under every circumstance. However, the above list should at least give players an idea of the direction our numbers will be taking.

Sassee: You've mentioned that part of the combat revamp is that spells and arts will no longer grow in potency as your character levels, but will instead be improved by upgrading their quality. What about spells and arts that currently grow throughout a character's life, such as conjurer and necromancer pets?
Steve "Moorgard" Danuser: Though there may be some exceptions, spells that grow infinitely in the current system will typically be replaced by new spell lines that allow the abilities to be upgraded periodically. In the case of summoners, their pets will grow a certain number of levels before they stop growing, after which they'll be replaced by a new version of that pet.

Sassee: At the recent FanFaire you mentioned the idea of "reverse writs," where guild members could bring in items from drops to earn status instead of following the writs system. Can you tell us more how this is going to work and when we will be seeing it?
Steve "Moorgard" Danuser: We like the idea of letting guild members earn status through the activities they'd normally do. In this case, what we referred to as "reverse writs" would be items that drop from creatures that players hunt. Examining these items will reveal that they are wanted by various factions in the city. By bringing them in, you'll earn status for yourself and your guild.

These items can likely be traded to other players, so those who aren't guilded can sell them to other players who are interested in increasing their guild status.

An interesting notion was brought up at the recent community summit, where it was suggested that the NPCs looking for these items would call out to players who have them. This is a great idea, and we'll look into how complex it would be to implement such a concept.

Sassee: At Fan Faire it was also mentioned that mobs would start dropping coin soon. Previously, the decision was to not have this system implemented. Can you comment on the basis behind this change?
Steve "Moorgard" Danuser: This is part of our overall plan to enhance the quality of dropped loot. Creatures that make sense to do so (most humanoid-type NPCs) will drop coin. In addition, we will be introducing new types of loot items that can be used in tradeskills or sold for cash. You'll be seeing this initially in the new zones introduced with the Splitpaw Saga, and it will soon be making its way into the rest of the live game.

In addition, we'll be adding new types of useful loot. Items can drop that give a single charge of a buff or utility spell, for instance. We want adventuring to provide a nice variety of fun and useful items that have value.

Sassee: A lot of players feel that some sort of AA (alternate advancement) in EQII for the end game would prove beneficial after reaching the level cap and help with giving players more character. Do you think that anything of that sort might be added to the game in the future?
Steve "Moorgard" Danuser: Introducing a type of alternative advancement path is definitely something we're talking about for the future. We're discussing different ideas for how one might work, and we would want it to be tied into the lore of the game rather than just a system tacked on for the sake of having it.

The thing many players like about the AA system in EQ is that it gives you the opportunity to make choices and advance certain aspects of your character at your own pace. That's certainly a cool concept, and we want to bring additional forms of character diversity to the game going forward.

Last edited by Uthtrakai; 05-04-2007 at 10:59 AM.
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Old 05-04-2007, 11:36 AM  
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Default Re: Moorgard DPS Tiers

rofl, switch the tier for Fury.
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Old 05-04-2007, 12:10 PM  
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Default Re: Moorgard DPS Tiers

Yeah, how about now posting the post he made recanting all of it, and saying it was a mistake, and those tiers do NOT hold true.

Also, necrotastic job of posting.
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Old 05-06-2007, 03:10 AM  
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Default Re: Moorgard DPS Tiers

"Also, necrotastic job of posting"

Necrotastic? What that mean?
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Old 05-06-2007, 03:23 AM  
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Default Re: Moorgard DPS Tiers

So this imo is pretty close to what it is. Straight up without setting up 1 single class in raids. As if buffs were balanced out. I'm sure I'm wrong on a few but thats pretty close.

First group:

* Conjurer/Necromancer
* Wizard/Warlock

Second group:

* Assassin/Ranger
* Brigand/Swashbuckler

Third group:

* Bruiser/Monk
* Troubador/Dirge
* Illusionist/Coecer

Fourth group:

* Fury/Inquisitor
* Berserker/Guardian
* Shadowknight/Paladin

Fifth group:

* Templar/Warden
* Defiler/Mystic
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Old 05-06-2007, 03:29 AM  
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Default Re: Moorgard DPS Tiers

Your groups 1/2/3/4/5 are wrong.

I'd put Illusionist in Group 2, toss Assassin/Rangers/Swashbucklers in Group 1.

Fury goes into Group 3, same with Berserker and Shadowknight.
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