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11-19-2007, 04:06 PM
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Regular
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Re: Why Spell Levels Should Be Eliminated
Quote:
Originally Posted by Exeugi
I feel bad for anybody bored enough to read that.
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dude after 1665 posts you finally said something funny
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11-19-2007, 04:18 PM
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Visitor
Character: Peco
Guild: Stasis
Server: Nektulos
Posts: 22
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Re: Why Spell Levels Should Be Eliminated
Quote:
Originally Posted by Stinkfinger
dude after 1665 posts you finally said something funny
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And to think, it only took one post to make you both look retarded.
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11-19-2007, 04:39 PM
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shaken blueberry white tea.
Character: Emanji
Guild: retired
Server: Vietnam jungle
Posts: 841
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Re: Why Spell Levels Should Be Eliminated
That's a interesting idea, but if you make spells lvl reflecting your stats, then gear would means everything. You can be a retarded healer but just as long as your gear is leet you can out heal others.
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11-19-2007, 07:59 PM
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endless waltz
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Re: Why Spell Levels Should Be Eliminated
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Originally Posted by Raymond
Good solution to this is akin to adorning spells...
I'm thinking back to that failure of an MMO: Horizons. Best crafting system in any MMO, but lacked every where else. In that game you could put "techs" on armor, weapons, and spells. Much like you can put adornments on armor and weapons in EQ2.
Make them add a +stun chance on your blah, blah, blah CA. Or a %proc to engulf in flames (when your wife sleeps with a guildie). I don't know, just not a +BOE... Seen enough of that shit with RoK already.
Make the components from these come from instances (rare chance to drop) or x4 raid only who cares.
It gives something else to aim for and tweak.
As with all things, there will be a "standard build" for all classes... But it would be a further way to keep spells interesting.
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Quote:
Originally Posted by VexusX
Personally, I like the City of Heros/Villains system. Everyone starts out with the same spell rank, but you get enhancement slots every other level and you add those slots to the spells you want. In those slots you get Enhancements loot to put into those slots. One type of Enhancement might increase damage, another improves your ability to hit/irresistability, lower the power cost, reduce the recast timer, extend range, etc.. But, the slots are finite, and you have to spend the enhancement slots on that spell to improve it, and then you have to put in the correct Enhancement to make it better. It really puts a LOT of thought into specc'ing your character, far more than it takes to select AA's in EQ2. Plus, you can build completely different playstyles this way, making more ways for you to re-work your toon. It's really an awesome system.
Here in EQ2, the higher rank increases everything, more DPS, harder to resist, longer duration, etc.
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thanks to you two for bringing this up. i'd also thought of something like this before, but i forgot to include it in my post. this "spell adornment" concept is another solution to the sage question involved in getting rid of spell ranks.
Quote:
Originally Posted by Sylvia
That's a interesting idea, but if you make spells lvl reflecting your stats, then gear would means everything. You can be a retarded healer but just as long as your gear is leet you can out heal others.
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that's kind of the point. better players should be able to complete harder zones and thus have better gear. better gear makes you stronger so that you can beat harder content. it all plays into progression. good guilds get further, and their healers will heal more, but of course, they will have to. you still have to earn the gear to begin with. "good" gear should be hard to get, "great" gear even harder. if you do it right, it should work. of course you'd have to work out a numerical balance for it. i don't claim to have done the math.
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11-19-2007, 10:54 PM
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Regular
Character: Darlock
Guild: Xanadu
Server: Runnyeye
Posts: 421
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Re: Why Spell Levels Should Be Eliminated
So basically: You want "Yet another combat revamp" that will change 90% of combat mechanics, fuck up everybody and make game unplayable for couple of months?
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11-20-2007, 02:35 AM
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Visitor
Character: Shyntlara
Guild: Retired -- Fuck Drrew
Server: Befallen
Posts: 58
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Re: Why Spell Levels Should Be Eliminated
Good Post MC... I understand where you are coming from. As a Conjie, we get the short end of the stick as far as our masters being sold on the broker. They are way too expensive.. To bad they don't implement a questline so that you can obtain your masters that way.
__________________
M. Signatures: Your entire sig must not be larger than 150 pixels high by 600 pixels wide in total, with all graphics and text included. Total graphics in a sig may not exceed 500 Kb.
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11-20-2007, 03:48 AM
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i Don't Parse Shit.
Character: Shadeyes
Guild: Fable
Server: Splitpaw
Posts: 359
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Re: Why Spell Levels Should Be Eliminated
the problem doesnt come only byt the fact m1 are dropping off raids. It comes with the age of the game. the level 70 stayed max with 2 extensions, during wich the double of raid zones and normal zones dropped the sames masters.
In another side, more and more ppl grinded to 70 and stayed at this level.
So yes, since the level 70 is max, the market increased with more and more m1s on it.
Tho, somes of the m1 are almost never on it , or were sold at incredible price. they were dropping slowly and rarely in some rares zones or raids.
Now, let's see how it will go for the level 80 . Everybody will need masters, i m sure a lot lot are still to be discovered until ppl become able to farm all RoK raids zones. Until there, you wont see everybody full mastered i can assure you.
The system is good as it is for me, yours seems too "simple". And i m happy to be able to buy m1,as i never seen drop one for my 2 chars 70 almost (let's say in 4 years of game and intensive play,may be 2 - 3 m1s) even in raids.
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Shadeyes, 80 fae assassin
Fable , Splitpaw
Ymrir, 80 barb inquie ,Lunar Dawn, Befallen
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11-20-2007, 03:20 PM
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Regular
Character: Snarlin/Shag (Shaggir)
Guild: POUNDIT
Server: Mordheim (Butcherblock)
Posts: 432
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Re: Why Spell Levels Should Be Eliminated
Fabled gear and spells should only drop off epic mobs. The fabled gear thing was actually a design goal once IIRC. Fabled spells off of heroic or even solo mobs is just um... illogical IMO. Epic should mean something.
Adept I's (and most treasured) are for transmuting. Congratulations its your reward for mastering out the previous tier to not have to use adepts ever again.
I'm looking forward to re-mastering my toons. I've heard some complaints about low master drop rates... I hope they are true and it only gets worse.
The last thing this game needs is progression removed.
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11-20-2007, 04:25 PM
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shaken blueberry white tea.
Character: Emanji
Guild: retired
Server: Vietnam jungle
Posts: 841
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Re: Why Spell Levels Should Be Eliminated
Quote:
Originally Posted by kyros
that's kind of the point. better players should be able to complete harder zones and thus have better gear. better gear makes you stronger so that you can beat harder content. it all plays into progression. good guilds get further, and their healers will heal more, but of course, they will have to. you still have to earn the gear to begin with. "good" gear should be hard to get, "great" gear even harder. if you do it right, it should work. of course you'd have to work out a numerical balance for it. i don't claim to have done the math.
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That's not always true. you can also buy fable items off the market without raiding a single mob.
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