 |
|
12-02-2007, 10:16 PM
|
|
|
Yo Soy La Pequeña Prohibida
Character: Kaif
Guild: Clan Of Shadows
Server: Thorgrim
Posts: 1,964
|
Re: A Large-Scale Fundamental Change to EQ2
EQ2 is a joke. They cant even have a live server for us to log into. Fuck this game and fuck this company. I have tried to be a SoE fanboi for far too long. I am all about done with this shit.
__________________
|
|
|
12-02-2007, 10:29 PM
|
|
|
Regular
|
Re: A Large-Scale Fundamental Change to EQ2
Quote:
Originally Posted by kaif
EQ2 is a joke. They cant even have a live server for us to log into. Fuck this game and fuck this company. I have tried to be a SoE fanboi for far too long. I am all about done with this shit.
|
Do you know of any other game that doesn't have occasional downtime? Really, SOE is no different than any other company in this regard. It's annoying, but not unusual in the MMO world.
|
|
|
12-02-2007, 10:35 PM
|
|
|
one immature posted
|
Re: A Large-Scale Fundamental Change to EQ2
Quote:
Originally Posted by Caswydian
Whatever. You sound like some delusional paranoid nut, like the 9-11 Truther types.
|
When in doubt, bring in controversial politics? Fuckin' fanboi.
__________________
Most of us promote responsible testosterone dick waggling. - Evangel
Quote:
Originally Posted by Sashtan
i'm a huge fan of the cock
|
|
|
|
12-03-2007, 12:19 AM
|
|
|
Visitor
|
Re: A Large-Scale Fundamental Change to EQ2
I'd love to see some major changes. The ones I can think of:
-Spell consolidation is a must have. Thankfully is it (reputedly) on its way. Really I miss EQ's 8-slot system. EQ had a shit ton of spells but you had to pick only eight at a time (with the option to change mid-fight of course). Concentration sort of tries to do this, but Concentration fails and is gay. Honestly, EQ2's spell progression is pretty much WoW anyway, just man up and copy WoW. I like WoW's spell level system much more too. At level cap you're given Frost Bolt VIII, and you can raid to get Frost Bolt IX. There isn't Frost Bolt VIII App1, or AD3, or M2, or any of that overdone faggot shit that's an artefact of an overly complicated tradeskill system.
-Get rid of the Concentration system, drastically cut down on the number of buffs classes get, make "raid" buffs (think EQ, cost a shitton of mana, a reagent, very long cast time, but affects every character in a small area) last 2 hours, "long duration" buffs 1 hour, "short duration" 30 minutes.
-Rework tradeskilling, it's outmoded. Some effort has been made into this (ie, removing everything but "pristine" combines for many recipies) but more needs to be done. Like, I dunno, removing the first three tier of a combine if they're not going to serve a purpose. Adding a or batch creation system. Getting rid of the horrifically bad idea of "Crafting" levels being a viable replacement for "Adventurer" levels, and thusly designing crafting around the concept of combat -- that was fucking stupid. WoW and EQ did this fine, there was no reason to change it. Crafting is PART OF a character, trying to make a system that makes Crafters a character in their own right is something 95% of the population didn't want to have happen. They wanted to adventure, and when they came back to town to resupply, maybe do a little crafting. I have never met a single person who is a "crafter" exclusively. I am convinced they don't exist.
-Merge the classes that are too similar to eachother. This will be very messy but it'd be great for the health of the game imo. Imo the following classes would be left after merger. Q is for Qeynos only, FP is Freeport only, N is Neutral:
Fighters: (I think many of the Fighters are unique enough to keep seperate)
-Guardian, N
-Berserker, N
-Shadowknight, FP
-Paladin, Q
-Monk, N (merged Brawlers, "Monk" has always the word for unarmed combatant class, it doesn't mean Monks would survive and Bruisers wouldn't)
Priests (merge 'em all):
-Cleric, N (merged Clerics, I don't feel Templars/Inqs differentiate enough)
-Shaman, N (merged Shaman, Mystics/Defilers definitely don't differentiate enough)
-Druid, N (merged Druids, I don't really "get" the difference between Wardens and Furies, either from an RP perspective or a mechanical one)
Mages (some merges):
-Sorcerer, N (merged Sorcerers, AA spec line determines if you're an elemental, single target build like a Wizard, or a noxious, aoe-focused build like a Warlock)
-Necromancer, FP
-Conjuror, N
-Enchanter, N (merged Enchanters, the split between Coercer and Illusionist seems frivilous at best)
Scouts:
-Rogue, N (merged Rogues + Assassin, the current split seems forced)
-Bard, N (merged Bards, again the split between Troub/Dirge is forced)
-Ranger, N
I'm sure you notice that this is the EQ1 class list. There's a reason for that: the majority of split classes were incredibly forced and frivilous to begin with. Further, archetypes need to go straight out the window. Let an item list every class that can equip it, that's fine, there should be nothing left of the old system.
-Class overhaul, post merger: Not every class needs a bloody unresistable DoT, two group buffs, 1-3 grouped single target buffs, etc. There is nothing wrong with making classes unique in drastic ways.
Really I'd like to see the game become more like EQ1 with WoW's advancements in usability and capacity for soloing. I'd like to see an honest to god Everquest 2, not "Sony's Second Franchise MMORPG."
Last edited by big_fag; 12-03-2007 at 12:22 AM.
|
|
|
12-03-2007, 02:12 AM
|
|
|
Because I'm right.
|
Re: A Large-Scale Fundamental Change to EQ2
Everyone that suggests merging sorcerors, I am going to require you to have played both sorcerors.
Quote:
Originally Posted by big_fag
-Spell consolidation is a must have. Thankfully is it (reputedly) on its way. Really I miss EQ's 8-slot system. EQ had a shit ton of spells but you had to pick only eight at a time (with the option to change mid-fight of course).
|
I'm sick and tired of punitive gameplay. I expect immediate access to all my abilities, but I do not need them to give me 30+ abilities.
In Jarsath Wastes there's an NPC that gives me a Collect Field Reports ability.
WHY THE FUCK DO I NEED A COLLECT FIELD REPORTS ABILITY
And my high elf has a permanent buff that I have to recast every time I die that gives me my slowfall. Does this need to be a fucking buff? Do I really need to be recasting this every time I die?
Last edited by Illuminator; 12-03-2007 at 02:13 AM.
|
|
|
12-03-2007, 02:42 AM
|
|
|
Powermad
Character: Persiius
Guild: Strike
Server: Lucan Dlere
Posts: 539
|
Re: A Large-Scale Fundamental Change to EQ2
Spell consolidation is going to merge that small % of gamers that actually don't suck in this game, i'd have definitely left the game if that had come along RoK. I actually find the idea of using abilities interesting in questing, and you shouldn't be crying about rebuffing and be thankful you're not playing a shaman Illuminator.
There's nothing much that can be done in this game to make it better, every mechanic has strongpoints and downfalls, just gotta have to deal with it or go play WoW where you can't do many things wrong anyway since the game is retardedly easy already.
|
|
|
12-03-2007, 10:49 AM
|
|
|
Poopiepants
Character: Crabbok
Guild: Sons of Plunder
Server: Bazaar
Posts: 2,543
|
Re: A Large-Scale Fundamental Change to EQ2
I honestly think that SoE is planning this, and has been for some time. Spell Consolidation has been talked about for months, and is expected to hit within the next 2 Game updates, this is a stepping stone towards Class Consolidation.
I have also seen devs, such as Fireflyte mention several times, that loot would be better in the game, if not for the 24 subclasses, and how hard it is to design loot for all those classes. I think SoE is trying to prep us for class consolidation.
__________________
|
|
|
12-03-2007, 11:04 AM
|
|
|
Halfelf Mohawk
Character: Drodin
Guild: Rapture
Server: Blackburrow
Posts: 578
|
Re: A Large-Scale Fundamental Change to EQ2
Quote:
Originally Posted by Illuminator
And my high elf has a permanent buff that I have to recast every time I die that gives me my slowfall. Does this need to be a fucking buff? Do I really need to be recasting this every time I die?
|
If they made it permanent then high elves would not be able to do splat-for-plat, and that would be a shame.
Along the same lines, frogs dont always want to walk underwater so having it be a toggle thing is desirable in way too many cases for it to be perma.
__________________
|
|
|
12-03-2007, 11:25 AM
|
|
|
The
Character: Merrissa
Guild: Sirius
Server: Najena
Posts: 579
|
Re: A Large-Scale Fundamental Change to EQ2
Classes are fine as they are. Perhaps allow ancient teacings to be shared by archetypes? and maybe consolidate the class specific aa tree into a single mamoth aa tree.
The few problems I personally am not happy with:
1. Auto attack damage regularly accounting for more than 50% of a players parse. In my opinion vanguards melee combat system was fucking perfect. Auto attack existed but it was a joke compared to actual combat arts and completely neglidgable compared to the devastating blow of a correctly executed chain move that criticals. The player skill involved to perform to the max in vanguard is a major thing that I would like to see here. fuck it, removing crits from auto attack and boosting the amount of +CA dmg items in game might work out this problem but for sure tanks would need some hate love!
2. Hate via dpsing or hate transfer. Need I say anymore? This is bullshit. A tanks stances should more radically change from pure dps through to high hate generation and defensive ability. And hate transfer? again it's easy mode and makes the game trivial. Hate mod is good though!
3. Class defining skills should not make one class of a subclass more prefered over another for any situation and every one of these skills should be balanced to have an effect that is equivalently useful for the same kind of thing.
4. All skills should be useful in every situation be it in raiding or grouping or soloing. I just love going from a raiding situation to a solo situation and losing the need to use over half of my skills. The same can be said to happen in the completely opposite fashion for other classes where half of their skills become useless in a raiding situation or whatever. It shouldn't happen ever..
5. Itemisation. Well a lot can be said here and really the point is that whatever way you do it, you are gonna piss people off. One thing I think is that gear should never be unuseable by a class.
Classes should have the option to wear any armour class but each armour class should have some penalties associated with the increased mitigation. (both physical and magical mitigations on plate should always be higher for equivalent qualities. Skills that buff mit should be changed into a straight % modifier so that they are worth casting and defensive stances should be changed to boost magical mitigations on armour also but in varying amounts for each archetype (20%physical 5%magical for warrior say and 20% magical 5% physical for crusaders with brawlers in sweeter 15%/15% position).
6. Stats. Also a pretty big one here that wouldn't be so hard to fix: Every stat should have a decent use for everyone. for example wisdom. I like the idea of wisdom giving spell mitigation. Can we pump this up a bit more with a nice curve so that priests don't get too resistant? Int is another one I'd like to see effect my taunt values and debuff amounts.
7. procs and effects. This is a hard one but as a guardian i dislike not having the option to use an item that is really nice in other ways but clearly suited for say a plate healer or a sk/paladin. consolidate all crits and +spelldmg/+heal/+CAdmg, reduce their base values (or everyone will be at 100% rofl) and thus make it all useful to every class with perhaps the characters Armour class modifying these values by a factor if the idea in 5. is used!
A final note to my wall of text is that a big change wouldn't be totally unwelcome but for sure it better be extremely well thought out (unlike my ideas! rofl) and not just a random move.
__________________
|
|
|
12-03-2007, 11:26 AM
|
|
|
Visitor
Character: Flec
Server: Crushbone
Posts: 24
|
Re: A Large-Scale Fundamental Change to EQ2
Ideally, you would have one starting class with 3 one point AA options.
1. DPS
2. Healer
3. Tank
If you picked the DPS AA, you would have one button called 'do damage' that you could repeatedly press.
If you picked the Healer AA, you would have one button called 'heal bitches' that you could repeatedly press.
If you picked the Tank AA, you would have no buttons, but a constant unhealable debuff that makes every mob around you attack you repeatedly until either it dies or you do.
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
|
|