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12-04-2007, 10:59 AM
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Poopiepants
Character: Crabbok
Guild: Ethereal Legacy
Server: Bazaar
Posts: 2,370
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Re: A Large-Scale Fundamental Change to EQ2
Quote:
Originally Posted by Deludar
These are the classes we should have
Priest
Shaman: Just one class, both are pretty much the same and can be comibined easily
Cleric: See above. You can have different AA lines allowing a MT cleric to go more defenisive, and an OT cleric to get better DPS buffs, etc.
Druid: Same as cleric. Defensive and offensive lines. MAKE the AAs in such a way that defensive druids need to go one way where mage druids or DPS druids need to go another
Fighters
Warrior: One class. Defensive and offensive AA line AS WELL AS buffs. We only get 5 concentration slots, make people need to think about what buffs they are gonne run for class distinction. This should go for all classes
Pally/SK: Keep these seperate
Brawler: Why the fuck are there two of these?
Scouts
Bard: Merge them. Allow "Mage/Melee" bard specs based on what buffs they are running and some sort of AA distinction. If you go down AA_Line 1 it locks AA_Line 2.
Ranger/Assasin: Keep Seperate
Swashy/Brig: Merge these. Make dispatch and end line ability as well as other end line abilies that are worth. Have raid guils be saying "I need one Dispatch speced Rogue and one Spell_X specced Rogue." Dont allow anyone to be specced for both
Mage
Enchanters: Merge these fucks
Necro/Conj: Keep Seperate
Wizard/Warlock: MERGE!!! Give two seperate main AA line paths. By going down one path you LOCK the other, so you can't do both. One path can focus on increased the power of you spells. One path can focus on adding encounter and AE bases to those nukes.
This would essentially give 15 classes. Who says each archtype needs to be the same number? Make people need to be somewhat intelligent. Give bards 15 buffs, but only the ability to have 7 running at a time. It would allow for more diversity in a raid force as well. You're "dirge" can't come today and you really need a hate transfer? Drop your bard from the mage group, have him change some spells, and there you go.
The best part about having it this way, is this...Lets say you MT Cleric quits the game, Insteas of looking for just a templar, you just need to find a cleric. And you can have you "offensive inquisitor" cleric just respec his AAs so you can keep going in the meantime.
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I agree with this post. This is for SOME consolidation, but not all. I for one play a bruiser, and would like the idea of consolidating into a brawler. Maybe I"d get tsunami, plus higher bruiser mitigation and be able to actually tank if I wanted too, rather than each of the subclasses having 1 good tanking ability. Maybe monks coudl get the Knockout Combination, and higher CA damage and be able to DPS much higher if they wanted too.
Some consolidation, and ALOT more AA paths. AA's ftw
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12-04-2007, 11:05 AM
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Don't be a Dumbass
Character: Valeros
Posts: 1,683
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Re: A Large-Scale Fundamental Change to EQ2
Quote:
Originally Posted by Caswydian
Complaints about itemization and raid progression are matters of opinion. That you do not like them does not mean the expansion is incomplete.
There are bugs in a few quests and with a few abilities, but this pretty much universally true to MMOs regardless of resources. (In fact, buggy software is endemic to the software industry as a whole, from a company the size of Microsoft on down to your small one or two person operations.)
The lack of epics is quite possibly due to the fires, or it could be they just didn't finish everything in time - perhaps they discovered some last minute bugs, or realized that they needed to revisit the itemization on the rewards.
Again, none of this is indicative of a lack of resources, however. In fact, some could be attributed to having to many resources committed to a project, thus causing more bugs and delays.
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RoK was not a finished product, and was very much rushed out the gate. Ask anyone else who beta tested, and they will tell you the same thing. Why do you think it took so long for the NDA to be lifted? Hint: It's not because they were trying to surprise everyone with a truly polished expansion. Wether they were running on limited resources or not is debatable, since we'll never truly know, and I doubt they would tell us.
For the most part the dev team is pretty talented, and had been moving EQ2 in the right direction. I doubt this is the best they could have done, something/someone was holding them back. I'm not gonna argue anymore how it's incomplete since you've posted excuses (I know you can't really believe those) for everything, and you're just grabbing for straws at this point, not to mention its just derailing the thread.
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Last edited by aduros; 12-04-2007 at 11:07 AM.
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12-04-2007, 12:25 PM
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i Don't Parse Shit.
Character: Shadeyes
Guild: Fable
Server: Splitpaw
Posts: 359
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Re: A Large-Scale Fundamental Change to EQ2
I can understand someone that ask for some changes, even heavy, hoping to a better game, but i cannot understand someone who only compare then to another game.
Some creation for god sake. If you propose changes, dont propose to look at same than another one. Stay in the spirit of the game, in his lore and try to go this way further.
Something wonderful is the choice we have. You want to go back to 5 choices max each side ? and same with races/classes ? like WoW ? No way, it's EQ2, it's freedom of your choices, it's not a dictate.
Merge classes ? when i see someone wondering about inquies, i wonder if he even knows what is an inqui. It's because of ppl not knowing shit about the classes you end with ideas like that.
Good idea to refresh the game with a large change, but very stupid to dumb down it to WoW style. We are on EQ2 for something, else we would play on another game.
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Shadeyes, 80 fae assassin
Fable , Splitpaw
Ymrir, 80 barb inquie ,Lunar Dawn, Befallen
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12-04-2007, 12:29 PM
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Regular
Character: Darlock
Guild: Xanadu
Server: Runnyeye
Posts: 427
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Re: A Large-Scale Fundamental Change to EQ2
Quote:
Originally Posted by Deludar
These are the classes we should have
Priest
Shaman: Just one class, both are pretty much the same and can be comibined easily
Cleric: See above. You can have different AA lines allowing a MT cleric to go more defenisive, and an OT cleric to get better DPS buffs, etc.
Druid: Same as cleric. Defensive and offensive lines. MAKE the AAs in such a way that defensive druids need to go one way where mage druids or DPS druids need to go another
Fighters
Warrior: One class. Defensive and offensive AA line AS WELL AS buffs. We only get 5 concentration slots, make people need to think about what buffs they are gonne run for class distinction. This should go for all classes
Pally/SK: Keep these seperate
Brawler: Why the fuck are there two of these?
Scouts
Bard: Merge them. Allow "Mage/Melee" bard specs based on what buffs they are running and some sort of AA distinction. If you go down AA_Line 1 it locks AA_Line 2.
Ranger/Assasin: Keep Seperate
Swashy/Brig: Merge these. Make dispatch and end line ability as well as other end line abilies that are worth. Have raid guils be saying "I need one Dispatch speced Rogue and one Spell_X specced Rogue." Dont allow anyone to be specced for both
Mage
Enchanters: Merge these fucks
Necro/Conj: Keep Seperate
Wizard/Warlock: MERGE!!! Give two seperate main AA line paths. By going down one path you LOCK the other, so you can't do both. One path can focus on increased the power of you spells. One path can focus on adding encounter and AE bases to those nukes.
This would essentially give 15 classes. Who says each archtype needs to be the same number? Make people need to be somewhat intelligent. Give bards 15 buffs, but only the ability to have 7 running at a time. It would allow for more diversity in a raid force as well. You're "dirge" can't come today and you really need a hate transfer? Drop your bard from the mage group, have him change some spells, and there you go.
The best part about having it this way, is this...Lets say you MT Cleric quits the game, Insteas of looking for just a templar, you just need to find a cleric. And you can have you "offensive inquisitor" cleric just respec his AAs so you can keep going in the meantime.
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So? There will be no difference in terms of combat mechanics, only that some classes will simply die (because nobody will ever spec that way, everybody will spec cookie-cutter spec and forget about AAs forever.). Only difference I see here is that it will be easier for hard-core raiders to find new players.
Quote:
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Merge classes ? when i see someone wondering about inquies, i wonder if he even knows what is an inqui. It's because of ppl not knowing shit about the classes you end with ideas like that.
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QFT
Last edited by Edwin Ahe; 12-04-2007 at 12:34 PM.
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12-04-2007, 12:50 PM
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i Don't Parse Shit.
Character: Shadeyes
Guild: Fable
Server: Splitpaw
Posts: 359
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Re: A Large-Scale Fundamental Change to EQ2
yeah , many of the whines are about the desirability in raids.
I can understand that also (play an inquie aka meh MT heal)
But the problem is not as simple. It's both encounters design, and classes design who doesnt match.
for example, inquie and templar should each bring something important, and lack to another thing. But, each choice shouldnt decide on the result of the raid. Class spot in a raid should be only a strat one, one way to win, not the only one to win.
Actually, there is a need-for-win aspect, that impose to raid leaders what they have to choose and what not.
__________________
Shadeyes, 80 fae assassin
Fable , Splitpaw
Ymrir, 80 barb inquie ,Lunar Dawn, Befallen
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12-04-2007, 01:06 PM
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Regular
Character: Quit EQ2
Guild: Vindicate (retired)
Server: Everfrost
Posts: 239
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Re: A Large-Scale Fundamental Change to EQ2
Quote:
Originally Posted by Caswydian
Do you seriously believe this? The scale of RoK is beyond anything SOE has thus far attempted, and while some things remain to be added or could be improved upon, to claim this is an incomplete expansion due to lack of resources is laughably ignorant.
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What do you mean scale of RoK? Aside how insanely massive the 4 overland zones are (which hasn't been really impressive so far, just tile the same texture over and over and call it a zone), what has blown you away by this expansion?
I've yet to encounter anything that seems new and well thought out. It's more of the same, and in many cases that's a good thing, but in some cases it's a bad thing... especially when you can't even ship a completed 'more of the same' project when you have a year to work on it.
__________________
Ocabs
Travian - servers 3 & 4
Pretty fun browser game, look me up!
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12-04-2007, 01:25 PM
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Internet Bully
Character: Kriks
Guild: Stasis
Server: Nektulos
Posts: 733
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Re: A Large-Scale Fundamental Change to EQ2
Quote:
Originally Posted by Caswydian
Would items be designed around certain AA lines? Obviously, a more melee/offensive oriented priest will want different items than a pure healer, correct?
What measures would b in place to prevent their from being clearly optimal builds fr each class, effectively killing any diversity by making certain specs required for effective gameplay?
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By allowing many AA paths, but keeping them restrictive. Take the brigand/swashy. These would be one class..the rogue. And items would be designed in a similar fashion for both "specs". It order to force diversity you have a limit on AAs. For example: The end ability of AA_Line_1 is dispatch. The end ability of AA_Line_3 is Traumatic swipe. Going down AA_Line_1 effectively locks you out of Line 3. Each of those lines add some sort of diveristy WHILE building down the the final ability. Each raid force is going to want 2 rogues at least, one with each ability.
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12-04-2007, 01:28 PM
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Internet Bully
Character: Kriks
Guild: Stasis
Server: Nektulos
Posts: 733
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Re: A Large-Scale Fundamental Change to EQ2
Quote:
Originally Posted by Edwin Ahe
So? There will be no difference in terms of combat mechanics, only that some classes will simply die (because nobody will ever spec that way, everybody will spec cookie-cutter spec and forget about AAs forever.). Only difference I see here is that it will be easier for hard-core raiders to find new players.
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What class would die? You would still have people going defensive and offense for druids and clerics. There would still be mages going for AE dps and some going for single target. Encounters would need to require it. You obviously didn't read my post thoroughly enough if you think that a solution like this would lead to cookie cutter AAs, cause if anything it would prevent that and force people to go different specs based on their role in a raid. But allow them to change if their role needs to change.
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12-04-2007, 01:36 PM
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endless waltz
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Re: A Large-Scale Fundamental Change to EQ2
Quote:
Originally Posted by Deludar
These are the classes we should have
Priest
Shaman: Just one class, both are pretty much the same and can be comibined easily
Cleric: See above. You can have different AA lines allowing a MT cleric to go more defenisive, and an OT cleric to get better DPS buffs, etc.
Druid: Same as cleric. Defensive and offensive lines. MAKE the AAs in such a way that defensive druids need to go one way where mage druids or DPS druids need to go another
Fighters
Warrior: One class. Defensive and offensive AA line AS WELL AS buffs. We only get 5 concentration slots, make people need to think about what buffs they are gonne run for class distinction. This should go for all classes
Pally/SK: Keep these seperate
Brawler: Why the fuck are there two of these?
Scouts
Bard: Merge them. Allow "Mage/Melee" bard specs based on what buffs they are running and some sort of AA distinction. If you go down AA_Line 1 it locks AA_Line 2.
Ranger/Assasin: Keep Seperate
Swashy/Brig: Merge these. Make dispatch and end line ability as well as other end line abilies that are worth. Have raid guils be saying "I need one Dispatch speced Rogue and one Spell_X specced Rogue." Dont allow anyone to be specced for both
Mage
Enchanters: Merge these fucks
Necro/Conj: Keep Seperate
Wizard/Warlock: MERGE!!! Give two seperate main AA line paths. By going down one path you LOCK the other, so you can't do both. One path can focus on increased the power of you spells. One path can focus on adding encounter and AE bases to those nukes.
This would essentially give 15 classes. Who says each archtype needs to be the same number? Make people need to be somewhat intelligent. Give bards 15 buffs, but only the ability to have 7 running at a time. It would allow for more diversity in a raid force as well. You're "dirge" can't come today and you really need a hate transfer? Drop your bard from the mage group, have him change some spells, and there you go.
The best part about having it this way, is this...Lets say you MT Cleric quits the game, Insteas of looking for just a templar, you just need to find a cleric. And you can have you "offensive inquisitor" cleric just respec his AAs so you can keep going in the meantime.
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of course, i don't expect to see these changes actually happen.
but let's say for the moment we are going to merge classes.
your ideas are good, but i feel that they're still a little too hung up on the current class system to experience the freedom that you hope to gain from changing the system.
first things first, i'd propose the following merges.
cleric - templar + inquisitor
shaman - mystic + defiler
druid - fury + warden
warrior - guardian, berserker
crusader - paladin, shadow knight
monk - monk, bruiser
summoner - necromancer, conjuror
wizard - wizard, warlock
enchanter - coercer, illusionist
bard - troubadour, dirge
rogue - assassin, brigand, swashbuckler
ranger - ranger
names are debatable, and you can stack the classes up different ways and create some interesting combinations for new class ideas, but these mergers stick with the general eq2 formula. assassin goes into rogue because assassins are very similar to rogues, and wouldn't really be different enough to justify having their own class in this system. also, paladins and shadow knights, while obviously having different mindsets, are still essentially the same thing, so they get put together.
ok, so how do you keep from losing the identity and strengths of the paly / SK and still merge them? well, you don't have to create a tree that locks you out of your other choices once you start down one... but, you do need to make a tree that weights the most important and powerful skills near the end. so since that might be one of the more controversial merges, let me see if i can go into some detail about how the tree might be set up.
first it doesn't need to be only a two-branch tree. since the roles of sk and paladin have some overlap, you merely need to break the tree into what role the character is going to specialize in. let's say you give them three trees: tanking, support, affliction. tanking tree obviously would work for either a paladin or shadow knight. this would have defensive skills, aggro skills, and some damage boosters. then, your support tree would deal in buffs and heals. this would be the path that would make you closer to the current paladin. finally, the affliction tree would enhance lifetap and other affliction abilities. obviously, there could be more options, but these would be expansive trees that would require a lot of points to make worthwhile, so the concept of a partial spec across all 3 for "min/max" is pretty much not going to happen. you end up watering down your character and having no true strengths. now you might say "well, then you could have affliction crusaders in qeynos and that would be like having an evil character there." in some ways, yes, that's true. but warlocks have been using poison and disease in the name of good in qeynos since launch, so making it viable for other classes really isn't going to hurt anyone any MORE than they're already hurt if their eyes have been open.
tree locking is kind of a silly idea. while i can see where you're coming from in wanting to prevent people from getting the uber cross-spec for dps, you should realize that if the trees are set up properly, that each will have its merits and raids will need all types of specialized players to be at their best. while currently, the most important thing is to simply maximize dps. in this system, you would need a buff/heal spec'd cleric for your mt group with your aggro/defense spec'd warrior. thus, instead of loss of definition and role, classes actually find themselves more specialized and better defined. your mt healers aren't dps spec'd because they had extra AA points due to the lack of viable buff/healing spec's. your tank actually has tanking spec's that effect his ability to hold aggro and take a hit.
do i think you should be able to use a bit of more than one tree? if you want to, sure. but it shouldn't be possible to get the best of both. that's what's important.
Last edited by kyros; 12-04-2007 at 01:39 PM.
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12-04-2007, 01:39 PM
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Regular
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Re: A Large-Scale Fundamental Change to EQ2
Quote:
Originally Posted by Deludar
By allowing many AA paths, but keeping them restrictive. Take the brigand/swashy. These would be one class..the rogue. And items would be designed in a similar fashion for both "specs". It order to force diversity you have a limit on AAs. For example: The end ability of AA_Line_1 is dispatch. The end ability of AA_Line_3 is Traumatic swipe. Going down AA_Line_1 effectively locks you out of Line 3. Each of those lines add some sort of diveristy WHILE building down the the final ability. Each raid force is going to want 2 rogues at least, one with each ability.
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At that point, it simply becomes another way of expressing a class. Instead of earning levels, you earn AA points, which you then spend on one of a couple of AA lines. In the end, however, the result is the same.
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