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Old 02-23-2008, 12:36 PM  
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Default Re: A Large-Scale Fundamental Change to EQ2

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Originally Posted by Trumak View Post
Let's see. Nexona, Druushk, Silverwing, Phara Dar. That's a 1/3 of vp that requires more than one fighter. And a 3rd doesn't hurt on most of them.
Lawl! "No! No! You're wrong! We need TWO Fighters for ONE THIRD of the premier instance in RoK!". Get a clue, cowboy.
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Old 02-28-2008, 11:44 AM  
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Default Re: A Large-Scale Fundamental Change to EQ2

Maybe this damn Sig will work this time lol...
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Old 03-04-2008, 06:01 PM  
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Default Re: A Large-Scale Fundamental Change to EQ2

I read about 25 pages and finally gave up. Lots of good ideas,some bad ideas, but in all the "solutions" and "counters" became too repetitious to endure.
If this was discussed after the 25th page please excuse me...

What SOE can do is limited by budget demands, a budget that is probably becoming more limited because of the lack of new subscriptions, and the continuing exodus of players. We all know this is happening.

If you were the parent company SONY would you sink more money into a declining market?

SONY has two games with declining subscriber bases, and declining profitability in the EQ line of games. In short, SOE will steadily have to do more with less untill it totally stagnates and dies.

Both games have "game" issues that cannot truly be solved because they have painted themselves into corners with the game mechanics inequities.

The only hope for SOE to satisfy SONY profit demands, as well as the player demands, is to shut down EQ1 and EQ2 and start allover with EQ3.
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Old 03-04-2008, 06:03 PM  
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Default Re: A Large-Scale Fundamental Change to EQ2

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Originally Posted by enclaved View Post
The only hope for SOE to satisfy SONY profit demands, as well as the player demands, is to shut down EQ1 and EQ2 and start allover with EQ3.
Ah you mean the way they shut down T5 and T6 and T7 and made everything better with T8.
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Old 03-04-2008, 06:24 PM  
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Default Re: A Large-Scale Fundamental Change to EQ2

Illuminator, you missed the point. The point is that SOE needs to be profitable, and generate enough excitement to either draw a newer player base or combine the two existing bases, to some extent limited by those with interest. Either way the opportunity to combine staff, have more money and experience to develop a new EQ, and the opportunity to develop and use a more up to date system is there.

Your comment was negative and offered the same non-argument that Flames is famous for.
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Old 03-04-2008, 07:11 PM  
Fucking SICK of spell resists
 
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Default Re: A Large-Scale Fundamental Change to EQ2

Every problem we've encountered is or was fixable with diligence, but instead was wallpapered over with retreat and do-overs. Rather than recognizing the pattern you're fresh on the scene chanting "one more time".

Hopefully you've been lurking a lot longer than you've been posting, to know you don't have one-swipe veto power over the things I say just because you don't like them.
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Old 03-14-2008, 04:56 PM  
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Default Re: A Large-Scale Fundamental Change to EQ2

Age of Conan is coming fuck SOE
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Old 03-15-2008, 11:53 PM  
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Default Re: A Large-Scale Fundamental Change to EQ2

I'm getting into this way late.

From a raid perspective, 24 classes in a 24 slot raid is too broad. We have seen in the past from multiple classes that they are left out of high end or min/max raids due to the lack of 'need' for that specific class. For a long time it seemed Monks were in that boat as one example.

By minimizing the amount of classes to choose from by perhaps 6 or even 8 you would be filling a 24 slot raid with 16 to 18 classes to choose from. On this stanpoint alone there is a good cause to review the removal of some sub classes into basic archetypes. Of those, I would offer the Enchanter, Brawler, Bard as three good choices to remove the subclass options. All three of these archetypes would be able to withstand a merge from subclasses into a single archetype.

I would offer Crusader as a fourth options, but from a roleplay perspective you could not remove the option to be an evil or good knight. Even through a revision of abilities and AA's for the Crusader you would lessen the impact on roleplay of an evil or good knight.

The Warrior Archetype is a good candidate for a fourth archetype to lose its subclass. In all honesty if the Warrior Archetype was consolidated, you would see a single Warrior on a raid with either a Shadow Knight or Paladin in the MA group. This is how it should have been from the get-go. The only thing standing in the way of that happening is a removal of the Berserker or a complete revamp of the Berserker class that strips them of much of their 'tanking' ability. I'd err for the removal of the subclass before nerfing a subclass to the extent needed.

The Shaman Archetype is probably the best choice for a fourth Archetype to lose its subclasses. I really don't see the need for two subclasses of Shaman as you can easily allow the AA tree of a Shaman let them focus on the healing aspect or the debuffing aspect of a raid. In most raids, the need for both the Mystic and Defiler on the raid is easily overcome with a second healer of any choice, you really just want one and from what I understand the Defiler is the flavor of this expansion.

To offset the loss of the subclass for these archetypes, you would need a severe overhaul of their abilities into more of a core or basic option for the user while at the same time giving those new archetypes greater control of defining their archetype. This then creates a problem as the other archetypes with subclasses are less versatile in choices. This is where the problem lies. You can't give a few Archetypes great versatility while restricting other archetypes that divide into subclasses much less versatility. You'd have to compensate the remaning classes that divide into subclasses something to allow them to further specialize. I don't see that as an overwhelming task but it is definitely a task that would require great care and more success than LU13 ever provided.

From a Brawler standpoint I would offer the following suggestions:
  1. Allow a brawler to focus on DPS or tanking. Not both, not even a little. Require the Brawler to choose between one of two AA lines that would grey the line not chosen out.
  2. Don't intermix the AA trees.
  3. If you want a Brawler to have something else as an AA option, make a third tree that is more utility.
  4. While you are at it, ensure that the Brawler uncontested avoidance on the tanking side would exceed anything obtainable by any of the other tanking classes. The first step is removing the uncontested avoidance from the current stance of a brawler.
  5. Make the tanking tree turn the Brawler into a viable MA at the least. As the current system stands now, uncontested avoidance is probably the only way to allow a tanking brawler in RoK raids survive.
From a Bard standpoint:
  1. Many of the Bard skills crossed througout the levels. Some group buffs still cross. This is the greatest reason to consolidate the Bard archetype.
  2. Bards should be the most versatile of all the classes. Giving them a great amount of AA to combine different setups is a must. They fit well with the idea of a single Archetype with great versatility
  3. As it stands on a raid, you can't have enough bards. They are just that important. Allowing a guild to recruit 4 bards that can respec their AA's into the desires and needs of a raid is significant on many levels. If you play a bard and find you consistently get put into a caster group you would spec to support them the most is one example.
  4. Eliminate rezzing from a bard's abilitly list. Leave it to the priests and knights (yes that means give it to the SK). I've never heard of a bard rezzing anything until EQ2 Dirges were introduced to me.
From an Enchanter standpoint:
  1. Enchanters are spread entirely too thin between a Coercer and an Illusionist. Both already share mezzing and power regen as traits both classes have making them also very good candidates for restructure into a single archetype
  2. Considering that mezzing is weak to the point of useless in most raid settings, the ability of an Enchanter to be able to broaden what they bring to a group within the raid needs to be addressed. This also fits into the consolidate archetype but broad specialization idea
  3. Cutting the need for a guild to recruit and maintain at least one of each class into recruiting an Enchanter would allow the guild yet again to define what AA's they would require from the enchanter to better provide a fit for the raid. Not every raid setup is the same, so a great range of specialization would be a boon for this buffing class.
From a Shaman perspective:

I think by now you see a common theme with the last 3 Archetypes. All three are buffing classes. Many of the topics of the Bard and Enchanter also apply to Shaman. As a buffing class, you need to be able to have a great amount of versatility in your ability to buff. Shamans have never been great healers, just great damage preventers with the great power of their buffs split amongst 2 sub classes.

I fully believe that simply merging the two shaman classes, powering up their animal companions, and allow them through AA to focus greatly on the debilitating effects they can place on an opponent or the great boon of buffs they can put on a groupmate (I suggest raidwide single target buffs - this would require more concentration slots) would make the Shaman a VERY desireable commodity to a raid. Leave their wards where they are, as they are also a powerful tool in their own right.

In conclusion, the benefit of removing even 4 sub classes provided the new Brawler, Enchanter, Bard and Shaman are given great versatility in AA choices directly helps a guild fullfill the 24 slot raids while not limiting the versatility of the original system created. As you can read above, the proposed 4 Archetypes already share many of the same abilities to a point some won't even stack if grouped together or the more powerful of the two versions overwrites the lesser because both subclasses share the buff. With the exception of Brawler, this holds true. For the Brawler, they have never been a tank, nor a DPS. Many have asked for the ability to truely choose the route they wish to take. By defining a narrow, non-overlapping but specific channel you allow the Monk and Bruiser players of today to become a Brawler with the ability to truely choose the route they wish to pursue without stripping the players of either subclass of the original intent on a character to play. In the case for each Archetype, the basic most core arguement is that because their abilities overlap so greatly, the division of those abilities within a subclass system greatly weakens either subclass or defines one subclass as inferior to a raid. The streamlining of those abilities with the option to choose which are needed will correct the problem at hand while eliminating many of the complaints that those subclasses have no place on a raid for whatever current reason they have.

Regards,

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Old 03-17-2008, 01:14 PM  
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Default Re: A Large-Scale Fundamental Change to EQ2

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I would combine some of the subclasses. You kind of need both SKs and Pallys for roleplay purposes, but I've long maintained that 2 shaman classes are one too many.

There don't appear to be enough resources to adequately support 24 classes. So I'd much rather see the classes reduced to a more manageable level so all of them can be fully and equally supported.
I have always agreed with this. It's next to impossible to balance 24 classes in any reasonable way, IMO.
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Old 03-18-2008, 08:33 PM  
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Default Re: A Large-Scale Fundamental Change to EQ2

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I have always agreed with this. It's next to impossible to balance 24 classes in any reasonable way, IMO.
And I agree with this as well, some classes need to disappear, and be combined and the AA's need a total rework.

I hope that for those who are playing that one day SOE will wake the fuck up and take care of you guys and fix this shit they call 24 classes.
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