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11-30-2007, 12:16 PM
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omnia dicta fortiora si dicta Latina
Server: Nagafen
Posts: 1,485
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A Large-Scale Fundamental Change to EQ2
Is it needed?
Can it be done properly?
Can the game itself handle it?
EQ2 is in it's third expansion. We've seen several things improved over that time. The 'old timers' that endured LU13 would have to agree the results were probably 50/50 on success/failure of that change. We all know how the SWG NGE turned out, but I contend that EQ2 needs an overhaul. Yes, it's late in the game, but new life could be breathed into it if done correctly.
So why this thread, now? After reading a dozen or so threads saying the same shit over and over, I conclude several of these persisting issues could be solved once and for all. Gripes about itemization, armor types, viability of certain classes, and several mechanics, to name a few.
Specific class and mechanics issues aside, would you categorically support or oppose a large-scale fundamental NGE-esque change to EQ2 for the purpose of extending the life of the game?
Discuss.
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11-30-2007, 12:25 PM
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Poopiepants
Character: Crabbok
Guild: Ethereal Legacy
Server: Bazaar
Posts: 1,438
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Re: A Large-Scale Fundamental Change to EQ2
I agree that a large scale change shoudl happen. This expansion alone has caused alot of problems with certain classes getting gimped on loot. Class consolidation is needed, with more AA paths. Remove all subclasses, and add more AA's.
I also think they should revamp spells/CA's. Instead, do it like WoW has it, where you have "Strong Punch" and it has a level. Perhaps 3 levels per tier, so at lvl 1, you coudl have strong punch lvl1. Could get lvl 2 crafted, and coudl find the rare book for lvl 3. Once you hit lvl 10 or so, you can upgrade to lvl 4, have lvl 5 crafted, or find the rare book for lvl 6... so on and so forth.
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11-30-2007, 12:34 PM
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Administrator
Character: Bish Please
Guild: Onyx
Server: Nagafen
Posts: 8,826
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Re: A Large-Scale Fundamental Change to EQ2
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.
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11-30-2007, 12:35 PM
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Administrator
Character: Bish Please
Guild: Onyx
Server: Nagafen
Posts: 8,826
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Re: A Large-Scale Fundamental Change to EQ2
This is an important thread, and so I stickied it.
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"Bottom line: we're not all being honest with ourselves here." Become, Kraken forums
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11-30-2007, 12:36 PM
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Visitor
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Re: A Large-Scale Fundamental Change to EQ2
One (somewhat) large-scale Change is already down the road, spell consolidation (rumored to be done in GU41 or 42).
Im very skpetical about large-scale changes, they tend to destroy games for me (Trammel in UO, NGE in SWG, Riftways/BoE/BoP in Vanguard).
Chris
Last edited by ChrisB; 11-30-2007 at 12:42 PM.
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11-30-2007, 12:41 PM
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Character: Blaye
Guild: Anomaly
Server: Butcherblock
Posts: 906
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Re: A Large-Scale Fundamental Change to EQ2
Quote:
Originally Posted by LFG
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.
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Brawlers and Enchanters for another along with the Shaman's I'd say.
I've been saying this for a very long time now, the biggest mistake that took place was the whole idea of good vs evil then making classes to go on each side instead of making less classes that are very customizable to the play style of each person.
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11-30-2007, 12:42 PM
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omnia dicta fortiora si dicta Latina
Server: Nagafen
Posts: 1,485
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Re: A Large-Scale Fundamental Change to EQ2
Quote:
Originally Posted by ChrisB
One large-scale Change is already down the road, spell consolidation (rumored to be done in GU41 or 42).
Chris
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In the context of what I propose, your example is one of the few positive band aids applied, not really a fundamental change. Think bigger. Class consolidation, item design (armor types, effects), encounter mechanics (like mit, avoidance, and parry/riposte).
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~.......This site is now FFA against SOE.......Since The Good Way is no longer an option, we now shift our format to The Bad Way.......
........let them know the meaning of dissatisfied customers.........~
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11-30-2007, 12:42 PM
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Regular
Character: Sangre
Guild: Blood Dawn
Server: Zug
Posts: 237
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Re: A Large-Scale Fundamental Change to EQ2
In this games current state, as much as I love my class, I would not mind seeing the warriors consolidated.
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Oh My Sweet Dick, It's Magic!!!
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11-30-2007, 12:50 PM
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*****
Character: is now
Guild: heading to
Server: Age of Conan
Posts: 1,317
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Re: A Large-Scale Fundamental Change to EQ2
Quote:
Originally Posted by Crabbok
I also think they should revamp spells/CA's. Instead, do it like WoW has it, where you have "Strong Punch" and it has a level. Perhaps 3 levels per tier, so at lvl 1, you coudl have strong punch lvl1. Could get lvl 2 crafted, and coudl find the rare book for lvl 3. Once you hit lvl 10 or so, you can upgrade to lvl 4, have lvl 5 crafted, or find the rare book for lvl 6... so on and so forth.
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Let's not copy that.
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11-30-2007, 12:51 PM
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Arrive. Raise Hell. Leave.
Character: Pryz
Guild: Disso '07 [Team Friend era]
Server: Nigtulos
Posts: 1,191
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Re: A Large-Scale Fundamental Change to EQ2
Quote:
Originally Posted by LFG
I would combine some of the subclasses. You kind of need both SKs and Pallys for roleplay purposes
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Crusader class with Sk/pally AA paths such as harm touch etc, problem solved
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