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Old 05-06-2007, 04:55 PM  
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Default RoK AA suggestion thread

I thought this would be a good idea to have a thread on this board about what players would like to see from the AA's they would get in RoK, providing of course there are new AA's with the expansion.

This thread is specificly to voice ideas for your class or for a overall style to the AA's. Please stay on topic and try not to bring this to a flame fest. The devs have proved that they want to listen to us and that they read this site (well at least some have). I figure we get the ball rolling on this now so that the devs have plenty of time to consider these options before they write them in stone for each class.

If no new AA's are released with the coming expansion then at the very least this thread will help Dev's on.

I will go ahead and give an idea I had. It has its downsides and its upsides but I will go ahead and post who and what I am.

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My idea for new AA's is a "Co-Operation" type of AA system. What I mean by this is that the AA's each class gets are designed to enhance a specific arch type like scout, fighter, mage, priest. For example Inquisitor is often put into a melee dps group on raids, well with this AA system they can spec down their Fighter and Scout trees that would have unique group or single target buffs that required no concentration. And having a End line ability that would overall enhance the aa's in that specific tree directly making it worthwhile to work down to the end line ability.

A scout like a Dirge who is often in the MT would spec perhaps Fighter and Priest to give his particular brand of enhancements. Troubadors would do maybe Scout and Mage. However every class would have their own type of AA's and not shared between an archtype. Giving thousands of options.

Like I said though, there are downsides to a system like this. If your AA's really suck down the priest line and your a MT and spec generally Scout Priest or Fighter Priest. With having so many diffrent AA's to keep track of raid leaders would have a heck of a time keeping up and people would now need to list all their AA's to guildies and explain them so people understand just what type of group they can benefit the most in. All in all though I think it would work providing the AA's down each tree were on par with the others making it just as beneficial to go down 1 tree as it is another. So as to not segregate some classes from being denied those neat buffs because the persons AA in that line in the group sucked for that archtype.

I would list more details about this but I think you all get the gist of it. The details can be figured out by SOE with the right encouragment from us.


Anyway I suggest everyone to post either an idea about AA's for Kunark, either individual AA ideas for your class or a whole theme to the AA system in general.
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Old 05-07-2007, 01:26 PM  
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Default Re: RoK AA suggestion thread

Something along of the lines of different builds for certain classes, like for example alot of zerkers or monks never tank but play dps alot, so have say AA trees where the zerkers wear chain or leather for increased dps but take huge hits to defense and monks maybe wearing chain to hurt their avoidance for increased utility towards grp, something to greater define the line between classes so you wont have every class built the same...this would help better define your role in your guild or whatever

I know it kills alot of current gear people are wearing but if they fit this in with 10 more lvls it wouldn't be that painful
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Old 05-07-2007, 01:45 PM  
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Default Re: RoK AA suggestion thread

I'd like to see them get rid of the lame ass racial ability's and add in racial Achievements.
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Old 05-07-2007, 01:54 PM  
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Default Re: RoK AA suggestion thread

I totally would support a racial AA system to replace all that bullshit Green Plus Sign racial ding spam that really adds nothing and interrupts my grind. Although I'd be mildly uneasy about how an erudite would marginalize my human character at things like spellcasting.
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Old 05-07-2007, 02:17 PM  
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Default Re: RoK AA suggestion thread

Racial Achievements would not work in a game like EQ2. Why? Because this game is based on the idea of any race any class.

The whole idea of Races in EQ2 were marginalized because they decided to go this way, and any changing of it would basically say you can't be this race for this class or whatever. Unless of course the Achievements were so shitty that they were meaningless(just like the Racial Traits are pretty weak and they are weak because of that reason).
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Old 05-07-2007, 02:28 PM  
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Default Re: RoK AA suggestion thread

people are going to burn me at the stake but....

id like to see a system more reminiscent of eq1 where you are constantly grinding AA you can have another 200aa that can be put in an array of stuff for instance every aa increases crit of whatever by.5%-1% maxing of course but this whole system of the only logical way to get AA is bullshit quests is dumb...xp grinding for AA and named kills should be increased...i can do 6green quests or kill mayong for the same AA. i think thats pretty weak.
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Old 05-07-2007, 03:01 PM  
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Default Re: RoK AA suggestion thread

I'm going out on a limb here.

I guess what I see racial AA's being is not combat unbalance but rather "quality of life" issues in the game. Like giving frogloks long-jump ability, iksars water-breathing, ratonga night vision, humans broker advantages, etc etc. If structured in the framework of AA's, it can add richness to the game for many people without unbalancing the learned combat aspects. If the lore and RP are never addressed then the "RPG" in "MMORPG" means nothing.

And there'd be no jealousy either. You'd never hear, "My froglok jumps 10 meters, but it sucks that theirs does too." Because ALL frogloks are destined to jump 10 fucking meters! It's still cool!

I think about the armored warg mounts. A lot of people think they're Fucking Cool. Because of their raid impact? Hell no. Just because they're Fucking Cool.
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Old 05-07-2007, 04:20 PM  
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Default Re: RoK AA suggestion thread

Quote:
Originally Posted by Illuminator View Post
I'm going out on a limb here.

I guess what I see racial AA's being is not combat unbalance but rather "quality of life" issues in the game. Like giving frogloks long-jump ability, iksars water-breathing, ratonga night vision, humans broker advantages, etc etc. If structured in the framework of AA's, it can add richness to the game for many people without unbalancing the learned combat aspects. If the lore and RP are never addressed then the "RPG" in "MMORPG" means nothing.

And there'd be no jealousy either. You'd never hear, "My froglok jumps 10 meters, but it sucks that theirs does too." Because ALL frogloks are destined to jump 10 fucking meters! It's still cool!

I think about the armored warg mounts. A lot of people think they're Fucking Cool. Because of their raid impact? Hell no. Just because they're Fucking Cool.
I'd much rather see useful, class-specific AA's than useless, racial-specific AA's.
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Old 05-07-2007, 04:33 PM  
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Default Re: RoK AA suggestion thread

Quote:
Originally Posted by Renaven View Post
I'd much rather see useful, class-specific AA's than useless, racial-specific AA's.
Yup.
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Old 05-07-2007, 05:05 PM  
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Default Re: RoK AA suggestion thread

Edit to my last post:

Not that I'm against what Illum said. But the way I read it, it sounded like he wanted the racial-specific AA's to be the primary AA system in RoK.

I'd be okay if they used Illuminator's suggestion for a small additional AA system that doesn't share any points with the main class-specific AA system which I hope they add to with RoK. I can see it adding a bit of a fun aspect to EQ2... just as long as it's not the main focus for the new AA's, nor does it offer anything too advantageous to said race.
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