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Old 12-10-2002, 01:38 AM
Aragain
Sarnak
 
Join Date: Sep 2002
Posts: 76
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The way i see it, taking away group evacs from Wizards, and taking away DOTs from Druids, would make more sense in the name of gameplay, and some balancing.

Wizards should be cannons, and they should be the best cannons. Where magicians give up most of their fire power for pets, Wizards get offensive DD spells that no one else could begin to master.

They also get familars, a little something to make them a bit more powerful, and safer at times, if you take away their ability to evac, then maybe you can balance it out by making Wizards incredibly powerful in other areas, like DD spells.

Now the reason to take away Druid's DOTs, is becuase in history, druids were the worshippers, the followers, the believers. They didn't spread curses, they prayed to their gods in hope of a better rain season. A shaman and a necro however...

Now taking away druid's DOTs, I think druids would get more "nature bound" spells. Think about it, druids, wizards of nature right, why are they spreading disease to kill life? That makes no sense, however much you may hate it.

If you were to take away the Druids ability to DOT, then you focus on a much more druidic way of gameplay. Make every spell they have, in some way, make them commune with nature. Which is pretty much what SOE did for druids, but bottom line is, they can still kite without DOTs, they can still teleport without DOTs, and by god they arent shamans or necros.

I think they took out most race/class penalties. Though I think SOME should be put in, based on the usefullness and power of some characters throughout their lives, and at their final point in the EQ universe.

Thing is, you dont want everyone to have all of their slots filled with level 65's a month after you open your legit server. So just maybe some restrictions should apply.

On no more gravy mobs, I agree completely. Back in beta things used to drop everything they carried. Including armor. I dont see why this is such a bad idea. Whey they took out, probobly to supress the EQ world much more.

But when you think about it, if your killing a guard for exp, theres only so much loot you can pick up before you cant pick up anymore. Aside from that, where are you going to sell it? No where near that you killed the guards thats for sure. Most guards are also away from newbie areas, or where you would kill them for exp are. And if someone wants to take part in ripping the spare armor from one of their city guards dead body, so be it, though its sad there isnt a penalty from that.

I think what made EQ REALLY unique, and REALLY fun. Was that first boat ride across the ocean. Not sure what to expect, not even sure what the city called, just some Port on Anartica, i used to call it. Honestly, in my earlier days, it did get routine to do, but, it was still fun. I still loved the aspect of actually travelling, not going through some portal, or taking some magic train. I got up on my own two feet, and made way across the ocean.

Only problem was, no captain, no bartender, and no first mate to bother. Probably becuase if you can look at the inside of the boat, the thing is HUGE, the boat was something left in the past, they basically forgot about it, to make way for TPs and TLs, and that made EQ no different from AC really.

Bottom line, what was once a land of lore, adventure, and the unknown, became a land of farm, loot, and a planned level 1 through 50 system, where you always knew where you would go, and always knew what to do if things went wrong. Well, how similar to life is that? How similar to fantasy is that?

Just my worthless 2 cp
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