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View Full Version : An alternative to the current suggested SOE changes.


Kit_Oturea
04-17-2005, 09:54 PM
<DIV>Why not, instead of making the listed changes do the following:</DIV> <DIV> </DIV> <DIV>1)  Make epic level mobs have a simple modifier or debuff to enemy avoidance and mitigation?  So  triple up mob #1 has a -50% avoidance -25% mitgation effect on everyone he attempts to hit?  Perhaps epic mobs number 37 has a -25% avoidance and -90% mitigation.  this allows you to make your mobs unique with something besides just immunities?  You can do it for double up monsters of some sorts as well, some of the tough solos, and named.</DIV> <DIV> </DIV> <DIV>                       This has three key effects:</DIV> <DIV>                       a) Buffs still have importance and are noticable.  Your new system nerfs the buffing classes unporportionally to non-buff classes.  </DIV> <DIV>                       b) Adds variety:  Not everything is "place guardian in group A, everyone prepare to heal the tar out of him, scouts switch out your piercing weapons, </DIV> <DIV>                           and mages, prepare to blast or buff and go AFK".  Sometimes a monk is better, sometimes a  </DIV> <DIV>                           berserker, etc.</DIV> <DIV>                       c) You can control the rate of power while still giving players the Illusion of control.  Right now with artifical caps, creates the feeling of dissatifaction as   </DIV> <DIV>                           your armor and spells become meaingless.  It also bias groups toward a smaller selection of classes as the buff classes, and healers in less </DIV> <DIV>                           armor, become less appealing.  Of course you could make a lot of effort to compensate those classes, but why?</DIV> <DIV> </DIV> <DIV>2)  Have monsters use tactics or bias.  Real ones, like some who perfer to kill kerra as evil erudites, or a double up mob with invis friends who join in when attacked.</DIV> <DIV> </DIV> <DIV>In every game that has had artifical caps, it was worse for it and I can sight at least 3 people who quit such games because of it.  Worse, unlike in EQ 1, where each piece of armor had 1 or 2 stat buffs early on, EQ2 has a "Clump" of stats based on the piece, making the maxing of one stat harder not a reason to "go adventure for a different stat piece" but more of a "gee, that sucks" feeling.</DIV> <DIV> </DIV> <DIV>Finally, instead of making the game more difficult for soloing druids and mages (read the test changes and look at the mages and druids, they are the ones hit hardest by the changes) lets try to fix the real problem lets fix "epic level mobs",</DIV> <DIV> </DIV> <DIV>See ya,</DIV> <DIV>Rakk</DIV><p>Message Edited by Kit_Oturea on <span class=date_text>04-17-2005</span> <span class=time_text>10:56 AM</span>