FaythfulAcolyte
04-18-2005, 11:24 AM
<DIV> <DIV><FONT color=#66cc99 size=2>Hi, Players and Devs!</FONT></DIV> <DIV><FONT color=#66cc99 size=2></FONT> </DIV> <DIV><FONT color=#66cc99 size=2></FONT> </DIV> <DIV><FONT color=#66cc99 size=2>I do not have the time to create another character on a test server and work them up to a reasonable level to test these proposed changes to priests and to the combat system, and neither do most players. If a method becomes available to copy our character information or to create a "pre-fab" character, as on the SWG test servers, please let us know, as I would love to provide feedback from test-server implementation. I do, however, want to give my comments and observations on how the proposed changes might create problems for individuals and groups from my own experiences on the Antonia Bayle server.</FONT></DIV> <DIV><FONT color=#66cc99 size=2></FONT> </DIV> <DIV><FONT color=#66cc99 size=2>First, the elimination of the Parry skill for priests is, in my opinion, a poor decision. By definition, as it has been pointed out several times on the server, anyone can technically parry. From my point of view, completely removing the benefits to priests will hurt those who depend on it more for defense, namely the druids and shamans, who cannot wear heavy armor for defense, and especially druids, who draw a lot of hate in general (please forgive my ignorance on hate generation for shamans). Perceptually for a character, however, it is damaging. When I created my Warden, I wanted someone who could wield a weapon (Parry development), and have high agility, knowing these would keep me alive when I drew attention from the enemy. In combat, I am not a healer who stands at the back of the party and heals the damage-dealers; that does happen some of the time, but there is a certain comraderie standing in the front with the DPS's and contributing my little hits from time to time. My character development was not just based on statistics, <STRONG>these were how I saw my character and wanted to have my style of play</STRONG>. </FONT></DIV> <DIV><FONT color=#66cc99 size=2></FONT> </DIV> <DIV><FONT color=#66cc99 size=2>I played thoughtfully according to the rules of EQII to make an effective healer that could survive when having to face an enemy, and actually do well in soloing, and tanking<STRONG> if absolutely necessary. </STRONG>I fought face to face with opponents to build my parry skill as I leveled - and it payed off. I built my agility to be able to avoid enemy attacks better - and it payed off. I could heal my group effectively, solo effectively, but if I managed to draw hate (as all Wardens do <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> ) I could usually last long enough for our group to recover and pick them off of me, again due to my working within your rules to develop a strong character, and a great character concept. A Warden who isn't just a healer/caster, but can draw hate when necessary to help a groupmate, stand up to an enemy if need be to distribute damage among the group (an interesting approach to "healing", or damage prevention, right?), nuke, and work with DoT spells. I made a great character to play with according to the rules of the game, and she is an asset to groupmates and to my guild. Not to mention she is fun to play <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></FONT></DIV> <DIV><FONT color=#66cc99 size=2></FONT> </DIV> <DIV><FONT color=#66cc99 size=2>And now the rules are going to drastically change?</FONT></DIV> <DIV><FONT color=#66cc99 size=2></FONT> </DIV> <DIV><FONT color=#66cc99 size=2>Avoidance is the major defense of a good druid, and with this change, we will no longer be able to solo effectively, in my opinion. We will actually be a liability to duos or small groups, as it will be guaranteed that we will struggle even more in handling generated hate if we're not careful, especially at higher levels. People will dread the idea of having to "bail out the healer"; Wardens will not be able to dodge their opponent effectively or stand up to them long enough to be helped by the group members. The recent changes were supposed to improve conditions and opportunities for soloing/duoing/small groups. I do not feel that, by heavily changing the abilities of the players' characters, forcing someone to stand in the back and heal others, being afraid to draw hate from the enemy, makes for a satisfying definition of "healer", or helps the enjoyability of the game. Once again, both playability and character concept could be headed for rough waters. As I had stated in a previous post, I am not just my archetype, a "healer", I am a Warden, and an individual one at that.</FONT></DIV> <DIV> </DIV> <DIV><FONT color=#66cc99 size=2>I'm also aware of the possible reduction of enemy damage per hit to compensate for the number of hits taking place. While the concept is good in the sense of smoothing out damage-dealing by the opponent, this will wreak havok on casters, since, <STRONG>if they are being hit more often, will have their spells interrupted more often</STRONG>. The priest and the group are adversely affected and the priest's "primary role" of healer is put in jeopardy in these situations, unless interrupt calculations are changed or modified to give a caster/healer a chance. </FONT></DIV> <DIV><FONT color=#66cc99 size=2></FONT><FONT color=#66cc99 size=2></FONT> </DIV> <DIV><FONT color=#66cc99 size=2>As a side note, hopefully with the LU that implements these changes, the adjustments to priest hate generation will also take place to compensate for the loss of defense, as has been mentioned before by the devs and in the forums. </FONT></DIV> <DIV><FONT color=#66cc99 size=2></FONT> </DIV> <DIV><FONT color=#66cc99 size=2>I do not want this post to be interpreted as a "flame" against the developers. The game has provided me with a lot of entertainment, and I will play it after the changes are made. The purpose is to make a game that is both rewarding yet time efficient for all players, and that is a daunting task. I appreciate the challenge of making a game that is both a creative and financial hit, and having to please your customers, supervisors, and investors. Players, please be aware of these pressures when addressing the devs, especially Moorguard, the poor soul. </FONT></DIV> <DIV><FONT color=#66cc99 size=2></FONT> </DIV> <DIV><FONT color=#66cc99 size=2>To the players: I appreciate the concerns of others on the forums and in the game in regard to gameplay, class/sub-class abilties, and so on. There are more obvious problems, from what I have heard, in regard to other sub-class' spells, abilities, and balancing. Again to this end, I join you in saying, "fix before nerfing". Please give your feedback and opinions, as it helps everyone involved, but keep in mind: these are human beings and not slaves to you for $15/month. Appeal to their sense of creativity and desire to create something artistic <STRONG>and</STRONG> a hit. A little decency goes a long way. </FONT></DIV> <DIV><FONT color=#66cc99 size=2></FONT><FONT color=#66cc99 size=2></FONT> </DIV> <DIV><FONT color=#66cc99 size=2>To the developers: myself and others have put faith in your efforts and are willing to give you the benefit of the doubt and wait and see what happens. I know with recent changes some game elements have been imbalanced, and there is always room for improvement. </FONT></DIV> <DIV><FONT color=#66cc99 size=2></FONT> </DIV> <DIV><FONT color=#66cc99 size=2>Just please, <STRONG>please</STRONG> be careful when experimenting with a sub-class formula that has been successful, and enjoyable, so far in the eyes of the players. </FONT></DIV> <DIV><FONT color=#66cc99 size=2></FONT> </DIV> <DIV><FONT color=#66cc99 size=2>Arquinia Siqilisse</FONT></DIV> <DIV><FONT color=#66cc99 size=2>32nd Spring Warden</FONT></DIV> <DIV><FONT color=#66cc99 size=2>*Fierce Dragons of Legend*</FONT></DIV> <DIV><FONT color=#66cc99 size=2></FONT></DIV> <DIV><FONT color=#66cc99 size=2>Antonia Bayle Server</FONT></DIV> <DIV> </DIV></DIV>