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View Full Version : Tested last night with my Paladin


LadyEternity
09-09-2005, 06:49 PM
<DIV>I sent in a feedback with all her gear/stats/level/profession/spells/skills in it. But I wanted to return to the report I gave and put more into it, as I think I am beginning to see what SOE is trying to do with EQ2.</DIV> <DIV> </DIV> <DIV>You want the con to mean exactly what it says. Yes?</DIV> <DIV> </DIV> <DIV>Last night, after testing with my Paladin I came to the realization of what was going on. If you are indeed trying to make the con mean exactly what it's supposed to...then you almost have it dead on. Little more tweaking. My paladin could barely kill a white non arrowed. And for an even fight not taking equipment in account, the player should be able to win 90% of the time. Yellow should beat you silly and leave you with at the most 50/50 percent chance of death. Orange should pretty much kill you fast. And red should be un-doable. Right now white is behaving like a yellow, and yellow is behaving as a orange con.</DIV> <DIV> </DIV> <DIV>And may I suggest getting rid of all the bloody arrows. It's completely moot to have them now. Down arrows just have slightly less HP then a normal con, really no sense to have the downarrows. Just name anything with two arrowsup "elite" and anything with three arrows "heroic" and anything requiring more then one group "epic". The arrows make it really confusing. Just stick the "name" extension infront of the mobs name.</DIV> <DIV> </DIV> <DIV>I also suggest an overhaul of the loot dropping off of "normal" mobs. With PC's taking alot more damage there is more downtime ( unless you have good food/drink ), therefore players cannot kill as fast. I would recommend maybe increasing chest drop rates just a tad...especially for book drops..(trade skill and skill/spells). I would also suggest implimenting "bonus" exp for groups...per memeber. Ya'll also might want to re-visit the notion of PC pulling and lull type spells, as well as improving crowd control, and allow PC's to break up linked mobs if they so choose. Oh and while we are talking about linked mobs, there should be a bonus to treasure as well as exp given to the encounter per linked mob killed if they all come in a group. Combat needs to be rewarding if you are going to have it like this. Oh and I also suggest increasing the money drops...as casuals will have to do alot more "buying" of the gear sense they won't be finding upgrades very much ( as to do that they would have to either group alot or kill mobs higher then white ) Or, you could scale the loot drops so that they drop upgrades. Meaning: Kill a level 11 mob, drops a level 13-14 armor/weapon/spell.</DIV> <DIV> </DIV> <DIV>Anyhow, just thought I would give my input.</DIV> <DIV> </DIV> <DIV>Blacksabath</DIV><p>Message Edited by LadyEternity on <span class=date_text>09-09-2005</span> <span class=time_text>07:51 AM</span>