PowertothePeople
07-13-2005, 09:31 AM
<DIV>With all this talk about combat changes and what classes should do more dmg then another and the descriptions that we get in the book shouldn't be take'n at heart at all. </DIV> <DIV> </DIV> <DIV>Then why did they waste the time and money writing it in the book, could have saved a couple of bucks. The also could have saved some time and money in programing and had the game out alot sooner then WoW, if they just wanted a cookie cutter of classes. </DIV> <DIV> </DIV> <DIV>I read about EQ2 before it came out and was very excited to see all these different types of classes/subclasses that had different spells/skills that they could use to make them differ from one another. I bought EQ2 the day it came out, and I have loved every minute of it, dont get me wrong. But with these up coming changes I'm worried that its just going to become like EQ1, I left that game because 1) it just got really boring 2) ever class was a cookie cutter</DIV> <DIV> </DIV> <DIV>If they wanted certian classes to do things then they should have just kept it:</DIV> <DIV>Fighter</DIV> <DIV>Scout</DIV> <DIV>Mage<BR>Priest</DIV> <DIV> </DIV> <DIV>Why even bother with subclasses of subclasses? Thought this game was going to have new and fresh ideas but they are getting back to old way of things. </DIV>
Eyes_of_Truth
07-13-2005, 11:58 AM
<P>the book was a waiste of effort, they know MMOs change daily.</P> <P>But why do you go to the bathroom? For no special reasion, except that you have to. I mean why else waiste valuable game time :smileywink:</P> <P>Same for them, a game is kinda expected to put out a magical guide book (no mater that it will be out of date in a day or 2), just like your expected to take a dump, it's a vile nessessity :smileysurprised:</P> <P>Anyway, you can still have 6 differnet priests classes with the a Single target heal with the same heal:power ratio and same recast and costing time as the other 6, and tac on a extra cure componant to it that differs with each sub-class, then give each class a certain type of healing, and each sub-classes class heal a different side effect from their sister subclass. </P> <P>Stuff like that. You start out the same on a key skill, and branch out form there.</P> <P>All fighters could ahve the same taunt, but with a different side effect, so they all have same aggro capabilities, but then some could get damage increase for their group, while other fighters focus on increasing the groups defense, or soem that want to increase their personal offense, or...... the list goes on.</P> <P>Archetype defines what you will do:</P> <P>Fighter = Defense</P> <P>Priest = Healing fighter and allies</P> <P>Mage = magical damage</P> <P>Scout = physical damage</P> <P>Thoughs are the 4 primary roles in this game. No archytpe should cross into the other archeytpes roll so much that they can out do them, hence the issue with a berserker or brawler out damaging any scout, and mage to a large extent.</P> <P>Mages and Scouts shoudl be = in overall damage, one does it one way and the other does it in it's way. Stab in the heart or a bolt of ice, both are equaliy effective, but one is better aginst foe A and one is better against for B, and to be fully prepaired, you need both types.</P> <P>That is the quick overview. </P> <P>Class = how you perform your primary role + your secondairy ability</P> <P>Sub-class = How you perform your primary and secondary role with some unique skills to your sub-class possibly. </P> <P>Class and Sub-class build upon your existing character's structer, it doesnt reshapes it.</P> <P>Toodles!</P>
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