View Full Version : SOE Fan Faire - The Paladins Perspective?
BlackW
05-09-2005, 04:25 AM
<DIV> <P>I have written a Crusader/Paladin guide that is a 5 star thread and one of the more popular threads on the forums. I had a lot of help with it and I dont know if it will ever really be finished. I have offered it to SOE as a starting point for the still unwritten Paladin guide in the guides section of eq2players.com. I have also been invited to the SOE Fan Faireand to the round table discussion before the fan faire. I lead one of the largest guilds on the Lucan Dlere roleplay server and I have 2 Paladin characters (tier3 and tier5). I do not claim to be THE representative to SOE of Paladins or THE expert on Paladin issues. I will do my best to represent my brother and sister Paladins well at the discussion and the fan faire.</P> <P>Some issues I plan to address if given the opportunity are:</P> <P>Guild Issues</P> <P>Guild leadership, recruiting and the influence guilds have on EQ2. Suggestions for SOE for guilds?</P> <P>Quest/Gameplay Issues</P> <P>The importance of Heritage Quests, competition for important HQ mobs, camping of HQ mobs. The need for more item quests at each teir. MOB balance, solo/vs group. Botters and camping.</P> <P>Paladin Issues</P> <P>Keeping the focus of Paladin gameplay issues on the basics of what a Paladin is supposed to be; first a fighter, then a crusader, then a Paladin. Not letting other classes determine what the Paladin should be but sticking to what we were orignally designed to be, hybrid fighter/mage/healer heavy armor fighters and holy warriors of the light.</P> <P>SOE/EQ2 Community and Server Issues</P> <P>Artisan and Market issues including the station exchange, botting and internet currency sellers influence on the game. Making the game more accessible to the average player. Enhancing the EQ2 gameplay experience for everyone, not just Paladins. Roleplaying without driving people away from the game. Making guilds fun without being so exclusive that new players are driven from the game. Increasing the EQ2 subscriber base while at the same time keeping the veteran players happy. As the game matures there is a tendency to become more cliqueish and exclusive in our attitudes. This can leave many new players out or behind. New players are the lifeblood of the game and we must always work hard to keep them happy and turn them into loyal EQ2 subscribers.</P> <P>If there are any issues that you would like me to bring up, please let me know. SOE does listen to their customers and I will see to it that your voices are heard. Any suggestions on issues I might bring up would be appreciated <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P></DIV><p>Message Edited by BlackWeb on <span class=date_text>05-08-2005</span> <span class=time_text>05:29 PM</span>
<P>The latest three issues I've submitted (non-Paladin related) were based on quests (mostly heritage):</P> <P>- The desire to reduce spawn timers on mobs that require the casual gamer to miss out on a lot of exciting quests. As an example I listed Chomper (3 hour spawn timer) that was required to complete the 32 heritage "Foomby's Stolen Goods." I recommended that spawn timers for mobs required on quests should be reduced to no more then a one hour wait timer. I believe the goal was obviously to make the task more difficult like in the case of a heritage quest. However, I feel most players would lean more towards additional steps to complete (something to do) instead of standing on the pond bank in EL waiting 3 hours for a fish to pop while meanwhile praying someone doesn't engage before your group when it actually does pops. A lot of players have RL responsibilities, jobs, school, children, etc. that make a 3 hour mob spawn timer more then difficult to bare during a heritage or high level quest. The more I level, the more I seem to camp in the 40+ range. I recognize the value of having certain mobs appear on an infrequent basis, but that should likewise be minimal. Likewise, I have a lot of friends in my guild that always seem to have to log just minutes before a spawn we've camped hours only to have to rinse and repeat the next day.</P> <P>- I recommended a timer increase on mobs that despawn/turn aggro/etc. as part of a quest advancement. These are the mobs that currently require "timed group hails" to complete properly. The example I used in this scenerio was the "Greenhoods" heritage in the DFC raid. If someone clicks (hails) too soon, too late, etc. the mob runs away, vanishes, becomes broken, etc. and you end up with half the party with quest advancement and the other half still needing to hail the mob that is no longer present. This is really upsetting for players that spent a long time working on a group for a raid inside an epic zone that takes a lot of coordination. My recommendation was to increase the despawn/run away/aggro/etc. to an additional 10 or 15 seconds before the trigger action takes place. I feel this would allow for everyone to advance or update quests much more easily then the current method. It could even be a formual such as "mob x is hailed and mob x will perform task y in 30-45 seconds"</P> <P>- Finally, based on the first recommendation to reduce mob spawn timers (like Chompers 3 hour wait), I recommended doing away with extended spawn timers inside INSTANCED ZONES. The example in this case was camping Billy in Nek Castle. I suggested either X number (2 or 3 waves at best) of placeholders that pop every 5 minutes or just a plain 15 to 20 minute tops spawn timer on the mob in question. I can see no reason to camp a mob for 2-4 hours inside an instanced zone. I know several players that have attempted the Guise of the Deceiver Quest inside Nek Castle 2 or 3 times with no success because of the long Billy spawns. There are many other examples I could list, but I feel this example highlights my point.</P> <P>I received a similar offer to attend FanFaire but had to decline due to a terminally ill family member. I would suggest printing many of the threads in this forum to show the overall concensus of this forum regarding any Paladin profession specifics. Likewise, I'm sure a lot of players will attend FanFaire and likewise, it would be nice to have a panel discussion if SOE permits from many players in a given profession to ask questions, share tips, ideas, concerns, etc.</P> <P>Thanks,<BR>Kalen</P>
BlackW
05-10-2005, 08:53 PM
<BR> <BLOCKQUOTE> <HR> SanJun wrote:<BR> <P>The latest three issues I've submitted (non-Paladin related) were based on quests (mostly heritage):</P> <P>- The desire to reduce spawn timers on mobs that require the casual gamer to miss out on a lot of exciting quests. As an example I listed Chomper (3 hour spawn timer) that was required to complete the 32 heritage "Foomby's Stolen Goods." I recommended that spawn timers for mobs required on quests should be reduced to no more then a one hour wait timer. I believe the goal was obviously to make the task more difficult like in the case of a heritage quest. However, I feel most players would lean more towards additional steps to complete (something to do) instead of standing on the pond bank in EL waiting 3 hours for a fish to pop while meanwhile praying someone doesn't engage before your group when it actually does pops. A lot of players have RL responsibilities, jobs, school, children, etc. that make a 3 hour mob spawn timer more then difficult to bare during a heritage or high level quest. The more I level, the more I seem to camp in the 40+ range. I recognize the value of having certain mobs appear on an infrequent basis, but that should likewise be minimal. Likewise, I have a lot of friends in my guild that always seem to have to log just minutes before a spawn we've camped hours only to have to rinse and repeat the next day.</P> <P>- I recommended a timer increase on mobs that despawn/turn aggro/etc. as part of a quest advancement. These are the mobs that currently require "timed group hails" to complete properly. The example I used in this scenerio was the "Greenhoods" heritage in the DFC raid. If someone clicks (hails) too soon, too late, etc. the mob runs away, vanishes, becomes broken, etc. and you end up with half the party with quest advancement and the other half still needing to hail the mob that is no longer present. This is really upsetting for players that spent a long time working on a group for a raid inside an epic zone that takes a lot of coordination. My recommendation was to increase the despawn/run away/aggro/etc. to an additional 10 or 15 seconds before the trigger action takes place. I feel this would allow for everyone to advance or update quests much more easily then the current method. It could even be a formual such as "mob x is hailed and mob x will perform task y in 30-45 seconds"</P> <P>- Finally, based on the first recommendation to reduce mob spawn timers (like Chompers 3 hour wait), I recommended doing away with extended spawn timers inside INSTANCED ZONES. The example in this case was camping Billy in Nek Castle. I suggested either X number (2 or 3 waves at best) of placeholders that pop every 5 minutes or just a plain 15 to 20 minute tops spawn timer on the mob in question. I can see no reason to camp a mob for 2-4 hours inside an instanced zone. I know several players that have attempted the Guise of the Deceiver Quest inside Nek Castle 2 or 3 times with no success because of the long Billy spawns. There are many other examples I could list, but I feel this example highlights my point.</P> <P>I received a similar offer to attend FanFaire but had to decline due to a terminally ill family member. I would suggest printing many of the threads in this forum to show the overall concensus of this forum regarding any Paladin profession specifics. Likewise, I'm sure a lot of players will attend FanFaire and likewise, it would be nice to have a panel discussion if SOE permits from many players in a given profession to ask questions, share tips, ideas, concerns, etc.</P> <P>Thanks,<BR>Kalen</P> <BR> <HR> </BLOCKQUOTE> <P><BR>Good post. I agree 100%. I printed your post and will take it with me. The big problem with camping inside instanced zones is that the other mobs often do not respawn so there is nothing to do while waiting for the named quest mob to spawn.</P> <P>I dont have a lot of problems with the way that the Paladin is currently set up. There are som serious issues with HQs, spawn timers and instanced zones.</P>
GilfalasElaandrin
05-10-2005, 09:47 PM
<DIV>Honestly? If your going to Fan Faire to champion Paladin issues then champion this:</DIV> <DIV> </DIV> <DIV>Leave us alone. I LOVE how my Paladin works in EQ 2. I love his balance, I love his ability, I love how his tanking, I love that I can do my job. I don't want to see the class changed one bit. If we concentrate on our DPS role we do good DPS. If we concentrate on tanking we tank well. If we concentrate on healing we can fill the healing gap for a small bit. Not long but long enough to maybe let a group survive one fight till the real healer can get back up which to me seems just right.</DIV> <DIV> </DIV> <DIV>All I would like to see is our spell stacking issues fixed and our few abilities that still are not functioning properly fixed.</DIV> <DIV> </DIV> <DIV>We work. For goodness sake don't fix us.</DIV>
Coho1
05-11-2005, 12:06 AM
<DIV> I think some individualization would be good for game play. I'd like to see further Paladin specialization. Tank, DPS or Healer (like Shield of the Temple or Holy Knight or Hand of Light) This would be at higher levels possibly in an expansion.</DIV> <DIV>Other classes could have options too.</DIV> <DIV> </DIV> <DIV>Don't get me wrong I like palis as they are but the MT folks are always talking taunts. I don't MT so I would rather heal.</DIV><p>Message Edited by Coho1 on <span class=date_text>05-10-2005</span> <span class=time_text>01:08 PM</span>
Gaige
05-11-2005, 08:43 AM
<DIV>Fan Faire Round Table? :smileysurprised:</DIV>
GilfalasElaandrin
05-11-2005, 09:53 PM
<DIV><BR> <BLOCKQUOTE> <HR> Coho1 wrote:<BR> <DIV> I think some individualization would be good for game play. I'd like to see further Paladin specialization. </DIV> <HR> </BLOCKQUOTE>This already exist. The specializations we get every ten levels are exactly this effect.<BR></DIV>
Jindris
05-12-2005, 03:17 PM
<P>-Divine Wrath line of spells does not give the group heal indicated in the spell description</P> <P>-Shatter Will line of spells do not give the STR buff that is indicated in the spell description</P> <P>-Display of Devotion does not give the STR buff that is indicated in the spell description</P> <P>These have been broke since release and continue to be ignored</P>
GilfalasElaandrin
05-12-2005, 08:03 PM
<DIV>JIndrisek I use divine wrath all the time and it most certainly does heal the group now at level 34. CAnnot speak to the higher level spells but this one definately heals.</DIV>
Coho1
05-12-2005, 09:07 PM
"This already exist. The specializations we get every ten levels are exactly this effect." Agreed but they are not big character defining choices.
Boli32
05-12-2005, 09:10 PM
The next rank does not heal - at least I have ever seen it in the log. <div></div>
<P>I don't see it in my logs either Boli.</P> <P>Thanks,<BR>Kalen</P>
Platfing
05-13-2005, 05:27 PM
<BR> <BLOCKQUOTE> <HR> GilfalasElaandrin wrote:<BR> <DIV>Honestly? If your going to Fan Faire to champion Paladin issues then champion this:</DIV> <DIV> </DIV> <DIV>Leave us alone. I LOVE how my Paladin works in EQ 2. I love his balance, I love his ability, I love how his tanking, I love that I can do my job. I don't want to see the class changed one bit. If we concentrate on our DPS role we do good DPS. If we concentrate on tanking we tank well. If we concentrate on healing we can fill the healing gap for a small bit. Not long but long enough to maybe let a group survive one fight till the real healer can get back up which to me seems just right.</DIV> <DIV> </DIV> <DIV>All I would like to see is our spell stacking issues fixed and our few abilities that still are not functioning properly fixed.</DIV> <DIV> </DIV> <DIV>We work. For goodness sake don't fix us.</DIV><BR> <HR> </BLOCKQUOTE> <P>While I respect that opinion, I don't agree with it. Judging by your signature, you have yet to reach the levels where obvious inbalances exist in our class versus... oh say.... a Guardian. </P> <P>I personally would not champion being exactly like a guardian, but our taunts (or lack of power efficient and effective taunts) and max HP values need serious attention at the highest levels. I have only just begun to see the problems now at my level, but I know several other level 50 paladins on my server that report serious issues with how paladins normally take a back seat to Guardians on raids. Equal but different - that's what all tank classes should strive for. Some things that may help with this goal:</P> <P>1. If our heals and wards are to make up for our lack of HPs, then they should be uninterruptable.</P> <P>2. LOH should be a complete heal</P> <P>3. Our taunts need serious work. They need to have either an increased hate value, or a faster recast timer along with decrease in power consumption. Having to cast a buff repeatedly to hold agro during a fight or group with a heavy damager dealer and use a 3 slot conc spell to hold agro is just plain silly!</P> <P>4. We need a stat item for our range weapon slot</P> <P> </P> <P>Fenra Fairheart</P> <P>44 Paladin</P> <DIV>Butcherblock</DIV>
Titali
05-13-2005, 09:53 PM
<BR> <BLOCKQUOTE> <HR> Platfinger wrote:<BR><BR> <BLOCKQUOTE> <HR> GilfalasElaandrin wrote:<BR> <DIV>Honestly? If your going to Fan Faire to champion Paladin issues then champion this:</DIV> <DIV> </DIV> <DIV>Leave us alone. I LOVE how my Paladin works in EQ 2. I love his balance, I love his ability, I love how his tanking, I love that I can do my job. I don't want to see the class changed one bit. If we concentrate on our DPS role we do good DPS. If we concentrate on tanking we tank well. If we concentrate on healing we can fill the healing gap for a small bit. Not long but long enough to maybe let a group survive one fight till the real healer can get back up which to me seems just right.</DIV> <DIV> </DIV> <DIV>All I would like to see is our spell stacking issues fixed and our few abilities that still are not functioning properly fixed.</DIV> <DIV> </DIV> <DIV>We work. For goodness sake don't fix us.</DIV><BR> <HR> </BLOCKQUOTE> <P>While I respect that opinion, I don't agree with it. Judging by your signature, you have yet to reach the levels where obvious inbalances exist in our class versus... oh say.... a Guardian. </P> <P>I personally would not champion being exactly like a guardian, but our taunts (or lack of power efficient and effective taunts) and max HP values need serious attention at the highest levels. I have only just begun to see the problems now at my level, but I know several other level 50 paladins on my server that report serious issues with how paladins normally take a back seat to Guardians on raids. Equal but different - that's what all tank classes should strive for. Some things that may help with this goal:</P> <P>1. If our heals and wards are to make up for our lack of HPs, then they should be uninterruptable.</P> <P>2. LOH should be a complete heal</P> <P>3. Our taunts need serious work. They need to have either an increased hate value, or a faster recast timer along with decrease in power consumption. Having to cast a buff repeatedly to hold agro during a fight or group with a heavy damager dealer and use a 3 slot conc spell to hold agro is just plain silly!</P> <P>4. We need a stat item for our range weapon slot</P> <P> </P> <P>Fenra Fairheart</P> <P>44 Paladin</P> <DIV>Butcherblock</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>im gonna start off by saying gilfalas does know what hes talking about and has been playing a paladin for years. now, about your list.</P> <P>1. hps are fine, heals are fine, wards maybe a tad expensive. but yes, im afraid they should interruptable.</P> <P>2. no, it shouldnt, maybe a bit more of a heal, but not a CH.</P> <P>3. the taunt thing i will agree with, or at least the skills/spells that supposedly increase hate gain.</P> <P>4. i agree here as well, bow would sure be nice, but just a stat idol/book or something would make sense.</P>
BlackW
05-17-2005, 08:35 PM
<BR> <BLOCKQUOTE> <HR> Platfinger wrote:<BR><BR> <BLOCKQUOTE> <HR> GilfalasElaandrin wrote:<BR> <DIV>Honestly? If your going to Fan Faire to champion Paladin issues then champion this:</DIV> <DIV> </DIV> <DIV>Leave us alone. I LOVE how my Paladin works in EQ 2. I love his balance, I love his ability, I love how his tanking, I love that I can do my job. I don't want to see the class changed one bit. If we concentrate on our DPS role we do good DPS. If we concentrate on tanking we tank well. If we concentrate on healing we can fill the healing gap for a small bit. Not long but long enough to maybe let a group survive one fight till the real healer can get back up which to me seems just right.</DIV> <DIV> </DIV> <DIV>All I would like to see is our spell stacking issues fixed and our few abilities that still are not functioning properly fixed.</DIV> <DIV> </DIV> <DIV>We work. For goodness sake don't fix us.</DIV><BR> <HR> </BLOCKQUOTE> <P>While I respect that opinion, I don't agree with it. Judging by your signature, you have yet to reach the levels where obvious inbalances exist in our class versus... oh say.... a Guardian. </P> <P>I personally would not champion being exactly like a guardian, but our taunts (or lack of power efficient and effective taunts) and max HP values need serious attention at the highest levels. I have only just begun to see the problems now at my level, but I know several other level 50 paladins on my server that report serious issues with how paladins normally take a back seat to Guardians on raids. Equal but different - that's what all tank classes should strive for. Some things that may help with this goal:</P> <P>1. If our heals and wards are to make up for our lack of HPs, then they should be uninterruptable.</P> <P>2. LOH should be a complete heal</P> <P>3. Our taunts need serious work. They need to have either an increased hate value, or a faster recast timer along with decrease in power consumption. Having to cast a buff repeatedly to hold agro during a fight or group with a heavy damager dealer and use a 3 slot conc spell to hold agro is just plain silly!</P> <P>4. We need a stat item for our range weapon slot</P> <P> </P> <P>Fenra Fairheart</P> <P>44 Paladin</P> <DIV>Butcherblock</DIV><BR> <HR> </BLOCKQUOTE>Thank you all for the posts. I have just recieved word from SOE so I will be attending the Fan Faire :smileyvery-happy:<p>Message Edited by BlackWeb on <span class=date_text>05-25-2005</span> <span class=time_text>06:47 AM</span>
BlackW
05-25-2005, 05:54 PM
<BR> <BLOCKQUOTE> <HR> Titaliss wrote:<BR><BR> <P><BR>im gonna start off by saying gilfalas does know what hes talking about and has been playing a paladin for years. now, about your list.</P> <P>1. hps are fine, heals are fine, wards maybe a tad expensive. but yes, im afraid they should interruptable.</P> <P>2. no, it shouldnt, maybe a bit more of a heal, but not a CH.</P> <P>3. the taunt thing i will agree with, or at least the skills/spells that supposedly increase hate gain.</P> <P>4. i agree here as well, bow would sure be nice, but just a stat idol/book or something would make sense.</P> <BR> <HR> </BLOCKQUOTE> <DIV>Please keep the great comments coming. I am going to take this entire thread to the Fan Faire.</DIV>
<font color="#ff0000">JIndrisek I use divine wrath all the time and it most certainly does heal the group now at level 34. CAnnot speak to the higher level spells but this one definately heals. <font color="#66ff00">Wonder if this is related to the lvl you each have DW at? It would help if you posted what lvl, it may be broken for one and not the other.</font> </font><div></div>
GilfalasElaandrin
05-26-2005, 09:52 PM
Beleive mine is at adept 1. I am now 36 and it still heals the group. Flatedge twirl on the other hand, not only does NOT heal the group it heals the ENEMY.
BlackW
06-01-2005, 05:58 PM
<BR> <BLOCKQUOTE> <HR> Gage-Mikel wrote:<BR> <DIV>Fan Faire Round Table? :smileysurprised:</DIV><BR> <HR> </BLOCKQUOTE><BR>Some sort of group discussion with the EverQuest II team I will be participating in.<p>Message Edited by BlackWeb on <span class=date_text>06-01-2005</span> <span class=time_text>07:06 AM</span>
BlackW
06-01-2005, 06:22 PM
<BR> <BLOCKQUOTE> <HR> GilfalasElaandrin wrote:<BR> <DIV>Honestly? If your going to Fan Faire to champion Paladin issues then champion this:</DIV> <DIV> </DIV> <DIV>Leave us alone. I LOVE how my Paladin works in EQ 2. I love his balance, I love his ability, I love how his tanking, I love that I can do my job. I don't want to see the class changed one bit. If we concentrate on our DPS role we do good DPS. If we concentrate on tanking we tank well. If we concentrate on healing we can fill the healing gap for a small bit. Not long but long enough to maybe let a group survive one fight till the real healer can get back up which to me seems just right.</DIV> <DIV> </DIV> <DIV>All I would like to see is our spell stacking issues fixed and our few abilities that still are not functioning properly fixed.</DIV> <DIV> </DIV> <DIV>We work. For goodness sake don't fix us.</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Considering the number of Paladins in the game now, I doubt that SOE wants to ruin the Paladin and lose a bunch of subscribers. PvP will bring many inequalityes and balance issues into the glaring light. There are a lot of things that wont matter in pvp such as taunts, group buffs and AOE spells. Well taunts that are also debuffs will matter.</P> <P>If I had to pick the strongest fighter classes for PvP, it would be Monks (and bruisers). How do you compete with an attack that does 10k damage per hit? Then berzerkers and gaurdians with Paladins being the weakest fighter class for PvP. We do too little damage for PvP, our heals heal too little and use too much power for PvP, we have too little mitigation for PvP. </P> <P>The mage classes with mental attacks and freeze spells will be very strong for pvp but high resists can overcome that. I think most mage attacks will be weakened by high resists. Ranged attacks could be effective from scout classes. If scouts can hide in PvP, they could be quite dangerous. In PvP, I dont think there will be any contest as to who is the strongest class, it will be monks (and bruisers). Here is why:</P> <P>1. Ability to resist all mental attacks - cant be mezzed etc.</P> <P>2. Highest avoidance of any class - 80%+. How do you hit them?</P> <P>3. Highest damage of any class at high lvls - 10k plus per hit. No ward or mitigation is strong enough to stop that.</P> <P>The only way to defeat a monk is kill him before he gets close to you, because once he gets close, BAM! you are dead. Ranged attackers may do well against monks if they can slow them down, bind or freeze them.</P> <p>Message Edited by BlackWeb on <span class=date_text>06-01-2005</span> <span class=time_text>07:32 AM</span>
Boli32
06-01-2005, 07:18 PM
<blockquote>3. Highest damage of any class at high lvls - 10k plus per hit. No ward or mitigation is strong enough to stop that. </blockquote> That is only against solo mobs, so unless we count as solo mobs in PvP (I have a feeling we would count the same as herioc or ^^ mobs) this won't be an issue. <div></div>
Korza
06-02-2005, 08:38 AM
<DIV>I really like my paladin. My only real issues are the taunts losing some effectivness. I have managed to keep most app 4 or better spending some rares on adepts for them as I can. But can see them lose some times with really trigger happy damage types.</DIV> <DIV> </DIV> <DIV>I feel our damage is where it should be. But our power effeciency. Leaves alot to be desired. From my experiance I can unload a big can of postier whooping but at the end of the fight I have less power then anyone else in the group. In an epic fight I am out of power before anyone else. Now I am able to hold aggro get my wards and or a heal out as needed but I really have to watch my power like a hawk if I want to end the fight with anything left. I have several other characters in thier 20's or higher and have never had the power problem I seem to have with my paladin.</DIV> <DIV> </DIV> <DIV>Some of our abilities are useless if we are the main tank. But really rock for the MT we are off tank. Have a medioce tank you want to make a god give him a paladin off tank that knows how to off tank. Why can't we use some or all of these on ourself? Some I can understand the not using on our self ( offer of armement ) but some should be usable by us on our self ( ancient pledge ). </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>As for the ranged weapon slot I would think the easiest solution for SOE to fix this for all classes as we are not the only class with this issue is make them activeable items slots like the 2 we currently have and have ranged weapons be activeable items. This would allow all classes to have 4 items in those slots. But they could be potions, ranged weapon ( ammo could be loaded onto the ranged weapon ), dolls, torches, ect.. This would allow a range class to have 3 but all others to have 4 instead. Doesn't hurt the ranged person as they have stats with their ranged items they get. But does give every other class the option to use those slots. And might make potions more widely used and help out the alchemists a bit in that market.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>From a roleplay/class idea I would like to see some post level 20 class quests for either titles or class type rewards. This applies to all classes.</DIV> <DIV> </DIV> <DIV>I will not go into the details on the camping of mobs as most of that has been covered but I have to say if any thing is close to making me leave the game it is the camping of mobs. And the mysterious ways you have to go about getting some mobs to spawn. This needs to be changed asap. </DIV> <DIV> </DIV> <DIV>Further on quests there are alot of heritage quests that doing certain steps as a group is a penelty in time. For example to get the tomahawk quest the bear every member gets the update when one person talks to the bear. But each memeber of the party has to pick up the bear and wait for it to come back after the person delievers it to the giant. For a group of 6 that is over an hour for each member of the group to get an update. That is really silly. For bringing the light quest the final step kills the NPC and then each person in the group has to wait for respawn. Again a very silly thing. Quests like these should count for each member in the group if grouped and doing them. </DIV> <DIV> </DIV> <DIV>On guilds if you have the chance have them make accessable the crafter message of the day and wholesaler message of the day. They are listed when you first log in but as far as anyone in my guild has been able to find out there is no way to set or access them.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Thanks for caring about the class and the game. Wish I could be there but I am a home bound person so can only be there in spirit.</DIV> <DIV> </DIV>
hylozoist
06-02-2005, 04:38 PM
I agree with everything that has been said about the paladin issues - too much power for taunts, ranged slot "filler" for stats (a cape, orb, or something?), some broken skills that could use a fix, but are not the highest priority. Otherwise, we're great as we are, although in a raid role we're not as desirable as other classes. I have no solution for that, maybe more group buffs? I also agree with all of the quest issues such as the heritage camping, it takes up entire days for one step. They are "epic" quests, but they don't have to put you to sleep. As a side note, at level 50, zealous preaching is fairly effective as the group taunt (although it still has the very long timer) - half the power of smite prayer and 50% more taunting and debuff power. But I still use power much more than most. It'd be nice to have our single mob taunt lowered a tad, or our buffs' power lowered a tad, perhaps. One issue that's not gameplay related but is still paladin/roleplay related is our appearance. This goes for all classes, really - they all look the same. I'm not really into black, but my paladin is draped in it because those are the only choices for my level. Armor dye, armor customization (ok, that would be hard) or perhaps even something as basic as each class wearing the same piece of armor looks slightly different? <div></div>
Rochir
06-03-2005, 11:39 PM
<BR> <BLOCKQUOTE> <HR> hylozoist wrote:<BR>I agree with everything that has been said about the paladin issues - too much power for taunts, ranged slot "filler" for stats (a cape, orb, or something?), some broken skills that could use a fix, but are not the highest priority. Otherwise, we're great as we are, although in a raid role we're not as desirable as other classes. I have no solution for that, maybe more group buffs? <BR><BR>I also agree with all of the quest issues such as the heritage camping, it takes up entire days for one step. They are "epic" quests, but they don't have to put you to sleep.<BR><BR>As a side note, at level 50, zealous preaching is fairly effective as the group taunt (although it still has the very long timer) - half the power of smite prayer and 50% more taunting and debuff power. But I still use power much more than most. It'd be nice to have our single mob taunt lowered a tad, or our buffs' power lowered a tad, perhaps.<BR><BR>One issue that's not gameplay related but is still paladin/roleplay related is our appearance. This goes for all classes, really - they all look the same. I'm not really into black, but my paladin is draped in it because those are the only choices for my level. Armor dye, armor customization (ok, that would be hard) or perhaps even something as basic as each class wearing the same piece of armor looks slightly different? <BR> <BR> <HR> </BLOCKQUOTE> <P>Inquiring minds want to know what tier6 armor will look like. Dressing a Paladin, warrior of the light up in jet black armor has never made a lot of sense to me. The armor looks good but what about the knight in shining armor? Tier6 maybe?</P> <P>I am trying to complete the Missing Mask HQ. I have to find enough time to camp each and every mob to get them to spawn. Killing the place holders helps alleviate the boredom but not when the placeholders are so weak and low lvl that they are gray or no challenge :smileymad:<BR></P>
Korza
06-07-2005, 07:49 AM
<DIV><BR> <BLOCKQUOTE> <HR> hylozoist wrote:<BR><BR>One issue that's not gameplay related but is still paladin/roleplay related is our appearance. This goes for all classes, really - they all look the same. I'm not really into black, but my paladin is draped in it because those are the only choices for my level. Armor dye, armor customization (ok, that would be hard) or perhaps even something as basic as each class wearing the same piece of armor looks slightly different? <BR> <BR> <HR> </BLOCKQUOTE><BR>Personally for me I would rather first have a system in place to customize the stats on the armor then the look. But I do agree that we need more types of armor and looks of armor in the game. But the stats on a item are more important to game play. The look is more important for immersion. Both need to be there really. But I feel that stat controll on the crafted items is a bit more important.</DIV>
BlackW
06-08-2005, 09:39 AM
<BR> <BLOCKQUOTE> <HR> Korzald wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> hylozoist wrote:<BR><BR>One issue that's not gameplay related but is still paladin/roleplay related is our appearance. This goes for all classes, really - they all look the same. I'm not really into black, but my paladin is draped in it because those are the only choices for my level. Armor dye, armor customization (ok, that would be hard) or perhaps even something as basic as each class wearing the same piece of armor looks slightly different? <BR> <BR> <HR> </BLOCKQUOTE><BR>Personally for me I would rather first have a system in place to customize the stats on the armor then the look. But I do agree that we need more types of armor and looks of armor in the game. But the stats on a item are more important to game play. The look is more important for immersion. Both need to be there really. But I feel that stat controll on the crafted items is a bit more important.</DIV><BR> <HR> </BLOCKQUOTE><BR>I have printed this entire thread and am taking it to the fain faire with me. This thread was printed and delivered to Blackgaurd. Your concerns were shared with the EQ2 team at the summit at the Fan Faire. The devs really liked some of the questions you posted here :smileyvery-happy: <p>Message Edited by BlackWeb on <span class=date_text>06-10-2005</span> <span class=time_text>12:36 PM</span>
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