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#1 | |
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New user
Joined: Aug 2004
Posts: 11
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From the dev corner:
Quote:
What are some of people initial thoughts on this? Do you think it might actually be a step in the right direction, or just another bandaid? |
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#2 |
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Propagandistic Anarchist
Joined: May 2002
Posts: 390
vCash: 1000
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It will probably end up overpowering, and the knights will bitch. It's an endless loop.
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#3 |
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Master of Squirrels
Joined: Jul 2002
Posts: 188
vCash: 1000
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Only after its patched in with 3 days testing, breaks Ele/PoT encounters and gets "retuned" 4 times requiring daily patches for 2 weeks.
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#4 |
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Diabolical Neophyte
Joined: May 2003
Posts: 277
vCash: 1000
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the concept sounds very well thought out and quite appropiate for the design direction SOE has taken since the release of LDON.
Now warriors will actually have to pay attention to the screen instead of hitting attack and playing xbox while exping. |
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#5 |
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sure, they add these interesting things after I sell all my warrior gear and decide to play an sk.. never fails.
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#6 | |
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Quote:
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#7 | |
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Flamboyant Minstrel
Joined: Dec 2002
Posts: 35
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Quote:
hehe |
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#8 |
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Diabolical Neophyte
Joined: Feb 2003
Posts: 229
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It does something very interesting.
For the first time, a naked warrior will capabilities that a fully geared paladin doesn't have. Right now, give a paladin enough gear, and they can do anything a warrior can do. But, a naked paladin can do things that a warrior can never do, no matter how much gear they have. Both Monks and Rogues have some abilities that other classes don't have, but they are quite limited. Monks get instacast FD and a self miniLoH, and Rogues get SoS and Undead/Normal invis combo, and a qualitatively different level of lockpicking/trap removal. Compared to other classes, that doesn't make that long of a list. With Endurance pools, and class-specific moves, it can add alot of content to the pure melee classes. Power upgrades via "spells" in each expansion gets added to the melee classes, and burst DPS vs long term DPS difference starts occurring. The total content of these changes also matters alot. I mean, at the extreme: Evasive and Defensive and Forditude reuse timers get decoupled. Each uses about 5 minutes of "typical" L 60 endurance-regen (ie, the rough equivilent of 2500 mana). You can only have 1 /disc active at any one time. A "you are hit" opening for a +aggro endurance-costing move is added. Warriors get a 2 hour reuse "refill endurance bar" hotkey ability, analagous to LoH or HT, self only. |
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#9 |
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New user
Joined: Aug 2004
Posts: 11
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The possibilities are deffinitely there. And SoE mentions that the system will be very flexible, so changes and additions can be made easily.
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#10 |
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Administrator
Joined: Jan 2001
Location: Atlanta
Party: Independent
Posts: 7,679
vCash: 900
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It sounds neat and all, but I still haven't figured out how it'll solve any of the real balance problems.
You can't depend on any of it, unless the "openings" are very frequent. It's not going to help warriors with fast, on-demand agro generation. It's not likely to give monks a role other than rogue-lite. It's certainly not going to balance melee vs. casters on all of these fights where being in melee range to do our damage puts us at such a disadvantage. The whole change reeks of them copying DAoC blindly, instead of really hashing out a way to balance things decently. Weak. |
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