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  1. #1
    Join Date
    May 2013
    Posts
    8
    Which class is taking the most changes? The least?

  2. #2
    Join Date
    Oct 2010
    Posts
    381
    All roles have been covered by at least two classes:


    • Tank: Guardian, Warden, Champion, Captain
    • Healer: Minstrel, Rune-Keeper, Captain
    • Damage: Hunter, Champion, Burglar, Lore-Master, Rune-Keeper
    • Crowd Control*: Burglar, Lore-Master
    • Buff*: Captain, Minstrel
    • Debuff*: Lore-Master, Burglar


    *Indicates a role which isn't a main role.
    I disagree on revamping the classes - if anything they should be simplified back to their original missions, with a much smaller skill set (say 10 active, 10 passive skills) that get better every 20 levels... (EQ2 did this and it allowed for a reasonably uncluttered keyboard, and made grouping with other classes a necessity).

    Warden needs to be down-powered, and 6-man/raid role as an off-tank ONLY. I love playing my warden (except the long wait time for the sneak attack with javelin) - but still, should not be more powerful/survivable than a Guardian or Champion...


    Questing is still good - even if it may feel repetitive.

    I do not think quests are TOO easy...I generally do my quests about 6 levels over stated level (still GREEN names), but that is because I like to do EVERY QUEST/DEED in EVERY AREA (the four racial areas, switch off between heading into Lone-lands then to North Downs and back, etc); naturally I am going to be higher leveled.


    I have yet to One-shot = Kill anything that is a colored name (even grey names still take 2-3 shots unless I have 10+ levels above). Most of my kills are 3-5 shots (including a powerful opening action), with signature mobs taking 7-12 shots (cyan or green).

    Am I overpowered? Perhaps - but look what contributes to that:
    • Doing every quest/deed
    • Doing every area
    • Crit-crafting every piece of gear (purple or cyan)
    • Buffs and accelerator drops from lotteries and Hobbit-Presents (I NEVER buy them from store)
    • XP boosts (whether VIP, loot-dropped, or HP buff).


    Want to make it harder, without reprogramming mob toughness, making things so hard to solo and ticking off most players?

    Limit areas of play per character: racial homeland quests, Epic quest line, and journeys only one direction (East OR North - NOT BOTH...if you head North instead into Lone-Lands, once you finish Angmar then you'll get ported to Rivendell and then directly to Walls of Moria).

    Revamp Legendary items, or do away with them altogether - make the best get either crit-crafted, or obtainable ONLY in raids.

    End the various buffs and boosts from the store & Hobbit presents. This will make WB scream bloody murder, so maybe we need to visit:

    END Free to Play (or severely restrict it, similar to how EQ2 does).
    "The world weighs on my shoulders, but what am I to do? You sometimes drive me crazy, but I worry about you. I know it makes no difference to what you're going through, but I see the tip of the iceberg, and I worry about you"

 

 

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