Quote:
Originally Posted by Ropethunder
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You can't compare a camp with ubiquitous number of spawns to charm kill one PH with a zone line at your back to the much more dangerous dungeon crawling variety.
Honestly, charming stuff was dangerous for soloing but it wasn't overpowered. It was perfect with plenty of unexpected charm breaks. Sure, you could get a pretty solid charm if you use it on something 10-15 levels below you. But that wouldn't be considered "cruise control to xp" as some have said it is.
Charming takes a lot of mana and is not as amazing solo exp as people think it is when you factor in charm breaks, med breaks, regen breaks when you take hp damage, and the plat sink for runes.
Higher level charms was perfect before this patch. And in Kunark mobs hit so hard that I would already only ever charm while in a group. A charm break means you get nailed even with Rune V up.
What was the reason for this change? Why was it considered overpowered?
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I think if you had read more than 10 words of my post you would realize that we agree on just about everything, except perhaps the basic design philosophy of everquest.