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Originally Posted by Samadhi
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Yeah the classes are 100% the same as vanilla EQ. The races 3 of them are EXACTLY the same jsut different colors. Their halflings are NOT halflings. Their gnomes are NOT gnomes. Their ogres look more like simple brutes. And why so few races?
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Saying classes are 100% the same is just false. Most, if not all, have definitive passive abilities akin to but not as overpowered as the FSI racial. That's the first obvious difference.
Monks essentially have a mana pool, and a complex one at that. They have abilities that stun and generate hate, without relying on FD to lower it, meaning they might be passable tanks in the way hybrids currently are here. Mend exists but spread across three abililities and often based on damage dealt or taken.
Paladins have multiple hymns, making them more Bardic in playstyle. They are adept against undead, which isn't the case in EQ unless you have one of the raid-level proc weapons and even then it's still a stretch. Resurrection costs HP, if not MP as well. You still get a version of Divine Aura. Sweeping frontal cone attack with 2hs. Leave a ghost of yourself behind to preoccupy an enemy, send a ghost of yourself to aggro. Pull a target within or push out of melee range. A small single-target heal, trio bounce heal, group heal, and a damage dealt conversion heal. No mention of Lay Hands.
Wizards have spellweave and abilities that are the rough equivalent of a blink dagger in DotA2. They can slow a target's cast time. Wizards can also summon an area effect and guide its path. And they get a protective rune-like barriee ability that locks them in place but can be broken with another ability to damage and lock surrounding targets in place.
Warriors also receive several abilities that are more group-centric, in the form of banners and formations. Their charging abilities are described as a slower version of the Wizard's blink, one while in combat and another, to initiate, from out of combat that also stuns. Others are more situational, but give the class hybrid-like ways in which to snap aggro. They also have abilities with shields beyond swapping in to bash or to ramp tank, including an ability that requires another Warrior to be present.
Dire Lords won't be holding shields, wearing platemail, summoning pets or casting other spells from Necromancer books. There's no mention of them having Feign Death and very little of their design resembles the Shadow Knight's.
Enchanters have more nuanced abilities with a chance to perma-charm a target, spell casting haste, silence, and a spell that deals damage to mezzed targets without breaking mez. Enchanters can mass minor illusion party members at once, potentially allowing them to go unnoticed by a passing train in zone. Enchanters also have a time-sensitive dual abilities designed for finishing off a target, making them more useful on raids when nothing can be charmed.
There are more differences, but the game has been and will continue to be in production for a while; nothing's stopping people from going over to the main site except disinterest or cynicism which, in either case, is irrelevant. But to that end, if you're making uninformed arguments about unfinished products, it's not much different from reddit users ranting about how GRRM / Rothfuss still haven't completed their latest books.
And to those who keep saying vaporware...
https://youtu.be/WDrgwZsGC9A