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Yes...and that's not what I'm trying to do, *AT ALL*
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Right, except:
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*Druids could heal significantly better than Shaman...even with heals that were closer to Clerics, the Druid would still not actually be as efficient of a "defensive" character as the Shaman, considering how the latter class gets the best slow in the game and self energy regen to power their heals/debuffs.
*Shaman did not get pets...this is extra free damage that is a slap in the face to the INT casters, as it makes the Shaman capable of doing more damage over time than those classes. Very imbalanced how a powerful defensive class is additionally capable of producing more damage over time than a class entirely dedicated to offense!
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And:
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Being able to summon mod rods or perform the occasional Call of the Hero hardly makes a class equally viable.
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Don't forget this gem:
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Wizards had a more specific purpose of at least being able to provide burst damage against very difficult opponents but such a thing was only needed very occasionally. Their DPS over time was embarrassingly weak in comparison to a melee...about 1/5th of what a melee could do.
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Annnnd:
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Are Clerics absolutely REQUIRED for groups at the later levels? It used to be that you HAD to have a Cleric or else you literally couldn't group.
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=/
In each of these examples you discuss changes that would either under/overpower or remove an intended dominant role for a class, and talking about Wizards doing less than a 1/5th of the damage melee is doing? That's a remark bordering on absurd, and demands parsed logs.
And taking pets away from Shamans? Your arguments make absolutely no sense, especially where you talk about the pet being a slap in the face to INT casters. I'll tell you right now: Necros and especially Mages don't give a shit. Yay more pet DPS. I'm so sure that all the necromancers and mages are offended that a puppy is in the group/raid doing nice extra dps. Wizards are nuking things to death, and again, really couldn't care less. Enchanters have pets, but have a primary role of crowd control instead of actually dpsing. Nobody is gonna care how much dps the Enchanter is doing when he's saving their asses from an over-pull.
And finally:
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In fact, ideally, the classes should be even MORE unique than they already are. The melee combat system in EQ is quite lackluster and, even aside from that, the Hybrids weren't designed very well to actually have unique roles (or at least that's not how it worked out) and there could be further separation of the casting classes.
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I'm sure they'll get right on overhauling one of the core mechanics of a game that is literally over a decade old.