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#41
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https://www.youtube.com/watch?v=Wtl895AgbN8
Enchanters were actually the weakest class in the game through much of the beta, but now they're arguably even stronger in EQL than they were on P1999 - which is obviously really saying something. The ability to upgrade spells means they can just spam level 16 AOE Mez and never have it resisted, and the same goes for charm and slow. And whatever nerfs they previously had in place on charm itself have been undone, as endgame charm pets now outdamage all summoned pets, as well as even most melee DPS player characters. Combine Enchanter with Paladin/Monk and you have the most busted OP build possible, to the extent that an already easy game is made soporifically trivial. You can see it in action in the video above. I have no clue how playing this build is remotely fun. This is literally about as difficult as taking a BiS Velious Monk and cleaning out Dalnir or Mistmoore. I'm truly baffled as to how anyone thinks this sort of design/gameplay is going to result in long-term player retention. Unless you've got a brain made of oatmeal or are the most casual of casual players, you're going to get bored of this within a couple of months max. | ||
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#42
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Quote:
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#43
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I hope it flops, but I know it wont. Solo eq with multiclassing is just pandering to a lazy power fantasy gamer base. In this day and age it will be easy money.
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#44
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I don't understand the appeal myself. I find games boring that are trivial easy and powerful items rain down like candy. People are different though, maybe it's fun for some.
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#45
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I can totally understand the appeal of, "Classic EQ but more casual friendly, with built-in multi-boxing and modern QoL features." Indeed, that's what I initially thought EQL was going to be. Instead we ended up with, "Classic EQ but so easy it no longer resembles classic EQ in anything but appearance." The game is basically an EverQuest skinsuit. The actual gameplay literally feels more like any random ARPG than classic EQ. There is essentially zero depth. Levels and gear are both trivial to acquire. There is no real ability to express skill, and no requirement to obtain knowledge about the game's systems. It is intentionally designed as a faceroll experience.
More than anything, it is tremendously disappointing that this is the best idea they could come up with for a multiclassing version of EQ. You could have made something with much more depth and longevity in that vein with a system where players acquired individual spells and skills individually over time. You could have done so much by expanding the variety of clickies in the game. You could have tied quests and exploration of zones directly into the leveling process by requiring more than just grinding mobs to level. More than 25 years since classic EQ launched, and 15 years since P1999. All of that time to reflect on how to improve upon and re-envision the EQ experience while still preserving its core essence, and this is what they came up with? I just don't understand it. | ||
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#46
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Im a robed dwarf on a horse with a flaming sword.
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#48
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Quote:
So this wasn't a "best idea". This was there is thing that was making money and so now it's our thing and it's making money for us. | |||
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#49
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People in this thread: quithavingfun.meme
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#50
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It's funny how you can easily distinguish the people who read about what they think EQL is versus the people who have actually played it.
It's fun and you can (and should) group. I've had more groups on EQL in the last week than I have been able to get on p99 Blue in years. More EverQuest content is great for me, an EverQuest fan. It's okay to enjoy and play other versions of the game, including live, TLPs, EQ2, EQOA Emu, TAKP, Quarm, and, yes, EQL. The only thing you shouldn't like is P99 Red - that place should be treated like Chernobyl. | ||
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