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#11
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#12
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Not War Your analogy would make more sense if you complained that civil war recreation exercises are "custom content" because they don't use real guns and canons I don't look at it as "picking winners and losers" Neutering a class at launch to make it "classic" while at the same time deliberately changing other class mechanics (Bard) seems unfair to me. The point is a lot of these classes were released in an unfinished state because of many other factors beyond the game back then. TBH there have been ludicrously broken mechanics on P99 since the beginning (Charm). It was never supposed to be this reliable. It was supposed to be a dangerous spell that is unpredictable. Risk being the balance for how powerful it is. 10 years ago I said it was broken and it's never been fixed. Enchanters are basically a God Mode class with unlimited lawnmower pets that destroy everything in their path. The class has every tool imaginable to manage what is supposed to be a dangerous spell to the point it has become trivial. I remember charming Noxious Spider on my chanter way back in the very early days when there were only a few 50s. It was obliterating everything in it's path and charm held full duration with Pre Planer Classic scrub gear. I was laughing at how absurdly overpowered it was. A lot of the early God kills were easy because of charmed pets and broken CH Swords that could be recharged infinitely. Instead of trying to get Clarity removed maybe charm should be looked at. Chanters don't really group anyways (The good ones at least that know where the XP is which is solo or duo). Instead of demanding Clarity be taken away maybe the charm mechanics should be re examined before launch. Maybe some of the things that trivialized early P99 Blue raiding should be looked at and fixed. I would rather the small window of development time we have left before launch be dedicated to fixing those types of issues instead of breaking classes that will be fixed literally weeks later. | |||
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#13
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#14
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Any spells that weren't in the game until a certain era, I'm noting in the spreadsheet and linking to hard evidence.
It won't fix the mechanics stuff but it will fix many spell related things. | ||
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#15
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If you want charm looked at, then post evidence it worked differently, instead of idle speculation and anecdotes. I'm talking about stuff that was objectively true/accurate without any debate. You are talking about creating your own version of the game, frankly. | ||||
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#17
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One of the games workshop sculptors blew his hand off with a cannon during a reenactment. He had to relearn how to sculpt one handed with his non dominant hand.
... I can't work out a way to tie that back into the analogy or to p1999 but hope it's an interesting enough tangent to warrant posting. | ||
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#18
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and speaking of ren faire analogies, we haven't even really started on things like accurately and efficiently doing the classic GM events, which of course would also be part of a genuine classic server replication. i think some weren't ever done on blue even. lots to do in the coming years~
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#19
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Charm during live wasnt considered as a viable game mechanic, «*dangerous*» at best, and nobody had a real play at it... except a very few perhaps, that also why we dont have much written evidence. I dont think charm is broken here or has ever be. It has always been random duration and the toolset provided to survive charm breaks (outside clickies which are classic anyway) is part of the initial design. I dont think solo artists were «*exploiting*» a weak point back in 2013 were just on top of their game due to years of experience.
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#20
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