Quote:
Originally Posted by Tecmos Deception
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It's not a bad design, imo.
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Quote:
Originally Posted by Tecmos Deception
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but that doesn't mean druid isn't the perfect class for a lot of people or that magicians aren't great in groups and crucial for raids. People who don't like enchanters don't give a shit that enchanters are the most powerful solo and duo and group class, because they don't want to play an enchanter. People who don't want to solo nameds in dungeons couldn't care less that their druid or ranger or bard can't. /shrug
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The part I would argue
is bad design is that everything you just said is true ... but a new player looking at the available classes has no idea what any of those classes are really about. When you pick a Bard the class description doesn't say "you're the master of killing when in grassy fields, but stay out of dungeons unless you're with friends", and when you pick a shaman envisioning yourself casting voodoo curses, nothing warns you you'll be sitting on your ass root/roti-ng.
I don't like how the newer MMOGs have oversimplified their classes, but I do think games like WoW explain their classes better, and have a much more well-thought-out focus for them. Compare that to EQ, where many of the class-defining features (things like quad kiting, ae groups, sneak plulling, etc.) weren't even planned by the developers.
Quote:
Originally Posted by Tecmos Deception
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Reworked ZEMs sounds pretty awesome to me. Although that would probably spawn a slew of threads of people whining about this and that as a result just like anything else would... haha.
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I think the trick would be to only lower any given zone's mod by 5% or 10% at most, but add a more substantive bonus (20%?) to the under-used goblin dungeons, Dalnir, etc. People can't whine
that much about their favorite zone going down by 5%, but a 20% bonus would certainly draw people to new places.