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#1
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#2
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As someone who remembers playing EQ back then I can tell you 100% people were aoe'ing more then 4 mobs when the game came out.
I remember running around Fire Fluxing everything and there was no 4 mob limit, there was no limit whatsoever. | ||
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#3
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My first character was a warrior, so I don't have any particular memory of early aoe'ing. I didn't make the druid that would become my main until half way through Kunark. | |||
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#4
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"Creates a circle of fire around you, causing between 8 and @1 damage to all nearby creatures." Not for 4 nearby creatures.... You guys are jumping through freaking hoops to try and change game mechanics. There was never a mob limit in Everquest. People were doing AoE groups as early as the start of 2000 which coincides with players reaching high enough levels to effectively do them without getting dead. | |||
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#5
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If a player or group can pull all the mobs then a 25 mob limit makes no sense it's just a waste of time.
You kill 25 mobs med kill 25 mobs med kill 25 mobs med. Instead of 75 mobs in one pull... It makes no sense it's just a huge pain in the ass and not a real mechanic of classic EQ. | ||
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#6
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#7
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My personal opinion is that AoE groups, and soloers are super cancerous for server community health. I feel that we are potentially going to be staring down a major population density problem on green, and finding these patch notes are potentially going to alleviate some of those problems by allowing more experience creatures available for everyone in the Karanas. Dolalin is the hero that green needed. | ||||
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#8
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