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  #51  
Old 12-04-2019, 03:04 PM
uygi uygi is offline
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"Imbuing" a spell into an expendable item? So unclassic sounding I don't even know what to say. I think it would be a port much of the time, and a nuke on raid targets. And it probably wouldn't be super balance-changing as I imagine it.
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Myuharin <Force of Will> & Myuharin the Revenant
Quote:
Originally Posted by azeth View Post
6 hybrids in one group.. i believe you may actually LOSE experience per kill.
  #52  
Old 12-04-2019, 03:04 PM
Ivory Ivory is offline
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Quote:
Originally Posted by Firepuff [You must be logged in to view images. Log in or Register.]
Still, "requiring" a single class to farm runes before every raid to achieve peak performance isn't me cup tea tbh.
Don't make it use the same crafting system as if they are making the spell for the first time..... that would be bananas.

Just have a few store bought ingredients. Maybe high or super powerful stuff put in a little bit more of a drop limiter (or cost limiter).
  #53  
Old 12-04-2019, 03:08 PM
Wurl Wurl is offline
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One obvious thing for the custom server: get rid of hell levels.
  #54  
Old 12-04-2019, 03:10 PM
uygi uygi is offline
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Quote:
Originally Posted by Wurl [You must be logged in to view images. Log in or Register.]
One obvious thing for the custom server: all levels are hell levels.
FTFY
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Myuharin <Force of Will> & Myuharin the Revenant
Quote:
Originally Posted by azeth View Post
6 hybrids in one group.. i believe you may actually LOSE experience per kill.
  #55  
Old 12-04-2019, 03:11 PM
Wurl Wurl is offline
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Another thing, it's not good to frame the soloing XP difference as a penalty. I would phrase it like "25% XP bonus for grouping". Or maybe do something like "5% XP bonus per party member" so that everyone doesn't just duo.
  #56  
Old 12-04-2019, 03:11 PM
Erati Erati is offline
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Quote:
Originally Posted by Wurl [You must be logged in to view images. Log in or Register.]
One obvious thing for the custom server: get rid of hell levels.
There are no hell levels.

Its an illusion.

Think David Copperfield.
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  #57  
Old 12-04-2019, 03:14 PM
Firepuff Firepuff is offline
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Quote:
Originally Posted by Ivory [You must be logged in to view images. Log in or Register.]
Don't make it use the same crafting system as if they are making the spell for the first time..... that would be bananas.

Just have a few store bought ingredients. Maybe high or super powerful stuff put in a little bit more of a drop limiter (or cost limiter).
Hmm, it could probably work out with some careful tuning. I don't think it should be "super-powerful" though, not anything they can't cast normally, we don't want a team-manaburn issue. [You must be logged in to view images. Log in or Register.]
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  #58  
Old 12-04-2019, 03:22 PM
Siege Siege is offline
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I fully support a Classic+ server that attempts to balance Classic EverQuest. I would even go one step further than you and nerf root rotting and kiting in general. Hell, I'd just get rid of all run speed buffs and make it so that Root breaks on damage like Mes. Anything to get rid of 'cheese' and make EverQuest more difficult would be fine in my book.
  #59  
Old 12-04-2019, 03:27 PM
Vexenu Vexenu is offline
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Quote:
Originally Posted by uygi [You must be logged in to view images. Log in or Register.]
Giving wizards Clarity is mostly going to convince melees to make wizard port mules that they use to support their group IMO. If I was a non-mana class leveling a 34 wizard would be step #1 after I got 50, then I can port and crack the casters in my group. That wiz alt can easily get to my group, and can port people to/from it too.

If the rogues, warriors and monks can Clarity, why would you waste a slot on a wizard?
Ok, say we nix the Clarity idea: how would you propose to buff Wizards while making as few changes as possible to the game?

Massively buff Harvest? Say, make it return 25% mana on a 3 minute recast? Introduce a new spell line of low mana, moderate damage nukes to give them some reasonable sustained DPS? (Shards of Dalaya did this). Add a droppable/easily obtainable Wiz nuke clicky that's comparable to the JBB/Burnt Wood Staff?

In other words, what would you have to add to Wizards to make them an attractive option to invite to your group? Because currently they offer nothing. Mages, Necros and especially Enchanters all offer substantially more. Wizards inarguably need something, so what could it be?
  #60  
Old 12-04-2019, 03:32 PM
Ivory Ivory is offline
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Quote:
Originally Posted by Vexenu [You must be logged in to view images. Log in or Register.]
In other words, what would you have to add to Wizards to make them an attractive option to invite to your group?
A good player ALWAYS trumps whatever class they are playing.
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