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#1
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Nah.
__________________
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#2
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#3
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imaging having a pet festering hag
then imagine killing it for full xp after it kills one for u scale that up to end game the end | ||
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Last edited by Lulz~Sect; 10-24-2017 at 07:55 PM..
Reason: corrected mob name
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#4
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Enchanters might be OP, but we need them to be on p99. On daybreak things are just way too easy and so being strong is an actual problem that can make the game less fun. Things are still hard enough on p99 that no matter which OP class you are, it's still fun, because it's still risky.
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#5
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#6
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Noob class, try warrior.
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#7
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On the early days of Agnarr, a disproportionate share of the people rolled Enchanter, as they are highly gear in-dependent and can basically solo most (krono) camps.
In classic, the charm pets were superior dps by far due to the shitty gear around. Because Agnarr is a try-hard pixel paradise, you often ended up with people refusing to join your group if it didn't had an enchanter, because not having one would nerf your kill speed so hard and people were eager to level as fast as possible. Taking some camps, for example LDCs in SolB, the mobs had so much hp, no one would even go there without a chanter with a charm pet. This changed slightly with Kunark, when higher dps weapons increased the viability of other classes as dps, especially below level 50. It also changed because the chanter share decreased significantly (especially below 50), so there are not enough Enchanters for every group anymore. What changed it further: charm becomes more dangerous as mobs hit harder (relatively). In Lguk you could easily take your blue froggy, haste it up and let it rampage through your mobs. If charm broke, it might have hit you down to 60-70% before you had it recharmed. Going forward in expansions, a charm break of a hasted pet might kill you so quick, you won’t have a chance to re-charm. So it becomes a high risk-high reward game, while in early EQ it is just high-reward with limited risk. Furthermore, on TLPs pet agro works slightly different. In addition to the known Enchanter benefits of Crack, Haste, CC and good dps charm pet, your charm pet can even tank mobs better than most any player tanks. This was especially true for 39+ as the charm tanks had shit loads of hp and would benefit from Complete Heal better than your 1,000 life Langseax warrior tank. Thus, I think the progression of expansions already decreases the level of overpowerness of the Enchanter class. They remain a powerful class, but so do others and as Everquest (at least in its early days) was not designed to make every class equally strong, it doesn’t matter. Every class has its benefits and its uses. The gaps were bigger in classic (why would anyone want a rogue in his group in classic?), but they persisted for a long time. Without ever having played one, I think the Enchanter charm and CC mechanic is pretty cool, I think it is also pretty unique comparing it to other games. They shouldn’t take that away just so everyone feels equally powerful. Some people forget that EQ’s was designed to be about cooperation, not competition. | ||
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#8
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Only reason I can see why enchanters ever join a group < 60 is because they want to be able to take it easy and not have to give 100% focus and possibly if they are after some loot? I dunno enchanters are pretty cool but it sure seems like they were gifted more than other classes. | |||
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#9
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#10
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it wasn't just that it was too dangerous to fight without a group, but that every room in basically every zone already had a group at every camp. enchanters would join the group because otherwise they'd be camping a single hallway spawn.
I remember the days where lguk had like 60-100 and even cazicthule dungeon had like 30+ | ||
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