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Ramsus
01-28-2003, 01:49 AM
Under Review
Hi,

We wanted to give you an update on some of the things we've been working on lately. We've been following the various class and server boards, and looking for pressing issues. While this isn't the complete list, here are some of the topics currently being reviewed -

- PoP planar flags and how they are acquired. We're experimenting with some ideas that let people accompany their raids to the deeper planes without having all previous flags. Our goal is to allow a player to participate in raids and guild events, even if the player wasn't able to acquire a previous flag. This would not grant them a flag for that zone, but would give them access to it while on the raid. We're looking at several options, but our current version in testing allows a raid to bring along a small group of people without the necessary flags, if the raid has most of it's members flagged for an event or plane.

- PoP zone access quests. We're looking at the difficulty of the quests for individual access to the various planes. Our goal is to make it reasonable to gain access to later planes by doing the quests, without making it trivial or unbalancing when compared to the raid-gained planar access methods.

- We're looking at the state of Charm spells, and may make adjustments so that the cost and risk associated with charming high-level pets is balanced with the power of the spell.

- We're continuing to evaluate the drop rates of PoP spell parchments to see if any further adjustments are needed.

- We're reviewing the tanking ability of the various melee and hybrid classes to be sure each class is competitively balanced with the others. The main factors we're considering are the ability to take damage, deal damage, and the additional abilities of each class. The goal with this review is to find any issues where melee classes are not "bringing enough to the party" when comparing their package of abilities. We're paying particular attention to the avoidance-focused classes such as the monk, to be sure things end up where they should.

- We're going back through priest classes to find any major balance issues. Currently we're focusing on healing, secondary abilities, and the value of each class in different situations.

- Shields and blocking. We're reviewing the impact of giving an innate chance to block when using a shield. We'd like increase the value of shields, and make it a worthwhile choice for players who might normally dual-wield weapons or use a two-handed weapon. We're working on balancing this against classes which use shields by default, and therefore wouldn't be making any trade-offs to equip a shield.

- Lull spells. We're watching the impact of recent changes to be sure these spells remain useful, but are not over-powered.

- Riposte and Enrage on planar mobs. We're looking at alternatives to make these abilities less punishing on common planar monsters.

- Tradeskills. We're reviewing the current recipe line-up for any gaps in skill progression, and items that aren't appropriately rewarding for their difficulty.

Thanks for playing,

The EverQuest Team

Spanmaster
01-28-2003, 04:09 AM
Can you say nerf?

Ramsus
01-28-2003, 09:03 AM
What do you think will be nerfed and why?

- PoP planar flags and how they are acquired. We're experimenting with some ideas that let people accompany their raids to the deeper planes without having all previous flags. Our goal is to allow a player to participate in raids and guild events, even if the player wasn't able to acquire a previous flag. This would not grant them a flag for that zone, but would give them access to it while on the raid. We're looking at several options, but our current version in testing allows a raid to bring along a small group of people without the necessary flags, if the raid has most of it's members flagged for an event or plane.

The single largest complaint from guilds currently raiding in PoP. Good Thing.



- PoP zone access quests. We're looking at the difficulty of the quests for individual access to the various planes. Our goal is to make it reasonable to gain access to later planes by doing the quests, without making it trivial or unbalancing when compared to the raid-gained planar access methods.

Good Thing.


- We're looking at the state of Charm spells, and may make adjustments so that the cost and risk associated with charming high-level pets is balanced with the power of the spell.

Probably not good for chanters. Not sure who they can fix it without totally nerfing charm. But this thing always happens when some idiot goes around soloing bosses in tier 3 zones, keeping whole groups from content.


- We're continuing to evaluate the drop rates of PoP spell parchments to see if any further adjustments are needed.

Good thing

- We're reviewing the tanking ability of the various melee and hybrid classes to be sure each class is competitively balanced with the others. The main factors we're considering are the ability to take damage, deal damage, and the additional abilities of each class. The goal with this review is to find any issues where melee classes are not "bringing enough to the party" when comparing their package of abilities. We're paying particular attention to the avoidance-focused classes such as the monk, to be sure things end up where they should.

This has to be a good thing. It can;t get any more out of whack for the pure melee than it is.


- We're going back through priest classes to find any major balance issues. Currently we're focusing on healing, secondary abilities, and the value of each class in different situations.

I dont know the details here, but I have heard in alot of places shamans and druids were preferred over clerics because the cleric healing ability just wasnt needed while the other priests added alot more utility. Hopefully they add utility instead of nerfing here.

- Shields and blocking. We're reviewing the impact of giving an innate chance to block when using a shield. We'd like increase the value of shields, and make it a worthwhile choice for players who might normally dual-wield weapons or use a two-handed weapon. We're working on balancing this against classes which use shields by default, and therefore wouldn't be making any trade-offs to equip a shield.

You should block more with a shield. I only see MT's using this as a viable option, but options are good.

- Lull spells. We're watching the impact of recent changes to be sure these spells remain useful, but are not over-powered.

Unnerf these spells a little. Christ.. killing the general was a pain in the ass..

- Riposte and Enrage on planar mobs. We're looking at alternatives to make these abilities less punishing on common planar monsters.

plz. thx.

- Tradeskills. We're reviewing the current recipe line-up for any gaps in skill progression, and items that aren't appropriately rewarding for their difficulty.

More power to em. Go Go gadget makers!

FeriosNoncedo
01-28-2003, 09:18 PM
- We're going back through priest classes to find any major balance issues. Currently we're focusing on healing, secondary abilities, and the value of each class in different situations.

I don't like the way that sounds.

logangrimnar
01-29-2003, 09:20 PM
i think i like what they might to to tanks. this might be a really good thing. even though the uber tanks out there will get better, i mean how much more does 10k hp 1900 ac tank need? most tanks out there aren't uber and need fixing and i hope that is what they focus on, the "little" guy. f what happens to the uber ppl thats y they are uber already, if they get even better so be it, and if they get worse some how and the "little ppl" get better than, woot!