In my opinion the planned changes will not benefit the game at all.
They will have too much impact on gameplay and not only fix some
problems, but make certain classes close to unplayable. Necros for
example cannot melee. Since their pet will die to blue opponents in
about 20 seconds, they dont have the time to have their DoT kick in.
By the way, I dont feel that the game is imballanced. Do a /who all 50
and you will see that the so called "kiters" are the minority!
Anyway, here are the "problems" and my suggestions how to solve them:
1. "Kiting": People are able to solo yellow or red monsters with "no
risk" at all.
Solution: Make the yellow or red monsters resist the DoT better. Wizard
spells get resisted by monsters beeing 6 levels higher, so why not make
yellow or red monsters resist the DoT too. I mean it does not have to
be a complete resist. Resistance in 3 out of 4 cases would be fully
sufficient. This is THE easy way control things. Players would still be
able to kite lower monsters....which should be ok.
2. Necro lvl 50 pets are too strong: The reason for this is that people
can give their pet FS-daggers which make them hit with a delay of 19
BUT without doing less damage. This way the pet will do lots of damage
in a short time. The downside of beeing quick should be the small
amount of damage beeing done.
Solution: Implement the delay-damage-ratio you use for players on pets
too. So a pet with a FS-dagger will only hit for max 7 damage. This
change would make people either give their pets better weapons (that
are much more expensive) or let them fight bare-handed with their basic
delay of 30.
These suggestion are based on common sense (I hope) and are easy to
implement.
Best regards,
Neric Soulstalker (lvl 31 necro Xegony)
/em hopes that Aradune reads this and thinks about it.
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Level 44 and 49 Necro pets should be every bit as strong as they are, perhaps
even stronger. They are research-only, and perhaps the hardest spells in the
game to acquire (one must traverse the Plane of Fear or slay Nagafen and Vox
many times over to get them all, and then attempt without failing to combine
them). Furthermore, they are all a Necromancer can contribute to a group, since
DOTs never have time to kick in in group settings, coupled with the DOT bug
(still not fixed, by the way, no matter what the last patch message claimed)
and the possibility of a forthcoming DOT toning-down patch. They are the
necromantic equivalent of Ice Comet, and they should be looked at as
such...damage spells, not tank, because that is what they are.
Hmm.. So research is the problem, but you don't want the problem
fixed, you just want the pets kept overpowered instead.
( ice comet should not, i repeat should not be changed and neither should
the necro's pets)
i think its funny that melee combatants complain that the necro's pets are
too strong....while saying next to nothing about ice comet....
JubJub McRae wrote in message <37d3a719...@news.ne.mediaone.net>...
Ice Comet doesn't tank.
If you expect to cast an Ice Comet, you WILL need a tank, though.
--
Dennis F. Heffernan EQ: Venture Fletcher(E'ci) dfra...@email.com
Montclair State U #include <disclaim.h> ICQ:9154048 CompSci/Philosophy
"There's no easy way to be free."
-- Pete Townshend, "Slip Kid"
> so what if it tanks?
If finger-wagglers are allowed to carry their tanks with them, then they
don't need to group to overcome their disadvantage (IE, having less hit points
than my cat).
>
>an ice comet that does 1300 direct damage and a pet that might do a little
>more but take vastly longer to deliver those points of damage...hmmmm tough
>choice.....
Hmm.. quad hits for 66 at FS dagger speed, plus a 25+ point kick.,
versus 1100 DD from ice comet... Where is the VASTLY longer part?
Best regards,
Neric Soulstalker (lvl 31 Xegony)
P.S.: I am pleased about the fact, that in contrary to other message
boards people dont just insult each other here but try to have a
healthy discussion.
>Regarding your solution to pets:
>
>Level 44 and 49 Necro pets should be every bit as strong as they are, perhaps
>even stronger. They are research-only, and perhaps the hardest spells in the
>game to acquire (one must traverse the Plane of Fear or slay Nagafen and Vox
>many times over to get them all, and then attempt without failing to combine
>them). Furthermore, they are all a Necromancer can contribute to a group, since
>DOTs never have time to kick in in group settings, coupled with the DOT bug
>(still not fixed, by the way, no matter what the last patch message claimed)
>and the possibility of a forthcoming DOT toning-down patch. They are the
>necromantic equivalent of Ice Comet, and they should be looked at as
>such...damage spells, not tank, because that is what they are.
the problem darth is that simply put your pet is incredibly tough and
has all the capabilities of an equivalent lvled warrior without that
silly damage drawback ( lvl 49 pets hits for around 65 points of
damage with double attack , kick bash and with a dagger hits even
faster ) more importantly you can summon a second one while the first
one is tanking the ghoul lord in lower guk and dies. ( yeah i was
there as a mana pump for the mages) my ranger / SK / paladin buddys
just sat back and darted in for a few hits occasioanlly since none of
them could stand toe to toe with the ghoul lord . The Magician pet (
the earth ele) is similarly as tough. You can imagine the envy the
tanks feel . Can the pet take the place of a human tank? no but then a
careful necro doesnt need a human tank..
"I can picture in my mind a world without war , a world without hate . And I can picture us attacking that world because they'd never expect it. " -Jack Handey
>ok obviously i have never casted ice comet i think very few of us have, but
>when i send my pet in to attack i believe he will not do 1100 damage during
>the first round....but if you were to lead off with the ice comet spell
>hey 1100 damage...right now...
>seems to me that thats quite a bit of difference in time right there...
We're talking about quad 66 hits at a delay less than 21 PLUS a nasty
kick, this will add up quick. Throw in a single L44 DD of the
necromancer and you get about 1100 in two to three attack volleys from
the pet. Ice comet is just not a valid comparison.
-Wade
JubJub McRae wrote:
Sounds fair to me, although I think DoT users should be compensated by
making the spells somewhat shorter acting, perhaps the same damge in 7-8
ticks as opposed to 10-12. I suspect that is what Verant is planning.
Keep in mind that when you and I get to where we want to explore the
Plane of Hate or Air, we might be of only marginal use to an expedition,
though.
>
> 2. Necro lvl 50 pets are too strong: The reason for this is that
people
> can give their pet FS-daggers which make them hit with a delay of 19
> BUT without doing less damage. This way the pet will do lots of damage
> in a short time. The downside of beeing quick should be the small
> amount of damage beeing done.
> Solution: Implement the delay-damage-ratio you use for players on pets
> too. So a pet with a FS-dagger will only hit for max 7 damage. This
> change would make people either give their pets better weapons (that
> are much more expensive) or let them fight bare-handed with their
basic
> delay of 30.
>
Uhhhhg. This will let people sabotage higher-level pets by giving them
crappy rusty weapons. This happens to my Necromancer's pet all
the time. It is usually a well meant effort by friends who think the
pet will hit harder with a "better" weapon than a bronze or steel
dagger. All they're doing is reducing the pet's speed. Now you want
people to be able to reduce the pet's damage, too? <smile>
And it would only tweak the pet a bit anyway. The problem with high
level necro pets is not that they do 50% to much damage because they can
be given FS daggers. The problem is that even without the dagger they
will do 4X the damage of a comparably leveled warrior. This doesn't
seem fair to me, and I play a necromancer who hopes to get those spells
someday.
A necromancer's pet should not make a warrior or other tank obsolete.
At lower levels necromancers who pay attention learn that their pet is
less effective than a PC tank at keeping a MoB engaged because of their
poor taunting abilities. That is appropriate. The 40+ necromancer pets
dish out so much damage that their poor taunting abilities are
immmaterial. That dispenses with the need or desire for a warrior or
hybrid entirely. That is not appropriate.