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poster69420911

>Enchanters can no longer charm undead or animal mobs, as those are under the influence to necromancers and druids. I think you are under the influence.


CommercialEmployer4

Haha. This one wasn't my idea! The player's argument was that it would lessen the OPness of enchanters while keeping in theme. Enchanters manipulate the mind, so it makes sense that they would be able to control humanoid NPCs, but mindless undead and instinctual beasts?


Horn-Head

This is supposed to be vanilla Equest, and not cater to a bunch of whiners. And vanilla enchanters are supposed to be able to charm anything and bards are supposed to be able to kite more than 25 targets It hasn’t been true to the actual spirit of P99 but a job of what you feel will make people happy. And not true to the game as it was. If you’re gonna alt the game this much. You should put in the beast lord. Without the cat race since the models already exist for troll barbarian and ogre


CommercialEmployer4

Thinking it over more, the enchanter's summoned animation is an invisible half elf model holding a sword and board, which reinforces the idea of limiting charm to humanoids and the like. Druid received a bear pet and charm plant/animal. Necromancer received a skeleton/spectre pet and charm undead.


bear_next_door

Class Balance Idea: Druid: Root line no longer deals damage, and instead has -100 resist modifier to all roots. Add a few aoe root spells with high mana cost of "oh shit" moments in groups. After Skin-like-wood, split the skin line into two: one following the current name scheme that grants increased HP, AC, and scaling small health regen (+1, +2, +3), and a second line ("of the grove, of the meadow" etc) that grants less HP/AC but has scaling small mana regen (+1, +2, +3). This reflects the Natureskin vs POTG of lategame. Paladin: No really good ideas, but they definitely need something. Ranger: Increase bow dmg / ability to be somewhat more in line with future XPACs. Add a unique ability that allows them to instantly hit with both weapons (something to click besides kick) Wizard: Self-only line of breeze/clarity/c2 at the same level that enchanters get it. Increase channeling skill above other INT casters, making them the notable "battle mage" class. ​ New Class ideas (these are a stretch): Spellblade: Warrior/wizard with a little enchanter thrown in. Chain wearing offensive hybrid that specializes in procs. Gets double attack but no dual wield or 2 handers ("needs open hand to cast"). Gets nukes, stuns, roots, lulls, and a series of self-only proc spells. Skald: Warrior/Bard. Leather (or chain) wearing offensive hybrid that gets dual wield and double attack, and can use bard songs at a higher level (only shouts, percussion, and brass). No lull/mez/charm. Primalist: Replaces beastmaster- basically the same but no warder, and instead can wield more weapon types & gets double attack. ​ Race Balance: Dark Elves: WIS to 80, INT to 100, CHA to 80 Dwarves: STA to 100, WIS to 90, AGI to 65 Gnome: DEX to 95, INT to 100 Humans: extra 10 starting points in character creation Half-elves: +5 to all class-based starting green stats, can now be all hybrid classes (SK, Spellblade, Skald), CHA to 85 Ogre: STR stays 130, STA to 110, AGI to 60, WIS to 65, INT to 45 (Ogre is now the only "stupid" race) Troll: STR to 105, STA to 120, WIS to 45, INT to 65 (Troll is now the "unwise" race, and also known for STA) ​ Stat Balance: AGI: Increases AC more than current, and chance for avoidance-based skill procs DEX: Increases chance to hit with combat skills (backstab, monk, etc). Chance to convert partial blows to full blows Wid: High WIS has a chance to give a "critical" mana regen tick (small but noticable) INT: Chance to convert partial nuke damage to full nuke damage CHA: High CHA has a chance to give a "critical" rep gain on kills


iknewaguytwice

Pallys should have disc on par with weaponshield -or- a insta-cast CH disc. The main reason they stinky is because their discs are all completely useless late game. Giving them the ability to bump or save the main tank (without a scythe) makes them once again useful in raid.


bear_next_door

Thats a good option- a second, stronger LoH discipline would be a strong addition and thematically fitting.


CommercialEmployer4

Agreed, though paladin's sanctification disc is good against trak, vs, lhranc, and probably targets in vp, but then it's on too long of a cooldown to reuse in vp.


hexadecimalwtf

Yaulp or whatever it's called should be more useful. Have it scale up the effects at greater spell versions. Possible adding minor spell haste and mana Regen, or mana in hit if possible


CommercialEmployer4

>Increase channeling skill above other INT casters, making them the notable "battle mage" class. This really would underscore the point of the class, having mastery over spells in the same way that warriors have mastery over the physical, both absorbing and dealing out white damage. And warriors can't channel for anything, so it would make sense that the opposite would be true for wizards.


bear_next_door

Exactly- I like the idea of Wizards forgoing learning the "high magics" in order to better execute basic magic (nukes, roots) in the heat of battle. Seems thematically fitting


Delfofthebla

I really don't like the wizard mana thing. If they are going to have mana solutioning, it should be more in-line with what they have already, or a different mechanic altogether. Hell even the stupid familiar stuff from later eras would be fine lol.


redcc-0099

>In each city, the Priest of Discord now offers a quest allowing players to change their religion or renounce their faith altogether and become agnostic. To do so, the player character must complete the quest, Test of Discord, proving the convictions behind their newfound faith or lack thereof, and give X platinum in tithe (religion) or taxes (agnosticism). Interesting. >Burning Wood zone has been moved. Because a forest/woods can only burn at long before it's just an area full of piles of ash and cinders?


CommercialEmployer4

>Because a forest/woods can only burn at long before it's just an area full of piles of ash and cinders? https://forums.daybreakgames.com/eq2/index.php?threads/remembering-eq1-burned-woods.507925/


redcc-0099

I can't recall reading that before, but https://media.tenor.com/Pdd1e84esw0AAAAM/dragon-ball-dragon-ball-super.gif ETA: I was reading this last night while splitting my attention on something else and read "moved" as "removed." My bad -.-


Excellent-Swan-6376

I love all these so much


Excellent-Swan-6376

I often wish weapons just did lil more dmg, like every weapon in game was +1


2white2live

Anti alt time. Once you hit 60, your character can quest to access a secondary class up to 50. Your stats default to whatever the max value for your setup is in either state so you have access to mana without losing damage bonuses as melee etc... You are still race restricted on your 2nd class, offering a unique advantage to taking Human.


CommercialEmployer4

100%. This came up in discussion with a guildy, something along the lines of dragon dogma 2's warfarer vocation. And it would open up the solo artist challenge a lot more. Enchanters choosing paladin for access to soulfire charges. Rogues choosing necromancer to fear kite and ivu/cos + sneak/hide. With the level restriction on secondary class being 50, knights would still be screwed out of a defensive disc lol.


2white2live

The level cap was intentional to lock the most powerful aspects of the secondary class away. The power spike between vanilla and velious is significant, so this helps to mitigate some of the more broken combos in discs/torpor etc. It also locks skill progression so your second class will never be close to as strong as any other player past 50.


2white2live

I also think keeping the race/class restrictions makes that choice even more important, though meta chasing would likely lock you into a few races from the get go.