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       #Post#: 638--------------------------------------------------
       Proposed changes to Slows
       By: GM-Reaver Date: March 4, 2019, 5:29 pm
       ---------------------------------------------------------
       So the staff team was talking last week about slow spells across
       the board, and one idea came up that we'd like community input
       on.
       Currently, most slow spells are magic-based, with a couple
       specialized exceptions being disease-based.
       From a design perspective, this leads to us having to make mobs
       with higher magic resists -- or nearby friends who buff them --
       to make slows landable and still somewhat challenging.  This has
       an unintended consequence of making all other magic-based spells
       harder to resist as well, including other debuffs and damages
       (DoTs and nukes)
       So, the thought we had was to make each class that is capable of
       casting a slow spell, focused on a particular resist type.  For
       example:
       Enchanter - magic based
       Shaman - disease based
       Beastlord - poison based
       Cleric/Pal/Necro - either poison or magic based (undetermined at
       this time)
       ALL slow spells for these classes would be based on that resist
       type.  The thought behind this is that it helps each of the
       classes stand out a bit more in  this field, and gives the
       design team some more interesting options by making certain mobs
       more resistant to a particular type of magic class.  This would
       have the effect of making certain kinds of slower classes more
       beneficial in certain circumstances, as their slows would land
       easier than other types.
       This is not to say that other slower classes are useless -- just
       they would have a somewhat increased chance of slow being
       resisted (against certain mobs only) compared to the other
       slower-types.
       So, what do you all think?  Would you like to see each class who
       can cast slows specialize in a particular kind of slowing?
       #Post#: 645--------------------------------------------------
       Re: Proposed changes to Slows
       By: Peete Date: March 4, 2019, 6:14 pm
       ---------------------------------------------------------
       I like this idea. I would ask that you also consider that if the
       class casting slow can debuff that they can't debuff the stat
       they can cast slow. For example, shaman lower disease resist s
       make their slow poison based, chanters can lower magic resists
       so make theirs cold based... something along those lines that
       way other debuff classes are needed.
       #Post#: 650--------------------------------------------------
       Re: Proposed changes to Slows
       By: GM-Reaver Date: March 4, 2019, 6:23 pm
       ---------------------------------------------------------
       [quote author=Peete link=topic=296.msg645#msg645
       date=1551744880]
       I like this idea. I would ask that you also consider that if the
       class casting slow can debuff that they can't debuff the stat
       they can cast slow. For example, shaman lower disease resist s
       make their slow poison based, chanters can lower magic resists
       so make theirs cold based... something along those lines that
       way other debuff classes are needed.
       [/quote]
       In a raid setting, absolutely.  For a single group, I'm not so
       sure.
       #Post#: 651--------------------------------------------------
       Re: Proposed changes to Slows
       By: Dolmir Date: March 4, 2019, 6:37 pm
       ---------------------------------------------------------
       I don't see anything wrong with this proposed change except for
       the overlap of slow spells available to Beastlords and Shaman.
       I'm assuming that the Shaman/Beastlord slows would be restricted
       to Shaman as part of the changes.
       That said, I think this is not addressing the core problem that
       existing slows present to the game: if you design encounters to
       be difficult while mobs are slowed by 50% then they will become
       impossible without slow and probably trivial with 75% slow. On
       the other hand if you design them to be merely difficult without
       slow it then then will be trivial with even a modest slow. This
       is why in original EQ they eventually resorted to slow
       resistance or outright immunity. I think this did not go far
       enough: my recommendation is to reduce the effectiveness of all
       slows to a maximum of 30%. I believe this would make slow still
       very good but not totally game-changing.
       Here's a question about damage and tanking:
       For every 1000 damage taken by a Warrior, how much should a
       Knight take?
       Chain class?
       Monk?
       Leather class?
       Cloth caster?
       I don't know what my exact numbers would be, but here are some
       that I feel are reasonable
       Knight: 1100
       Chain/Monk: 1400
       Leather: 1600
       Cloth: 2000
       If you agree that these numbers seem reasonable, then even 30%
       slow should still feel too strong because it rivals the
       Warrior's entire advantage in damage mitigation compared to a
       second-rate tank. More-or-less the entire point of the class
       that is being rivaled by a single spell available to another
       class.
       #Post#: 652--------------------------------------------------
       Re: Proposed changes to Slows
       By: GM-Reaver Date: March 4, 2019, 8:07 pm
       ---------------------------------------------------------
       Slow %'s have already been adjusted, and should be a bit more in
       line with the intended content difficulty.  We expect to be done
       with the large changes, and any future changes will likely be
       small tweaks, in this area.
       #Post#: 653--------------------------------------------------
       Re: Proposed changes to Slows
       By: Dolmir Date: March 4, 2019, 9:22 pm
       ---------------------------------------------------------
       I didn't think that the slows had been changed because my
       character window still shows 25% haste when I have Turgur's
       Swarm/Insects on. Will an update to spells file fix this?
       I did a quick test and found that Turgur's Insects most likely
       applies 50% slow now. I think this is a good change but I fear
       that even at this level slow will have the same polarizing
       effect on enemy damage output.
       #Post#: 655--------------------------------------------------
       Re: Proposed changes to Slows
       By: whoopinstik Date: March 5, 2019, 11:49 am
       ---------------------------------------------------------
       I dont think the balance of WHO can slow is an issue. With a
       small population and a 2box limit, shamans became popular. I
       would keep the slowing classes the same. Chanter/Sham/Bst/Brd
       for everything and necro for undead. They all have kits unique
       to their class and that isnt broken. Just the diversity of the
       classes because of how the server developed.
       With that said, I think dividing the element of the slow is a
       good idea.
       Enchanter - magic based
       Shaman - disease based
       Beastlord - poison based
       Necro - undead only (consider event bosses immune to all but
       necro slows.)
       Bard - jack of all trades slow but 20-25%.
       AA Slow - stay instant/unresist and across the board like Bard
       OR just a spell gem replacement AA to save room and mana (like
       Live).
       This would stimulate diversifying alts for those that have been
       around a while since the server will still continue to see
       growth favoring a slower/healer over other choices.
       #Post#: 657--------------------------------------------------
       Re: Proposed changes to Slows
       By: Nefemunia Date: March 5, 2019, 2:10 pm
       ---------------------------------------------------------
       [quote author=Dolmir link=topic=296.msg653#msg653
       date=1551756136]
       I didn't think that the slows had been changed because my
       character window still shows 25% haste when I have Turgur's
       Swarm/Insects on. Will an update to spells file fix this?
       I did a quick test and found that Turgur's Insects most likely
       applies 50% slow now. I think this is a good change but I fear
       that even at this level slow will have the same polarizing
       effect on enemy damage output.
       [/quote]
       the UI tools lie, if you die a timed parse via log you will see
       the difference
       #Post#: 662--------------------------------------------------
       Re: Proposed changes to Slows
       By: Goraug Date: March 6, 2019, 12:20 am
       ---------------------------------------------------------
       I like the idea of giving each class that can slow a unique
       certain resist that they can slow. But also think say if
       Enchanter slow is magic based they should have a magic debuff to
       try to help land it. Depending on where you go npcs will have
       higher resists to certain saves. So in the end it will take care
       of itself and i do not think you need to handicap classes with
       not allowing them to cast a debuff for their specific resist
       class.
       #Post#: 663--------------------------------------------------
       Re: Proposed changes to Slows
       By: GM-Reaver Date: March 6, 2019, 7:42 am
       ---------------------------------------------------------
       [quote author=whoopinstik link=topic=296.msg655#msg655
       date=1551808140]
       AA Slow - stay instant/unresist and across the board like Bard
       OR just a spell gem replacement AA to save room and mana (like
       Live).
       [/quote]
       Picking out a piece of the comment for side-discussion and
       clarification.  (This is off-topic of this thread)
       Regarding AA slow, the vision for this ability is to provide a
       kind of pre-slow for difficult encounters, such as raid bosses
       or tough group bosses.  The purpose was to have some kind of
       minor slow in place while the players work to land a 'real' slow
       such as turgur's or similar.  Knowing the intent of the AA may
       help explain why the ability had to be modified in such a
       drastic way.
       That said, I don't think we're going to see an AA like described
       by whoopinstik.  The intent here is not to replace a spell gem,
       but to augment a group or raid's capabilities for taking down
       tough encounters.
       Like it or not, the limit on number of spell gems forces players
       to prioritize their combat role.  Overall, I think this is a
       good thing.  Adding AA's that can replace critical spells on the
       spell gems bar is part of what leads to class homogenization
       like we see in WoW and all the other clones.
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