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 Rozhovor s Moorgardem o chystanych zmenach
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brutus
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Posted - 24/06/2005 :  10:34:32  Show Profile  Send brutus an ICQ Message Send brutus a Private Message  Reply with Quote
http://eq2vault.ign.com/View.php?view=asksoe.Detail&category_select_id=43

Sassee: Part of the changes coming to spells and combat arts is to adjust how much damage the various classes do in relation to each other. Can you tell us how the different subclasses will rank in relative damage potential?

Steve "Moorgard" Danuser: Without giving the precise DPS numbers we intend each class to have, I can list how the classes will relate to one another in damage output. There are basically five groupings that classes fall into, from highest amount of damage output to the lowest.

First group:
Wizard/Warlock
Assassin/Ranger

Second group:
Conjurer/Necromancer (using damage pet)
Brigand/Swashbuckler

Third group:
Coercer/Illusionist, Conjurer/Necromancer (using tank pet)
Troubador/Dirge
Bruiser/Monk

Fourth group:
Berserker/Shadowknight
Paladin/Guardian

Fifth group:
Fury/Warden
Defiler/Mystic
Inquisitor/Templar

Keep in mind that these aren't absolutes. A Guardian who concentrates on damage output and upgrades his or her offensive abilities could surpass a Berserker who focuses on defensive capabilities. These are simply the general guidelines we're following where, all things being equal, the classes will be organized.

The thing with class balance, though, is that all things are *never* equal. So much of the damage output of a class depends on how that class is played that it simply isn't possible for anyone to guarantee that a given class will always perform at a certain level under every circumstance. However, the above list should at least give players an idea of the direction our numbers will be taking.


Sassee: You've mentioned that part of the combat revamp is that spells and arts will no longer grow in potency as your character levels, but will instead be improved by upgrading their quality. What about spells and arts that currently grow throughout a character's life, such as conjurer and necromancer pets?

Steve "Moorgard" Danuser: Though there may be some exceptions, spells that grow infinitely in the current system will typically be replaced by new spell lines that allow the abilities to be upgraded periodically. In the case of summoners, their pets will grow a certain number of levels before they stop growing, after which they'll be replaced by a new version of that pet.


Sassee: At the recent FanFaire you mentioned the idea of "reverse writs," where guild members could bring in items from drops to earn status instead of following the writs system. Can you tell us more how this is going to work and when we will be seeing it?

Steve "Moorgard" Danuser: We like the idea of letting guild members earn status through the activities they'd normally do. In this case, what we referred to as "reverse writs" would be items that drop from creatures that players hunt. Examining these items will reveal that they are wanted by various factions in the city. By bringing them in, you'll earn status for yourself and your guild.

These items can likely be traded to other players, so those who aren't guilded can sell them to other players who are interested in increasing their guild status.

An interesting notion was brought up at the recent community summit, where it was suggested that the NPCs looking for these items would call out to players who have them. This is a great idea, and we'll look into how complex it would be to implement such a concept.


Sassee: At Fan Faire it was also mentioned that mobs would start dropping coin soon. Previously, the decision was to not have this system implemented. Can you comment on the basis behind this change?

Steve "Moorgard" Danuser: This is part of our overall plan to enhance the quality of dropped loot. Creatures that make sense to do so (most humanoid-type NPCs) will drop coin. In addition, we will be introducing new types of loot items that can be used in tradeskills or sold for cash. You'll be seeing this initially in the new zones introduced with the Splitpaw Saga, and it will soon be making its way into the rest of the live game.

In addition, we'll be adding new types of useful loot. Items can drop that give a single charge of a buff or utility spell, for instance. We want adventuring to provide a nice variety of fun and useful items that have value.


Sassee: A lot of players feel that some sort of AA (alternate advancement) in EQII for the end game would prove beneficial after reaching the level cap and help with giving players more character. Do you think that anything of that sort might be added to the game in the future?

Steve "Moorgard" Danuser: Introducing a type of alternative advancement path is definitely something we're talking about for the future. We're discussing different ideas for how one might work, and we would want it to be tied into the lore of the game rather than just a system tacked on for the sake of having it.

The thing many players like about the AA system in EQ is that it gives you the opportunity to make choices and advance certain aspects of your character at your own pace. That's certainly a cool concept, and we want to bring additional forms of character diversity to the game going forward.


Darkness beyond twilight, Crimson beyond blood that flows, Buried in the stream of time is where your power grows, I pledge myself to conquer all the foes who stand, before the mighty gift bestowed in my unworthy hand, Let the fools who stand before me be destroyed, by the power you and I possess... DRAGON SLAVE!
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