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  1. tad10

    EQ Never

    From the pcgamer article. Most I've seen on crafting. So presumably multi crafting "classes". 5 Tiers.
  2. tad10

    EQ Never

    You can select any offensive, utility or movement skill you want for the rogue from among your class roster. But never a defensive skill. Go get a potion or find some item with a healing mechanic. Better yet, group with someone who can heal while dpsing. EDIT: However, some combinations...
  3. tad10

    EQ Never

    They said Landmark is a full on MMO (minus classes) and a lot of stuff will be implemented in EQN/L first and then moved to EQN. The exception, obviously, is there is no class system in EQN/L but possibly a simplistic combat system (for critters - AFAIK no complex mobs in EQN/L but there are...
  4. tad10

    EQ Never

    Rogue example. 4 weapon skills from your weapon (short sword) 4 class abilities (from a selection of 8-12 total). Class abilities are divided into four types -Offensive (Attacks) -Defensives (Healing, Spell Reflection) -Utility (Buffs, Invisibility, CC) -Movement (Movement skills)...
  5. tad10

    EQ Never

    -Has full MMO social aspects (Guilds, chat, etc). -Can build for EQNext. You can build a house, and when you finally get a land grant in EQN you can import that template (if it meets art direction requirements). -Not using blocks. -Can build stuff and sell the template to other players...
  6. tad10

    EQ Never

    But still limited by your base class set of class abilities. You can never slot a defensive ability on a rogue.
  7. tad10

    EQ Never

    Trost is on EQ Next.
  8. tad10

    EQ Never

    I'm pretty sure the StoryBrick guys disagree with Malakriss on this one, and having met one, I'm going to go with the SB guys. Also snippet that I didn't get at SOE http://www.pcgamer.com/2013/08/03/ev...ext-interview/ Also as noted, classes may require other classes to obtain:
  9. tad10

    EQ Never

    Great post.
  10. tad10

    EQ Never

    They didn't explain crafting. They did explain itemization and some loot. -Mostly bound (BOE or BOP) loot drops. Forget which panel this was. -Loot is mostly mechanics based. Think MTG. Ring of -5% movement ability cost, Dwarven Armor that adds an ability.
  11. tad10

    EQ Never

    Yes we will see how SB plays out, I think SB will be critical to the long term retention of the game.
  12. tad10

    EQ Never

    Yep, I agree with this for long term play. It's why I would have preferred EQNext with EQ/VG classes/combat
  13. tad10

    EQ Never

    There is CC in the game and there are 40 classes. So I'll go with likely, but it was not expressly stated there would be mainly-CC classes at any of the panels. Question just never came up. I'd tweet it as Mughul suggested.
  14. tad10

    EQ Never

    But remember the alternative. People focusing on a few classes will have an easier time itemzing for those classes and should "advance" faster.
  15. tad10

    EQ Never

    There is a lot of questing it is just not "?" questing. There is a ton of authored content (this is also from people sitting at the Butler table) StoryBricks is not just about dynamic quests, but also about dynamic changes to authored content. This is the "get the relic from the bottom of the...
  16. tad10

    EQ Never

    Yes, they said you could do the Anakin Skywalker thing, but you wouldn't be able to use their ability simultaneously or if it was more drastic and you would actually lose the other class (that's what they don't know - the mechanics). But you will not be running both SK/Paladin set of abilities...
  17. tad10

    EQ Never

    Key thing people are missing - which you sorta point out is-> There are huge energy and game limitation on setting up your skills. You can't just slot any skill on any class. 1. We've got the you can only slot skill related to class abilities (Rogue base can only slot 1 U, 1M, 2O) 2...
  18. tad10

    EQ Never

    That was from the people sitting at the Butler table at the Dev brunch, there were 4 fans at the table as well as 2 other EQN devs so I'm going with legit.
  19. tad10

    EQ Never

    Right now you can switch as long as you are OOC and the switch will be "quick/easy" - expect multiple paperdools and the ability to switch between them with a click.
  20. tad10

    EQ Never

    No. Multiple occasions they mentioned there would likely be a SK/Paladin exclusion. But they did make it clear there would be very few exclusions like that. They should have a Necro/Paladin and Necro/Cleric exclusion too (if Cleric is even in the game).
  21. tad10

    EQ Never

    No AI in the combat, no AI shown during SOE Live. I did run into Brian Green of StoryBricks at the reveal and asked him a few questions which I've got to write up. Though he couldn't answer the one I was most interested in (about AI Combat) because of NDAs.
  22. tad10

    EQ Never

    I believe with respect to some of the details, is that what they talked about will show up, what they didn't talk about may not be in at release. Example is halflings. No mention in the lore. Maybe a race that doesn't show up until later. With respect to release date: What I said...
  23. tad10

    EQ Never

    I think the key is the term 'active tanking'. Example: your Paladin is going to be using Bash to stun the target, basically acting as a tank CC. And since he's got armor when a Bash (Sword & Shield weapon skill) fails and the mob knocks him back he only takes limited damage. The mob then runs...
  24. tad10

    EQ Never

    I read it as this: You do not need a warrior, cleric and Chanter/DPS to kill X mob. You can make a group of 5 rangers (who for this hypothetical I will guess have 1 defensive slot filled with a self-heal). The rangers can collectively take out X mob in Y time, using their self-heals. You...
  25. tad10

    EQ Never

    They say they are open to change. Reddit has a poll on this.
  26. tad10

    EQ Never

    That's what I thought but I don't know. The final comment on grouping at the class panel was you want to group with people with skills who know how to play their character. And if you look at the AI examples, you've got tanky guys in front blocking the mob from getting the wiz behind them...
  27. tad10

    EQ Never

    I have some additional info that changes some things this is mostly but not all from Dev Brunch (Friends telling me what was said, I wasn't there so possibly some phone game data corruption ;-) ): PVP -Latest is there is no PvP (or maybe just super limited PvP like an Arena) on Norrath (the...
  28. tad10

    EQ Never

    There is static content in the world.
  29. tad10

    EQ Never

    Since I happen to remember it, I'll add there is some weird XP/AA shit that was not explained that you get for (I guess) killing mobs or completing authored content (<-raw speculation about how you gain it, but the existence of the "XP/AA" wtf it is, is not speculation). You get to apply that...
  30. tad10

    EQ Never

    I don't know about how the xp system works for combat, but since tiering up also requires a lot of non-xp things (items, etc), I don't see why both players aren't advancing.
  31. tad10

    EQ Never

    Sorta there. Rogue slots a movement spell that is too expensive to use with his backstab. So he has to find items that give him additional energy or lower cost of movement spells. You can't just slot what you want, you have to slot things you can actually play given your current gear.
  32. tad10

    EQ Never

    Actually, opposite of this, finding abilities in the wild is one of the things you need to unlock tiers. Abilities, Items/Gear, Achievements and ??? (I posted it here from the Talisker pool party session).
  33. tad10

    EQ Never

    Yep. Remember -There will be a few mutually exclusive classes (SK/P) - but very few, devs didn't like the idea of exclusivity, so I can't imagine more than 4 exclusive classes or maybe just those two. -Raids are "smaller" than EQ. I'd speculate 18 to 24 (15-20), but that's just...
  34. tad10

    EQ Never

    Probably. But if you're smart you'll group with a support guy. Again, etchazz, I prefer old-school combat mechanics, but I think the combat in EQN, if the AI works the way they say it will, will be fun. Just not something I personally want to do for 8 hours fun like EQ/VG combat, maybe 2...
  35. tad10

    EQ Never

    I don't think they've decided. I heard considering 5 or 6, but I think they only had 4 group at the demo.
  36. tad10

    EQ Never

    Class ability slots never change. Rogue always has the 2O, 1U, 1M.
  37. tad10

    EQ Never

    Remember that each class will have access to different armor and weapon types, which have different weapons skills (weapons) and different mechanics (armor). Paladin wielding a 2H- Hammer will have different weapons skills than Paladin wielding a Sword & Shield.
  38. tad10

    EQ Never

    You know what, I honestly don't know if you start out with just one or all four abilities. No one asked that question. But I'm going to speculate that you start out with 4 and the additional 4-10 class abilities have to be found in the wild as part of tiering up. So rogue will have utility/2...
  39. tad10

    EQ Never

    Nah I slept through that one. Too much to drink the night before and was dragging. The current release window for EQN is October 2014 to June 2015 with a margin of error of +/- 3 months. I will speculate that the window depends a lot on how EQN/L does and that SOE is likely to have an...
  40. tad10

    EQ Never

    No. You have 4 weapon skills, 4 character ability skills. The character abilities are specific slots depending on the class. IIRC, Rogue has 2 offense, 1 utility, 1 movement. That means when multiclassing you can only slot 2 offense, 1 utility, 1 movement skill from your owned classes but...