Monsters and Memories (Project_N) - Old School Indie MMO

Kithani

Vyemm Raider
2,786
3,976
Shards of dalaya, the very old eq emulator had very...stringent charm rules and charm over level 50 only lasted like 2 minutes on a 6 minute cooldown. Most raid zones either featured a token level 50 mob to charm because it plays into a fight gimmick. Or no charm at all was available for long term dps. Only short charm for cc or gimmicks.


So they evolved in other ways they had a proactive package of insanely useful and powerful buff which lasted 10 to 30 seconds.

Examples
Jinx / hex. Cheap spells. Mob misses next melee
Caster curse: 10m cooldown, mob takes x percent more damage. For coordinating burn phase
Melee curse. Same but for melee hits.

Somatic Bond. Cast on a melee. Every time he hits a mob, for 10 or 30 seconds (forget. Its been like a decade), the enchanter emulates that hit, but with his stats. So the enchanter could keep this up on 5 people. It was common for enchanter to top dps chart, but it also greatly enhanced combat stats so melee man got some numbers out of it too. There was an aa that made the enchanter, if he cast somatic bond on himself, did not miss in melee. The game was rife with caster only baller weapons, made under the assumption casters rarely hit. Like(Summoned: Fist of Gurok - SoDWiki)

Avatar of fucking destruction. Just like somatic bond, but for casters. Use it on the top 2 wizards. You can only keep it up on 2 people due to cooldown restriction


They had an aa to refill mana. So In a hard fight or raid , the chanter would max out bond/avatar then curse and the numbers would climb

Also a key piece of gear that dropped was this...runic bracer that summons a golem. A level 50 chonker you could charm. They coded it to poof if you tried to use it on a raid target. But great for groups.


They also had runes without durations. They would last till used. They had a raid wide rune, a group rune. And a single target rune. We would spam rune in dicy fights on the tank. Or spam ae rune for whirlwind bosses. Horrific mana inefficiency but hey.

They had 3 single target memes. Normal. Half second cast version thst was resistable, and longer cast time, unresistable


I imagine I forgot other cool features. It was a very proactive class that could cc quite well, or shift into augmenting the dps.
Meh.

SOD Ench was also ridiculously OP.
It’s ok for Ench to not be OP boys, I promise.
 
  • 1Like
Reactions: 1 user

Siliconemelons

Ssraeszha Raider
15,875
25,472
Shards of dalaya, the very old eq emulator had very...stringent charm rules and charm over level 50 only lasted like 2 minutes on a 6 minute cooldown. Most raid zones either featured a token level 50 mob to charm because it plays into a fight gimmick. Or no charm at all was available for long term dps. Only short charm for cc or gimmicks.


So they evolved in other ways they had a proactive package of insanely useful and powerful buff which lasted 10 to 30 seconds.

Examples
Jinx / hex. Cheap spells. Mob misses next melee
Caster curse: 10m cooldown, mob takes x percent more damage. For coordinating burn phase
Melee curse. Same but for melee hits.

Somatic Bond. Cast on a melee. Every time he hits a mob, for 10 or 30 seconds (forget. Its been like a decade), the enchanter emulates that hit, but with his stats. So the enchanter could keep this up on 5 people. It was common for enchanter to top dps chart, but it also greatly enhanced combat stats so melee man got some numbers out of it too. There was an aa that made the enchanter, if he cast somatic bond on himself, did not miss in melee. The game was rife with caster only baller weapons, made under the assumption casters rarely hit. Like(Summoned: Fist of Gurok - SoDWiki)

Avatar of fucking destruction. Just like somatic bond, but for casters. Use it on the top 2 wizards. You can only keep it up on 2 people due to cooldown restriction


They had an aa to refill mana. So In a hard fight or raid , the chanter would max out bond/avatar then curse and the numbers would climb

Also a key piece of gear that dropped was this...runic bracer that summons a golem. A level 50 chonker you could charm. They coded it to poof if you tried to use it on a raid target. But great for groups.


They also had runes without durations. They would last till used. They had a raid wide rune, a group rune. And a single target rune. We would spam rune in dicy fights on the tank. Or spam ae rune for whirlwind bosses. Horrific mana inefficiency but hey.

They had 3 single target memes. Normal. Half second cast version thst was resistable, and longer cast time, unresistable


I imagine I forgot other cool features. It was a very proactive class that could cc quite well, or shift into augmenting the dps.

Good - but much sounds like it should be a spellblade, or inq at least in the world of MnM…

Sorry not sorry- “pure casters” should never be a tank or melee dps… like the dupe hit thing, it should be some magic shade/clone doing it bound to 1-3 melee etc as u level…not the enchanter doing it… but a spellblade, or inq whatever yes that tracks.
 

Break

Golden Baronet of the Realm
4,890
13,307
Reverse charming is like punching yourself in the dick, but possible.

Its amazing how much of a light was shown on just how terrible that class is once they nerfed charm into the realm of dog shit. People like Kriddle going on a tangent about how powerful charm was every single fucking day spear headed that shit ass change without ever suggesting they add anything to the class. "They are sooooo good without charm already!" Bull-fucking-shit. So you just have a mez line which is supposed to be the classes carpe diem - but you quickly realize its just a step above a powerful ass root. God forbid you're hunting shit that cant even be mezzed like the Wererats or w/e on Ashira island.

If the camp is already broken, has a bard or a magician in it already - you might as well just get a shaman that can slow the fucking mob and still do good damage. Cause the Enchanter brings jack and shit to the table. Shit ass damage that takes up way too much mana. Outside of slow - the debuffs bring marginal difference in damage reduction at best. If everyone has clarity and haste - you're literally just a mana battery.

If I could rewind time and pick different classes - I would have picked anything but a fucking Enchanter. Do not recommend.
They tuned charm so the DPS of the charmed mob is sharply lower.

They also turned charm so it's extremely unreliable, and when it drops the aggro the mob had is gone. GONE.

I could see one or the other being a good balance choice, but doing both I'm fairly certain is retarded. No enchanter I'm grouping with charms anymore, it's a sharp difference from beta. Enchanters tell me too they can't solo for shit anymore, charm breaks, the aggro completely drops, root breaks too it's wildly unreliable, their mana drops to zero just having 2 low green con mobs kill one another. Meanwhile an Ele, Necro or Wizard mop the floor with a whole camp of mobs.
 

GuardianX

Perpetually Pessimistic
<Bronze Donator>
8,315
21,561
Kriddle has awful, antiquated takes on just about everything I've heard him say. He's very much got an air about him of "I have spoken' when he talks.

I remember him saying bard were shit pullers as if monk was the only capable puller. A strong bard puller is incredible.

Personally I don't like calling for nerfs in games like these where you have to invest hundreds of hours in a character just to hit cap. It's not like wow where you just go meh and easily catch up on a new class. They could've done a much more meaningful change.

My class is strong as fuck, but the charm nerf made an entire line of spells for me entirely useless to the point I don't even buy any more of the control undead spells

On Kriddle 100%...

Bards vs monk isn't even a fight though but in terms of being able to pull both can pull but Monks are broken. Legit broken as in can 100% with very little in the way of failure, pull a mob, even a named mob.

For enchanters, No one can handle charm these days, I don't know why they are trying. Pivot the class to something else and move away from charm to something else spending months / years of time trying to balance a thing that can't be balanced is wild.
 

gauze

Molten Core Raider
1,266
492
I more or less kinda wish they'd just let enc kinda stat themselves into a specific direction. If they want to be a charm enc, stack cha and benefit.. if they want to be a caster, stack int and nuke.. or while not really thought out but mostly because of when we had enchant ally; stack sta, have better mes/buffs and become a puller.. atleast for me, my spellbar always feel full, and i'm constantly rotating spells in and out while also not even using half the provided kit but idk; prob doesn't really work for this game.. but hey i got ashira illus at lv20.

Getting more cha just doesn't feel that great atm, but maybe i'm blind.. listening to my friend get more wis on his shaman seems pretty night/day in excitement. I also don't mind being delegated to pulling as an enc, esp since I don't even bother with charm anymore. Feels like ffxi bard
 
Last edited: