Monsters and Memories (Project_N) - Old School Indie MMO

Kithani

Vyemm Raider
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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.
 
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Siliconemelons

Ssraeszha Raider
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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

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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.
 
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GuardianX

Perpetually Pessimistic
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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
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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
 
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Kithani

Vyemm Raider
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I don't think it's not that they're not OP... Just they aren't good.
If the premier CC & Buff class isn’t good then that’s a game/dungeon design issue IMO not a class design issue.

Now IF you say there’s an issue where Enchanter was not the premier CC/Buff class then I’d give you that’s a class design issue.

Personally I think it’s obvious enchant ally needs to come back and get fleshed out at some point but they ran out of time to do anything cool with it
 
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Noodleface

A Mod Real Quick
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If the premier CC & Buff class isn’t good then that’s a game/dungeon design issue IMO not a class design issue.

Now IF you say there’s an issue where Enchanter was not the premier CC/Buff class then I’d give you that’s a class design issue.

Personally I think it’s obvious enchant ally needs to come back and get fleshed out at some point but they ran out of time to do anything cool with it
Keep in mind I solo 100% now so my view is skewed, but I guess it depends if enc brings anything more valuable that just another dps might bring.

I think there's enough CC among other classes that you could just have a necro pull and CC the odd adds just fine. A bard could probably completely replace them. Throw in an INQ and enc is useless. Do their buffs outweigh that?
 
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Kithani

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Keep in mind I solo 100% now so my view is skewed, but I guess it depends if enc brings anything more valuable that just another dps might bring.

I think there's enough CC among other classes that you could just have a necro pull and CC the odd adds just fine. A bard could probably completely replace them. Throw in an INQ and enc is useless. Do their buffs outweigh that?
What is wrong with a bard being able to replace an Enchanter?

To me that’s like saying “man having a cleric in group you wouldn’t need to bring along a druid!”
 

Noodleface

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What is wrong with a bard being able to replace an Enchanter?

To me that’s like saying “man having a cleric in group you wouldn’t need to bring along a druid!”
I think my point is bard is just better And more beneficial but I am mostly talking out of my fart box
 

GuardianX

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Keep in mind I solo 100% now so my view is skewed, but I guess it depends if enc brings anything more valuable that just another dps might bring.

I think there's enough CC among other classes that you could just have a necro pull and CC the odd adds just fine. A bard could probably completely replace them. Throw in an INQ and enc is useless. Do their buffs outweigh that?

The wild part to me is that CHA isn't the dump stat for them that gives enoguh return to justify investment. Plus there isn't enough CHA gear out there to really just deep dive it in a reasonable sense, not in the same way int impacts them.

MNM stat scaling is a mess and people are 100% going to quit if they fuck with the weights, that said they need to fuck with weights.

Said this all before release, in beta / alpha messing with stats doesn't matter because their is a understanding of temporary nature in the effort they put into things; now in release there is an expectation of permanence. If i farm a named mob for 100 hours, I expect that 100 hours to maintain it's value in a relative sense. If they disrupt that balance / expectation in a major way, you can expect that many people will quit in a permanent sense.
 

Daidraco

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If the premier CC & Buff class isn’t good then that’s a game/dungeon design issue IMO not a class design issue.

Now IF you say there’s an issue where Enchanter was not the premier CC/Buff class then I’d give you that’s a class design issue.

Personally I think it’s obvious enchant ally needs to come back and get fleshed out at some point but they ran out of time to do anything cool with it
Premier? I wouldnt say that - its more of the blunt instrument when a more refined/skillful approach could get the same outcome. Throw a dagger, pull the whole group, mez them all with fascinate, then recap that mez with single target mez, and whiddle them all down while the enchanter dances around timers. OR - you can use a multitude of different ways, like Feign Death, and only pull a couple and approach the camp that way. After the camps broken, then what? ... Buffs? What exactly is the enchanter bringing that cant be shored up by other classes? Multiple sources of mana regen in the game now. Multiple sources of Slow. Multiple sources of Haste. .. Not sure what their* unique flavor is here thats supposed to outweigh what those classes bring to the table. Is that small percentage difference really making up the loss of a class like a Shaman? or a Bard? Or even a Magician? (Depending on whatever flavor your group is missing, obviously.)

But, as GuardianX GuardianX just pointed out, yes - there is a stat weight issue. Or as you said, game/dungeon design issue. Which is multiple, but just pointing out what Guardian said - I can go camp the haste belt, one of the best haste items in the game, by myself. OR, I can go camp some +3 Int gloves in the same level range at the bottom of a dungeon. Where shit respawns so fast, that even with the highest DPS classes in your group - you're still moving and killing like its a fucking gauntlet. Only to be greeted by mobs in that group that have almost instant cast AOE stuns, which can cascade into a mezzed healer thats already used his racial, and .... now you're doing a CR at the bottom of a dungeon which takes hours to get your shit back out of. Not only are the items that drop in these dungeons completely fucking bizarre with their stat allocation - but the mob placement with abilities seem to be thrown in "haphazardly" in a way that ... prevents the very idea of "sandwich combat" altogether.

Dont get me wrong - I absolutely LOVE dungeon diving in this game. Just that feeling of getting somewhere where most people dont go because "its too dangerous" is a thrill in itself. But its not something I routinely want to do until Im 60 and I can afford to, at worst case, drop that 10 fucking gold on a coffer if I need to. Never mind the fact that you arent replacing anyone in a dungeon group - and you're fighting all the way back down to camp again. Clerics and Paladins with the only rez, so if your puller dies and you dont have either of those in your group - now you have a possible LITTANY of fucking issues.

..

Look, I like the game. Ive came back to it multiple times since early alpha. This is the furthest Ive been in it without playing someone elses characters. The flaws in it only become evident, or "truly" evident when you start to get into your low 40's and only get more visible to you as you go past that. I think.. with this conversation Im going to take a break from the game. Ill come back in a module or two. But as Noodle pointed out - in WoW, you could make a different class and get it back up to speed in a couple days or there about. In this, the thought of making an alt and spending .. even using my characters to power level .. the thought of that makes me fucking gag. The idea that they'll "fix" or "buff" the Enchanter, or the Inquisitor for that matter - in any reasonable amount of time is unrealistic. Look how long it took for Blizzard to swing back around to class balance, one, two, sometimes three major patches before they would address some glaring issues. How long before they do either of those classes when half the fucking audience thinks they are "ok"?
 
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Judge_Mental

Trakanon Raider
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A lot of classes don't really have an identity outside of the boilerplate Everquest deep dives. there still is so much left to accomplish with classes (not even balance yet just skills and systems) that I would guess most people will just get bored with a hollow kit. There are a lot of good players on this board and on Trem that could help with build designs. I would help with the bard design space anytime.
 
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Hekotat

FoH nuclear response team
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Keep in mind I solo 100% now so my view is skewed, but I guess it depends if enc brings anything more valuable that just another dps might bring.

I think there's enough CC among other classes that you could just have a necro pull and CC the odd adds just fine. A bard could probably completely replace them. Throw in an INQ and enc is useless. Do their buffs outweigh that?

Bard charm and mez break more frequently than ench variants. Bard charm almost never casts for some reason. Something is broken with charm on Bard and I shelved the class because of it.
 

Noodleface

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Since Amod Amod wont make us a discord channel this is what im talking about. AFK in an empty zone tucked against the ledge and this fuckin idiot keeps bringing mobs and fighting directly on top of me.

1793987865897.png
 
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Pasteton

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reign of wrath sounds familiar. Think that’s rampage’s secret alt guild we use for trolling people
 
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Soygen

The Dirty Dozen For the Price of One
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I had someone else from that guild do something annoying to me in the noob zone. I don't remember what it was, but I remember the guild name.
 

Pasteton

Vyemm Raider
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Kind of want to echo what daifroco said. I have played multiple classes to 60 since alpha and obviously I enjoy the game but mostly because I can do a lot of it while innattentive. The game really changed in the late 40s and esp the 50s in not only scale of difficulty /punishment but also tediousness and wild imbalance, both in terms of class power but also in enemy power and itemization.

Unfortunately, with these guys, I don’t think you can give them the benefit of the doubt it ‘it’s EA’ because over the past year + I have seen little improvement in these issues - if anything the deep made it even worse with how OP gear is from caves and caverns. It feels like there’s zero crosstalk between designers (some of whom are really quite skilled at their craft ) and this leads to bewildering balance issues and it stems from there being essentially no project manager on this team - Shawn basically expects everyone to do their job and we kinda saw how that worked out with Nick lol.

I love the game and I think it’s a labor of love but if you think the above issues are going to get taken care of in any timely fashion prepare to be disappointed. This is why I expect mostly to get 6-12 months of fun out of this game at most, unless they really surprise me