Pan'Theon: Rise' of th'e Fal'Len - #1 Thread in MMO

Nirgon

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The haters should give it 2 more content patches or so then roll up with a static of a few friends. Mat'hir is being an honest pal here.
 
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Araxen

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The haters should give it 2 more content patches or so then roll up with a static of a few friends. Mat'hir is being an honest pal here.
If the only way to enjoy the game is to get your friends to play, the game is a failure.
 
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Nirgon

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If the only way to enjoy the game is to get your friends to play, the game is a failure.

I've rolled up solo and QB'd groups just fine, but for some of the guys here.... idk I think they'd get real mad playing with pubs, this one has lots of classic difficulty abound

 
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moonarchia

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Jewel crafting has been out for awhile, it's probably one of the better crafting professions. The chests require a key from mobs to open now. Overall though, crafting still feels like its mostly on a backburner, the items, outside of jewel crafting, mostly don't compete with dropped items.

Enchanters are the most OP class atm. Solo gods due to the pet revamp. Charm is still not in yet though. But there's a fair amount at the higher levels, especially compared to before.

Would I recommend buying/playing the game at this moment in time? Probably not. I really like it, I think it's designed well, the classes are fun, and its great in a group setting. The issue is that there is just not much content. I play a lot because of my static group, I like the people, we all talk in voice, we have a good time, and we make sure we camp every piece of gear any of us want until we get it. It's just a good time. Game is challenging and requires strategy, it feels good to work together as a team and get loot. And we only play three nights a week, so we're not outpacing the content creation (barely). So, for me, and how I play, this is great. For anyone that comes into this game without a group of actual friends to play with every time they log in or wants to play hardcore, there's no way this game will be enjoyable right now due to the slow development. But then again, its $40. There is definitely far more than that in terms of stuff to do until you hit the content wall. And yeah, the higher level you get, the harder the game gets, and if you play with people that aren't good, you're going to want to quit.
What pet revamp? Are MAG even more solo powaa?
 
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Asshat Foler

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get
I’ve been to this beach in Zanzibar
 
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Mat'hir Uth Gan

Trakanon Raider
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What pet revamp? Are MAG even more solo powaa?

Summoners and Necros are two of the next classes up for getting a round of polish. I think they are looking at pets when that happens. At this moment, only the Enchanter has had their pets revamped and it was pretty strong, both for soloing and group play.
 
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Rangoth

Vyemm Raider
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I hated necro. It really did remind me of early eq(also played necro) where the class is designed on all this focused and specialized utility but in reality it is all useless. Powerful in isolated instances, but generally useless. Fear? Shit in a group or dungeon. You just send a mob into its friends! Find a good spot in open world, can xp with zero risk. Countless spells and stories like this. Last I played the same was true in pantheon.

I had multiple levels of more fun and had an easier time with every other class I tried(summoner, Druid, monk). That’s the problem when they try to make these unique classes. They either suck or are absolutely beast mode in certain situations and thus impossible to balance. While I dislike the complete lack of flavor in ffxiv with classes, they are at least moderately balanced.

I actually thought vanguard classes were cool. Really wish we could see an implementation of those outside of the shit game they were wrapped in
 

Mat'hir Uth Gan

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Yeah, I loved the Vanguard classes, especially the Blood Mage and Bard. I feel like Pantheon is headed in that direction with their class design, and they've done great work on some of the classes with the recent updates this year. I find the Dire Lord fantastic. I really enjoy their version of the Rogue as well. Outside of a couple more classes that have been polished up relatively well, I think most classes are half way done, some more, some less. None are finished for sure. The healers all feel pretty good. The tanks are all in a pretty good spot. The Enchanter and Rogue feel good. The rest of the casters haven't been really done yet, and I think they need a lot of work. Not really sure about Monks and Rangers. They've had their passes recently, so maybe they are ok now. Seem to be some of the least played.

The Necro is in an odd spot because it's lumped in with Enchanter and Bard for CC/Support. They still have it too much like an EQ DPS Necro. Need to lean more into its intended role. And hopefully they get the Bard out at some point. Right now, you aren't doing any meaningful content without an Enchanter. So, Necro needs to be brought up close to that level of desirability.
 
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Nirgon

Log Wizard
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I hated necro. It really did remind me of early eq(also played necro) where the class is designed on all this focused and specialized utility but in reality it is all useless. Powerful in isolated instances, but generally useless. Fear? Shit in a group or dungeon. You just send a mob into its friends! Find a good spot in open world, can xp with zero risk. Countless spells and stories like this. Last I played the same was true in pantheon.

I had multiple levels of more fun and had an easier time with every other class I tried(summoner, Druid, monk). That’s the problem when they try to make these unique classes. They either suck or are absolutely beast mode in certain situations and thus impossible to balance. While I dislike the complete lack of flavor in ffxiv with classes, they are at least moderately balanced.

I actually thought vanguard classes were cool. Really wish we could see an implementation of those outside of the shit game they were wrapped in

Necro drops its dots, or at least some then locks another mob while sending the pet on the dotted one in groups. They could also toggle the channeled mez to rupt last I played.

Rogue is just really, really well done with its blend of cc and style of damage.
 
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Daidraco

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Necro drops its dots, or at least then then locks a mob while sending the pet. They could also toggle the channeled mez to rupt last I played.

Rogue is just really, really well done with its blend of cc and style of damage.
I really like designing classes with a theme in mind. I really wanted to redesign how the wizard worked in Nevergrind, but it was Maelf's baby and I get that. I'm guessing its the same way with Joppa when it comes to classes. Because I could envision a hell of a redesign for the Necromancer that would let it gain a lot of utility without losing much, if any, of its theme/identity.

I always like the pet doll that Necro's had as an inventory for their pets in Vanguard. That was a solid idea. Then, of course - just like EverQuest - some pets should do different shit. A Ghost/Banshee type pet should be able to cast the whole line of CC'esque spells. Then, like a skeleton, ghoul, etc. should be physical dps. Then zombies, Mummies, etc. should be tanks. Vampires, Poltergeist's etc. caster dps. Then, .... not a TON.. but you should be able to have multiple pets at max level. Something like 5 of your base line summons = 3 of your midline summons = 1 of your high end summons (for example). So if I want to have 5 Ghosts active, so you can CC up to 6 individual targets (5 ghosts and myself) - you can. The indefinite part being the "difference" between the enchanter and the Necro. Enchanter can continue to fight shit while slowly going OOM, vs the necro which will never go OOM cc'ing stuff - but wont be doing any DPS the entire time the party has 6 things being CC'd. But on that same page, a high end Elder Lich or something (in the ghost line) could outright "Psychic Scream" two mobs into a minute long CC and continue to fight.

Or.. just tossing this one around. Each type of pet gives a passive aura. Low end pets would only buff up the summoning necromancer. But high end pets would grant the whole party their aura. The zombie line of pets would give bonuses to healing and hp regen. The ghost line would give second rate clarity and bonues to mana drain spells. Skeleton line would give bonuses to attack power and second rate haste. Caster DPS line would give bonuses to Mana/HP leaches, and spell power bonuses.

.. I'd have fun designing something. Testing it. Seeing if I like how it plays or not and going back to the drawing board if I needed too.
 
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Nirgon

Log Wizard
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I really like designing classes with a theme in mind. I really wanted to redesign how the wizard worked in Nevergrind, but it was Maelf's baby and I get that. I'm guessing its the same way with Joppa when it comes to classes. Because I could envision a hell of a redesign for the Necromancer that would let it gain a lot of utility without losing much, if any, of its theme/identity.

I always like the pet doll that Necro's had as an inventory for their pets in Vanguard. That was a solid idea. Then, of course - just like EverQuest - some pets should do different shit. A Ghost/Banshee type pet should be able to cast the whole line of CC'esque spells. Then, like a skeleton, ghoul, etc. should be physical dps. Then zombies, Mummies, etc. should be tanks. Vampires, Poltergeist's etc. caster dps. Then, .... not a TON.. but you should be able to have multiple pets at max level. Something like 5 of your base line summons = 3 of your midline summons = 1 of your high end summons (for example). So if I want to have 5 Ghosts active, so you can CC up to 6 individual targets (5 ghosts and myself) - you can. The indefinite part being the "difference" between the enchanter and the Necro. Enchanter can continue to fight shit while slowly going OOM, vs the necro which will never go OOM cc'ing stuff - but wont be doing any DPS the entire time the party has 6 things being CC'd. But on that same page, a high end Elder Lich or something (in the ghost line) could outright "Psychic Scream" two mobs into a minute long CC and continue to fight.

Or.. just tossing this one around. Each type of pet gives a passive aura. Low end pets would only buff up the summoning necromancer. But high end pets would grant the whole party their aura. The zombie line of pets would give bonuses to healing and hp regen. The ghost line would give second rate clarity and bonues to mana drain spells. Skeleton line would give bonuses to attack power and second rate haste. Caster DPS line would give bonuses to Mana/HP leaches, and spell power bonuses.

.. I'd have fun designing something. Testing it. Seeing if I like how it plays or not and going back to the drawing board if I needed too.


You should submit some feedback, they definitely read it.

Back in the early alpha's I told one of them how cool the spear aoe in daoc (graphicwise) was and I think that's what got made into cinder spear -- hope that spell gets worked out a bit but its decent for winding up and dunking some healer mob rn, and the blow back if u over use the runes is good risk/reward. I think that ability can have a place.

excited to see what they can do with masteries, I suspect keeping the difficulty as is then adding those will help a lot with more casual players and pickup groups.

its good to make sure you can try hard and win regardless of masteries for balancing the content and I hope thats intended.
 
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moonarchia

The Scientific Shitlord
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I really like designing classes with a theme in mind. I really wanted to redesign how the wizard worked in Nevergrind, but it was Maelf's baby and I get that. I'm guessing its the same way with Joppa when it comes to classes. Because I could envision a hell of a redesign for the Necromancer that would let it gain a lot of utility without losing much, if any, of its theme/identity.

I always like the pet doll that Necro's had as an inventory for their pets in Vanguard. That was a solid idea. Then, of course - just like EverQuest - some pets should do different shit. A Ghost/Banshee type pet should be able to cast the whole line of CC'esque spells. Then, like a skeleton, ghoul, etc. should be physical dps. Then zombies, Mummies, etc. should be tanks. Vampires, Poltergeist's etc. caster dps. Then, .... not a TON.. but you should be able to have multiple pets at max level. Something like 5 of your base line summons = 3 of your midline summons = 1 of your high end summons (for example). So if I want to have 5 Ghosts active, so you can CC up to 6 individual targets (5 ghosts and myself) - you can. The indefinite part being the "difference" between the enchanter and the Necro. Enchanter can continue to fight shit while slowly going OOM, vs the necro which will never go OOM cc'ing stuff - but wont be doing any DPS the entire time the party has 6 things being CC'd. But on that same page, a high end Elder Lich or something (in the ghost line) could outright "Psychic Scream" two mobs into a minute long CC and continue to fight.

Or.. just tossing this one around. Each type of pet gives a passive aura. Low end pets would only buff up the summoning necromancer. But high end pets would grant the whole party their aura. The zombie line of pets would give bonuses to healing and hp regen. The ghost line would give second rate clarity and bonues to mana drain spells. Skeleton line would give bonuses to attack power and second rate haste. Caster DPS line would give bonuses to Mana/HP leaches, and spell power bonuses.

.. I'd have fun designing something. Testing it. Seeing if I like how it plays or not and going back to the drawing board if I needed too.
You're a handful of autists and 12 years away from having a unity asset bonanza of a game!
 
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Daidraco

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You're a handful of autists and 12 years away from having a unity asset bonanza of a game!
At least a handful of us have been circle jerking game design in this forum since it was noows. Circle jerking in a circle jerk about a game in development is par for the course. I imagine some people here could fill Alex Afrasiabi's shoes and the WoW team would actually get better. (On second thought, thats probably not all that hard for as asinine some of the decisions in WoW have been lately. Someone using androgel could probably fix/fire the root of the issues real quick.)
 
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moonarchia

The Scientific Shitlord
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At least a handful of us have been circle jerking game design in this forum since it was noows. Circle jerking in a circle jerk about a game in development is par for the course. I imagine some people here could fill Alex Afrasiabi's shoes and the WoW team would actually get better.
Tyen and Trexxy could fill Alex's shoes better than the literal DEI dumpster fire that Activision shoveled into them.
 
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