If the only way to enjoy the game is to get your friends to play, the game is a failure.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.
What pet revamp? Are MAG even more solo powaa?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.
I’ve been to this beach in Zanzibar
What pet revamp? Are MAG even more solo powaa?
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
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.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.
You're a handful of autists and 12 years away from having a unity asset bonanza of a game!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.
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.)You're a handful of autists and 12 years away from having a unity asset bonanza of a game!
Tyen and Trexxy could fill Alex's shoes better than the literal DEI dumpster fire that Activision shoveled into them.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.