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Message ID: 1972
Date: Thu May 27 21:13:22 BST 1999
Author: Mike Hoida
Subject: Re: Verant Email text


This is good, I like it

Edywen
Xegony

----- Original Message -----
From: Jay Hollums <jhollums@...>
To: <eq_wizards@onelist.com>
Sent: Thursday, May 27, 1999 12:52 PM
Subject: Re: [eq_wizards] Verant Email text


> From: "Jay Hollums" <jhollums@...>
>
> I believe that the email as it stands should be cut down a bit...
> I took the org. letter and trimmed out some of the spells and suggestions
so
> it is more concise. I also clarified some points that might be vague.
>
>
> We, the Wizards of the Onelist.com Eq_Wizards mailing list, feel the
Wizard
> class requires revision and have compiled the following list of
suggestions:
>
> New Spells( to enhance our group desirablility)
> [suggested levels are between 8 and 29]
>
> Summon - Teleports group member inside the zone to your location
> Phase - Teleports yourself to location of other group member
inside
> zone
> Tap Afinity - Teleport group member to their own bind spot
>
>
> Changes to existing spells:
>
> Root - Minimum time duration, with random maxium time
duration.
> Fade Useless, remove completely
> Shadowstep Change to line of sight, with minimum travelled distance and
> random max. distance.
>
> Skill Changes
> Meditation skill max for level for wizard (Level +1) * 7.
>
> We also request your continued efforts on implementing the Specialization
> skill.
>
> Game Mechanics
> -Investigate the increase of spell failures (fizzles) of lower level
spells
> as Wizard class advances in levels. Should "simpler" spells fail more
often
> as the Wizard increase in levels, regardless of appropriate skill? (ie.
> Root, Shielding etc.)
>
> - Resolving the problem of high resistence of Level 20+ DD spells by
greens,
> blues and higher (if this is the result of a stun effect we wish one spell
> without this effect at same level)
>
> - Resolving the balance problem of other magic-using classes still able to
> affect Monsters (in a group situation) that are 6+ above their own levels
> (Necromancer - Lifetap & pets, Enchanters and Magicians - pets, buffs,
etc)
> while Wizard DD spells are 100% resisted by 6+ level MoBs.
>
>
> - We wish real official feedback on planned changes or problems which you
> have with balance in game on an official page which exists but never seems
> to be updated (eg. id's Quake .plan files)
>
> We feel the Wizard class has been overlooked far too long and that there
is
> nothing that is truly unique about our characters anymore. We feel the
> above changes would go a long way towards rectifying some of the classes
> shortcomings. Thanks for your consideration.
>
> The Wizards of Norrath.
>
>
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