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http://eqlive.station.sony.com/community/dev_view.jsp?id=64032
Class Re-envisioning
Over the course of the last few months, since we announced this project, we
have had numerous discussions on the classes. During these discussions we
identified some key changes, that are relatively easy for us to implement,
that could result in better gameplay for all of you. While this is far from
complete (the process and this list) it is the start of this class
re-envisionment, reflections, redefinition, whatever we all decide to call
it besides balance. Some of these changes you see on this list will make it
live for our April 6th update. Others we would like to hear your thoughts
and ideas on before continuing. We think that there are some very positive
changes here, some of which kind of go against the grain of EQ gameplay. So
let the discussion begin;
We'll start with some general gameplay changes that either affect all
classes or multiple classes.
General
We are removing the level 55 fear cap and adding advanced spells to the fear
lines to make them current. Now, this doesn't mean that all NPCs can be
feared, we will be making use of a no-fear flag to stop potential game-play
problems.
We will remove the hard coded aggro generated by poison based debuffs which
will result in some DoTs and Tash generating less aggro than they currently
do as well as more consistent aggro generation.
We are going to spread spell progression out for levels 1 to 50 to reduce
the levels gaps between gaining new spells. We would like casters to gain
new spells every level and enjoy more even progression.
We are planning to add new abilities and disciplines to non-casters and
spread those out between levels 1 to 50, along with their current abilities
to make sure non-casters also have progression, in the form of a new
ability, every level.
Pet owners will be able to click off any buffs they do not want their pet to
have.
We are changing many of the all-or-nothing immune flags so they mitigate the
effect instead. We want you to use your abilities on most NPCs, but where
we feel the ability might be problematic the ability will have a lesser
effect.
You will see the healing messages for Heal Over Time spells. There will
also be a filter for this new message.
We will change the potion "Essence of Concealment" from invisibility to
improved invisibility and make the components easier for alchemists to find.
All spells will check for immunity before they are cast. So if the target
is immune, the spell will not generate aggro for the caster.
We would like ammunition to auto-feed from your inventory directly to the
ranged slot.
We are eliminating the +mana cap.
We are removing the inherent resist rate from rain spells.
Solo Play
EverQuest is a group-based game we all know that but we also know that there
are times that many of us like to hunt alone. Some of our classes can solo
effectively, while others can't. We plan to make changes to classes that
struggle with soloing to allow them some solo play. These changes will be
made to only affect their abilities while solo and not affect how they
perform in groups.
1. We are still discussing the best way to go about this but some of
the options we have discussed are listed here;
a. Add healing potions to the game. To prevent this from unbalancing
the group game, we need to be careful how these potions work. They may need
to be a healing potion that does heal-over-time and does not stack with any
other healing spells. Another option is simply having a long reuse on the
potion so its effectiveness in a group situation, where the player is
generally taking on much more difficult NPCs, is not affected much.
b. We are exploring class abilities that add the pieces needed to solo
while also taking away the abilities that make them useful in a group
situation. An example of this is a warrior ability that increases their
defensive abilities and gives them a damage boost, but causes them to be
able to generate nearly no aggro while the ability is in effect, so the
warrior would not be able to tank for most groups
Class Specific Changes
Now onto the class changes. We know that this is what most of you are
looking for and we think we have a pretty solid plan. Again, as I mentioned
above, this is just the beginning folks. Our team is still crunching
numbers and other changes are dependent upon that data. We will not be
making any changes to melee DPS, tanking and other combat balance issues
until that data is completed and we see what effects these changes have on
gameplay. We ask that you please discuss these changes on your class board.
And please folks, be constructive. If you think the ideas have no merit,
say why. We can't work on it with you with bad feedback. OMG This SUXXORS
is not going to help.
Bards
We will be increasing your instrument mod cap and using itemization to limit
the inherent power gains. This also means that certain songs will have
built in maximums to prevent them from scaling indefinitely.
Beastlords
We will add at least one new slow spell for you which has an innate
resistance mod built in so that it lands more often. This will help you
perform the role of slower in your groups, since you don't have access to
the powerful resistance lowering spells of other slowing classes.
We will be boosting your healing so it stays on par with ranger healing when
we improve ranger heals.
We want to assure pet classes that we believe you should be able to use
their pets in most gameplay situations, including raids. We believe that
pet classes do not have many problems with pets on raids at the moment, but
want you to understand that we intend for you to use pets on raids and if
you find that there is a problem, we will find ways to correct it.
We will be increasing the availability of pet focus items, particularly for
the more casual players.
We will be looking into the casting time of some of your pet healing spells
and reducing the casting time where appropriate.
Berserkers
Many Berserker complaints are about their damage output and this isn't
something we can really address without the results of the number crunching.
Our thoughts are that you are fine at lower levels and pretty decent at high
levels with your AAs, but you may need some help at the mid levels. Should
our numbers support our thoughts, we will be adjusting things so your damage
progression is smoother across the levels.
We are looking into the endurance cost of many of your abilities and
lowering them as necessary.
We are looking into adding throwing quivers that grant innate haste similar
to normal quivers.
Clerics
With Dragons of Norrath you gained two new spells that you seem to enjoy;
Mark of Vengeance and Mark of Retribution. We will be changing these spells
into full spell lines that you get early on and that scale up as you level.
We want to make your Turn Undead spells effective at all levels. Some of
the suggested changes include:
a. Changing the fear part of the spell so the rest of the spell still
works even if the fear fails or removing the fear portion of the spell
entirely.
b. Adding a strong snare effect.
Druids
Druids are a unique challenge in that the class is divided evenly between
you offensive druids who enjoy doing damage, and you defensive druids who
prefer to play the role of healer. We want to support both play styles, but
if we were to increase both halves of the druid equally the class would
quickly become overpowered. Our plan is to introduce a new option where a
druid can enter into a particular "mode" or "stance" where they become
better at one part at the expense of the other. Our preferred solution for
this is to add an innate ability for druids. The ability would get its own
button similar to abilities such as backstab or track. You will be able to
be in one of three states and can switch between them once every 5 minutes.
a. Normal - Their healing and offensive abilities are in balance.
This is the state they exist in today.
b. Offensive - Their offensive power is boosted by 25%, but they suffer
a 50% reduction in the power of their healing spells.
c. Defensive - Their healing power is boosted by 25%, but they suffer
a 50% reduction in the power of their offensive spells.
Another of our goals is to broaden the core grouping roles to allow all
classes to more easily put together groups. Similar to how any of the 3
main tanks should be able to perform that role in a group, we want any of
the 3 healers to be able to perform the role of a main healer in a group.
The changes mentioned above for druids will allow you to fill a healing role
and perform at about 80% of the effectiveness of a cleric.
Enchanters
We will add higher level upgrades to the Word of Morell spell line.
We plan to change the way mana drain works. In the past the spell had
diminishing effects on NPCs above level 53. We will be removing that
limitation so you can use Theft of Thought on higher level caster NPCs and
we can introduce more powerful spells in that line, in the future. However,
we will also be changing drains so that they only return the mana the NPC
has instead of always returning the full amount. If an NPC only has 100
mana and your spell does a 400 drain, you will only get 100 mana. This is a
necessary change as most NPCs, including non-casters, are given small
amounts of mana in order to power some innates.
We all know that the power of NPCs has climbed and the difficulty in
charming NPCs has retreated. This has led to an imbalance where you were
able to charm NPCs that do far more damage than ever intended and with
minimal risk. This lead us to the unfortunate decision to make many NPC's
uncharmable. With OOW, we introduced a change to charm that allowed us to
make most NPCs charmable again, but reduce their effectiveness and remove
the gameplay imbalance. We did this by reducing their stats while charmed.
This presented some new problems though, the largest of which is you like to
haste and buff your pets to get the most out of them and when the charm
breaks, you face a much more powerful NPC. We have a plan to ensure charm's
usefulness and want to gather your opinion before putting it into motion.
a. We want charm to be an integral part of your gameplay. You should
be able to grab a charmed pet in most circumstances and use that to benefit
your group.
b. We will be looking at the stats NPCs use when charmed to ensure they
are within the intended range.
c. We would like to add innate buff effects to enchanter charm spells.
While an NPC is under the effects of the charm, they will also be under the
effect of spells similar to what you would use to buff your pet. When charm
breaks those effects will go away so you are only dealing with the NPC in
its base state.
d. The change mentioned above would cause further imbalance in zones
where NPCs don't currently lower their stats when charmed, the changes that
were made in Omens will need to be made across the rest of the game and this
will be the way new charm works in all of Norrath.
e. After charm changes for all zones, we can go back and open up the
use of charm in areas where it was previously excluded due to balance
problems making charm much more usable throughout the game world.
Mages
We will be converting most, if not all, of your summons to place the items
directly into the hands of the target. Of course, we will also need a new
toggle that lets players turn off this ability from anyone not in their
group, anyone not in their raid, or anyone at all.
We will be adding new pet pack spells that contain the more used summoned
pet item to help relieve the tedium of summoning many different items.
We will be fixing Turn Summoned in a way similar to how we fix Turn Undead
for clerics. See the cleric section for more details.
We want to assure pet classes that we believe you should be able to use
their pets in most gameplay situations, including raids. We believe that
pet classes do not have many problems with pets on raids at the moment, but
want you to understand that we intend for you to use pets on raids and if
you find that there is a problem, we will find ways to correct it.
We will be increasing the availability of pet focus items, particularly for
the more casual players.
We will be looking into the casting time of some of your pet heals and
reducing the casting time where appropriate.
Monks
We will be reversing the AC mitigation reduction that you received during
the Planes of Power era.
Necromancers
We will add new spells in the Screaming Terror line to give you some more
combat utility.
We want to assure pet classes that we believe you should be able to use
their pets in most gameplay situations, including raids. We believe that
pet classes do not have many problems with pets on raids at the moment, but
want you to understand that we intend for you to use pets on raids and if
you find that there is a problem, we will find ways to correct it.
We will be increasing the availability of pet focus items, particularly for
the more casual players.
We will be looking into the casting time of some of your pet heal spells and
reducing the casting times where appropriate.
Paladins
We want you to be a main tank in group situations. We believe that you are
currently able to fill this role, but want to assure you that our intent is
for a group to be able to grab a warrior, paladin, or shadowknight as their
main tank and be effective with any of them.
With DoN, you gained a limited form of defensive. We are monitoring your
feedback and if you like this direction; we plan to make it a full spell
line that begins at the level warriors get the defensive discipline.
Rangers
Rangers are good at many things and when all the parts add up properly, they're
a class that is in heavy demand. Our feeling is that the parts are not
adding up properly in the current game. We are still digesting all of the
DPS numbers and stats but in the meantime we identified a couple of things
we can increase in the short term.
a. We will be improving the damage you do through spells.
b. We will be boosting your healing ability, particularly at the top
end of the game.
Rogues
We will fix the problems with Assassin's Feint so it works correctly and
then gauge your reaction to the working ability. If it turns out to be
something that you like, we will look into adding more combat utility
through a similar means.
We are looking into adding throwing quivers that grant innate haste similar
to how normal quivers work
Shadowknights
We also want Shadowknights to be a main tank in group situations. We believe
that you are currently able to fill this role, but want to assure you that
our intent is for a group to be able to grab a warrior, paladin, or
shadowknight as their main tank and be effective with any of them.
With DoN, you also gained a limited form of defensive. We are monitoring
your feedback and if you like this direction; we plan to make it a full
spell line that begins at the level warriors get the defensive discipline.
Shaman
In DoN you received the spells Spirit of the Leopard and Spirit of the
Panther. You seem to like these new spells and they have added more
desirability for you in groups. We will be extending these into full spell
lines so that Shaman of other level ranges can see the benefits from these
spells.
As with Druids, we are looking to increase your healing ability so you can
function better as main healer in groups. You folks are a little
problematic though, since your healing ability is the function of not just
your heals, but your ability to reduce an NPCs damage output through slows.
In a situation where an NPC is fully slowable, you are a superb healer but
against an NPC who cannot be slowed, your healing falls behind. If we were
to just improve your heals, you would quickly outshine any other healer when
facing NPCs that can be slowed. So, we are investigating ways to improve
your healing ability only in circumstances where an NPC cannot be slowed or
you choose not to slow the NPC (for your own strange reasons). These
changes will be rolled out at the same time as any druid healing changes to
ensure that one class does not eclipse the other.
Warriors
Many of the ideas for changes to the warrior class are dependant upon the
results of the data we are still compiling. However, we are looking into
improving your ability to solo in the mid and high level game as well as;
We are looking into the endurance cost of many of your disciplines and
lowering them as necessary.
We will increase the knockback on Press the Attack slightly.
Wizards
With DoN, you received more mana efficient nukes that are aimed at improving
your sustained DPS. We will be extending this into a line of spells to help
out with sustained DPS at different level ranges.
We will fix Manaburn. Our preferred method is to uncap the ability and
implement a cap based on the maximum percentage of health you can do in a
single hit. So one of you, facing a million hit point boss mob (fairly
common in today's game) can expect a full manaburn to land for 10s of
thousands of points of damage in one hit.
Once again I would like to remind you that this is the beginning of the
changes and there is still more to come. We encourage you to openly discuss
these changes and let us know what you think. We want this to be a
cooperative exchange and we will chime in on your discussions when
appropriate.
Thanks all.
http://eqlive.station.sony.com/community/dev_view.jsp?id=64032
Class Re-envisioning
Over the course of the last few months, since we announced this project, we
have had numerous discussions on the classes. During these discussions we
identified some key changes, that are relatively easy for us to implement,
that could result in better gameplay for all of you. While this is far from
complete (the process and this list) it is the start of this class
re-envisionment, reflections, redefinition, whatever we all decide to call
it besides balance. Some of these changes you see on this list will make it
live for our April 6th update. Others we would like to hear your thoughts
and ideas on before continuing. We think that there are some very positive
changes here, some of which kind of go against the grain of EQ gameplay. So
let the discussion begin;
We'll start with some general gameplay changes that either affect all
classes or multiple classes.
General
We are removing the level 55 fear cap and adding advanced spells to the fear
lines to make them current. Now, this doesn't mean that all NPCs can be
feared, we will be making use of a no-fear flag to stop potential game-play
problems.
We will remove the hard coded aggro generated by poison based debuffs which
will result in some DoTs and Tash generating less aggro than they currently
do as well as more consistent aggro generation.
We are going to spread spell progression out for levels 1 to 50 to reduce
the levels gaps between gaining new spells. We would like casters to gain
new spells every level and enjoy more even progression.
We are planning to add new abilities and disciplines to non-casters and
spread those out between levels 1 to 50, along with their current abilities
to make sure non-casters also have progression, in the form of a new
ability, every level.
Pet owners will be able to click off any buffs they do not want their pet to
have.
We are changing many of the all-or-nothing immune flags so they mitigate the
effect instead. We want you to use your abilities on most NPCs, but where
we feel the ability might be problematic the ability will have a lesser
effect.
You will see the healing messages for Heal Over Time spells. There will
also be a filter for this new message.
We will change the potion "Essence of Concealment" from invisibility to
improved invisibility and make the components easier for alchemists to find.
All spells will check for immunity before they are cast. So if the target
is immune, the spell will not generate aggro for the caster.
We would like ammunition to auto-feed from your inventory directly to the
ranged slot.
We are eliminating the +mana cap.
We are removing the inherent resist rate from rain spells.
Solo Play
EverQuest is a group-based game we all know that but we also know that there
are times that many of us like to hunt alone. Some of our classes can solo
effectively, while others can't. We plan to make changes to classes that
struggle with soloing to allow them some solo play. These changes will be
made to only affect their abilities while solo and not affect how they
perform in groups.
1. We are still discussing the best way to go about this but some of
the options we have discussed are listed here;
a. Add healing potions to the game. To prevent this from unbalancing
the group game, we need to be careful how these potions work. They may need
to be a healing potion that does heal-over-time and does not stack with any
other healing spells. Another option is simply having a long reuse on the
potion so its effectiveness in a group situation, where the player is
generally taking on much more difficult NPCs, is not affected much.
b. We are exploring class abilities that add the pieces needed to solo
while also taking away the abilities that make them useful in a group
situation. An example of this is a warrior ability that increases their
defensive abilities and gives them a damage boost, but causes them to be
able to generate nearly no aggro while the ability is in effect, so the
warrior would not be able to tank for most groups
Class Specific Changes
Now onto the class changes. We know that this is what most of you are
looking for and we think we have a pretty solid plan. Again, as I mentioned
above, this is just the beginning folks. Our team is still crunching
numbers and other changes are dependent upon that data. We will not be
making any changes to melee DPS, tanking and other combat balance issues
until that data is completed and we see what effects these changes have on
gameplay. We ask that you please discuss these changes on your class board.
And please folks, be constructive. If you think the ideas have no merit,
say why. We can't work on it with you with bad feedback. OMG This SUXXORS
is not going to help.
Bards
We will be increasing your instrument mod cap and using itemization to limit
the inherent power gains. This also means that certain songs will have
built in maximums to prevent them from scaling indefinitely.
Beastlords
We will add at least one new slow spell for you which has an innate
resistance mod built in so that it lands more often. This will help you
perform the role of slower in your groups, since you don't have access to
the powerful resistance lowering spells of other slowing classes.
We will be boosting your healing so it stays on par with ranger healing when
we improve ranger heals.
We want to assure pet classes that we believe you should be able to use
their pets in most gameplay situations, including raids. We believe that
pet classes do not have many problems with pets on raids at the moment, but
want you to understand that we intend for you to use pets on raids and if
you find that there is a problem, we will find ways to correct it.
We will be increasing the availability of pet focus items, particularly for
the more casual players.
We will be looking into the casting time of some of your pet healing spells
and reducing the casting time where appropriate.
Berserkers
Many Berserker complaints are about their damage output and this isn't
something we can really address without the results of the number crunching.
Our thoughts are that you are fine at lower levels and pretty decent at high
levels with your AAs, but you may need some help at the mid levels. Should
our numbers support our thoughts, we will be adjusting things so your damage
progression is smoother across the levels.
We are looking into the endurance cost of many of your abilities and
lowering them as necessary.
We are looking into adding throwing quivers that grant innate haste similar
to normal quivers.
Clerics
With Dragons of Norrath you gained two new spells that you seem to enjoy;
Mark of Vengeance and Mark of Retribution. We will be changing these spells
into full spell lines that you get early on and that scale up as you level.
We want to make your Turn Undead spells effective at all levels. Some of
the suggested changes include:
a. Changing the fear part of the spell so the rest of the spell still
works even if the fear fails or removing the fear portion of the spell
entirely.
b. Adding a strong snare effect.
Druids
Druids are a unique challenge in that the class is divided evenly between
you offensive druids who enjoy doing damage, and you defensive druids who
prefer to play the role of healer. We want to support both play styles, but
if we were to increase both halves of the druid equally the class would
quickly become overpowered. Our plan is to introduce a new option where a
druid can enter into a particular "mode" or "stance" where they become
better at one part at the expense of the other. Our preferred solution for
this is to add an innate ability for druids. The ability would get its own
button similar to abilities such as backstab or track. You will be able to
be in one of three states and can switch between them once every 5 minutes.
a. Normal - Their healing and offensive abilities are in balance.
This is the state they exist in today.
b. Offensive - Their offensive power is boosted by 25%, but they suffer
a 50% reduction in the power of their healing spells.
c. Defensive - Their healing power is boosted by 25%, but they suffer
a 50% reduction in the power of their offensive spells.
Another of our goals is to broaden the core grouping roles to allow all
classes to more easily put together groups. Similar to how any of the 3
main tanks should be able to perform that role in a group, we want any of
the 3 healers to be able to perform the role of a main healer in a group.
The changes mentioned above for druids will allow you to fill a healing role
and perform at about 80% of the effectiveness of a cleric.
Enchanters
We will add higher level upgrades to the Word of Morell spell line.
We plan to change the way mana drain works. In the past the spell had
diminishing effects on NPCs above level 53. We will be removing that
limitation so you can use Theft of Thought on higher level caster NPCs and
we can introduce more powerful spells in that line, in the future. However,
we will also be changing drains so that they only return the mana the NPC
has instead of always returning the full amount. If an NPC only has 100
mana and your spell does a 400 drain, you will only get 100 mana. This is a
necessary change as most NPCs, including non-casters, are given small
amounts of mana in order to power some innates.
We all know that the power of NPCs has climbed and the difficulty in
charming NPCs has retreated. This has led to an imbalance where you were
able to charm NPCs that do far more damage than ever intended and with
minimal risk. This lead us to the unfortunate decision to make many NPC's
uncharmable. With OOW, we introduced a change to charm that allowed us to
make most NPCs charmable again, but reduce their effectiveness and remove
the gameplay imbalance. We did this by reducing their stats while charmed.
This presented some new problems though, the largest of which is you like to
haste and buff your pets to get the most out of them and when the charm
breaks, you face a much more powerful NPC. We have a plan to ensure charm's
usefulness and want to gather your opinion before putting it into motion.
a. We want charm to be an integral part of your gameplay. You should
be able to grab a charmed pet in most circumstances and use that to benefit
your group.
b. We will be looking at the stats NPCs use when charmed to ensure they
are within the intended range.
c. We would like to add innate buff effects to enchanter charm spells.
While an NPC is under the effects of the charm, they will also be under the
effect of spells similar to what you would use to buff your pet. When charm
breaks those effects will go away so you are only dealing with the NPC in
its base state.
d. The change mentioned above would cause further imbalance in zones
where NPCs don't currently lower their stats when charmed, the changes that
were made in Omens will need to be made across the rest of the game and this
will be the way new charm works in all of Norrath.
e. After charm changes for all zones, we can go back and open up the
use of charm in areas where it was previously excluded due to balance
problems making charm much more usable throughout the game world.
Mages
We will be converting most, if not all, of your summons to place the items
directly into the hands of the target. Of course, we will also need a new
toggle that lets players turn off this ability from anyone not in their
group, anyone not in their raid, or anyone at all.
We will be adding new pet pack spells that contain the more used summoned
pet item to help relieve the tedium of summoning many different items.
We will be fixing Turn Summoned in a way similar to how we fix Turn Undead
for clerics. See the cleric section for more details.
We want to assure pet classes that we believe you should be able to use
their pets in most gameplay situations, including raids. We believe that
pet classes do not have many problems with pets on raids at the moment, but
want you to understand that we intend for you to use pets on raids and if
you find that there is a problem, we will find ways to correct it.
We will be increasing the availability of pet focus items, particularly for
the more casual players.
We will be looking into the casting time of some of your pet heals and
reducing the casting time where appropriate.
Monks
We will be reversing the AC mitigation reduction that you received during
the Planes of Power era.
Necromancers
We will add new spells in the Screaming Terror line to give you some more
combat utility.
We want to assure pet classes that we believe you should be able to use
their pets in most gameplay situations, including raids. We believe that
pet classes do not have many problems with pets on raids at the moment, but
want you to understand that we intend for you to use pets on raids and if
you find that there is a problem, we will find ways to correct it.
We will be increasing the availability of pet focus items, particularly for
the more casual players.
We will be looking into the casting time of some of your pet heal spells and
reducing the casting times where appropriate.
Paladins
We want you to be a main tank in group situations. We believe that you are
currently able to fill this role, but want to assure you that our intent is
for a group to be able to grab a warrior, paladin, or shadowknight as their
main tank and be effective with any of them.
With DoN, you gained a limited form of defensive. We are monitoring your
feedback and if you like this direction; we plan to make it a full spell
line that begins at the level warriors get the defensive discipline.
Rangers
Rangers are good at many things and when all the parts add up properly, they're
a class that is in heavy demand. Our feeling is that the parts are not
adding up properly in the current game. We are still digesting all of the
DPS numbers and stats but in the meantime we identified a couple of things
we can increase in the short term.
a. We will be improving the damage you do through spells.
b. We will be boosting your healing ability, particularly at the top
end of the game.
Rogues
We will fix the problems with Assassin's Feint so it works correctly and
then gauge your reaction to the working ability. If it turns out to be
something that you like, we will look into adding more combat utility
through a similar means.
We are looking into adding throwing quivers that grant innate haste similar
to how normal quivers work
Shadowknights
We also want Shadowknights to be a main tank in group situations. We believe
that you are currently able to fill this role, but want to assure you that
our intent is for a group to be able to grab a warrior, paladin, or
shadowknight as their main tank and be effective with any of them.
With DoN, you also gained a limited form of defensive. We are monitoring
your feedback and if you like this direction; we plan to make it a full
spell line that begins at the level warriors get the defensive discipline.
Shaman
In DoN you received the spells Spirit of the Leopard and Spirit of the
Panther. You seem to like these new spells and they have added more
desirability for you in groups. We will be extending these into full spell
lines so that Shaman of other level ranges can see the benefits from these
spells.
As with Druids, we are looking to increase your healing ability so you can
function better as main healer in groups. You folks are a little
problematic though, since your healing ability is the function of not just
your heals, but your ability to reduce an NPCs damage output through slows.
In a situation where an NPC is fully slowable, you are a superb healer but
against an NPC who cannot be slowed, your healing falls behind. If we were
to just improve your heals, you would quickly outshine any other healer when
facing NPCs that can be slowed. So, we are investigating ways to improve
your healing ability only in circumstances where an NPC cannot be slowed or
you choose not to slow the NPC (for your own strange reasons). These
changes will be rolled out at the same time as any druid healing changes to
ensure that one class does not eclipse the other.
Warriors
Many of the ideas for changes to the warrior class are dependant upon the
results of the data we are still compiling. However, we are looking into
improving your ability to solo in the mid and high level game as well as;
We are looking into the endurance cost of many of your disciplines and
lowering them as necessary.
We will increase the knockback on Press the Attack slightly.
Wizards
With DoN, you received more mana efficient nukes that are aimed at improving
your sustained DPS. We will be extending this into a line of spells to help
out with sustained DPS at different level ranges.
We will fix Manaburn. Our preferred method is to uncap the ability and
implement a cap based on the maximum percentage of health you can do in a
single hit. So one of you, facing a million hit point boss mob (fairly
common in today's game) can expect a full manaburn to land for 10s of
thousands of points of damage in one hit.
Once again I would like to remind you that this is the beginning of the
changes and there is still more to come. We encourage you to openly discuss
these changes and let us know what you think. We want this to be a
cooperative exchange and we will chime in on your discussions when
appropriate.
Thanks all.