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  • darkstar
    Keymaster
    Post count: 18
    #947 |

    Our Goals

    Our goals with modifications to the original classes of EQII is to create balance and to make sure each class is as rewarding to play as possible. Each class will need to coordinate buffs and debuffs more in combat than before which will bring some challenge to the standard ‘spam buttons in any order’ EQII PVP combat.

    As our development team is very limited we have tried to keep changes minimal. Each class should be unique and have their own play style whilst still being as close as possible to the original classes of EQII. Currently Bards, Clerics, Brawlers and Enchanters are disabled as our development team did not have enough time to tinker with every class. We hope that with continued player support we can slowly release these classes at a later date.

    Note: Some of these changes may not be possible due to technical and time restraints so we apologise if something doesn’t make it to beta as planned.

    General Changes

    Lowered ranged auto attack damage (but still higher than TLE KoS values)
    Removed mounts (these will be added at a later date)
    Pathfinding speed set to 20%
    Spirit of the Wolf speed set to 15%
    Racial speed buffs disabled, racial teleporting disabled (racials are being balanced for PVP)
    Fighter heals no longer percentage based
    Combat mana regeneration increased (marginally anyway, nobody likes a mana fight)
    Evac [4 sec cast / 20 min recast] (cannot cast while moving)
    City PVP currently disabled
    PVP writs and gear has returned (lvl 20+)
    Crafted items (poisons, totems etc) will be available for sale by merchants in exchange for harvested items and coin

    PVP Reward System

    Stitch is based on PVP and PVP only. As crafting is currently proving too difficult to add to our server there will be new NPC’s in each city designated for selling crafted items (in exchange for coin and harvested items). Master Crafted items will be best-in-slot other than the few pieces of PVP gear. Rare harvest rates have been lowered and harvesting as a low level character will be extremely difficult. To upgrade to the best possible set of gear players will need to spend time in the open world harvesting and killing bosses for rare drops and recipe drops to trade in for gear at the NPC. Players will need to spend as much time in the open world as possible and fight over resources and spawns to gain resources. We hope to add various live events when possible to encourage PVP.

    Each class will have two pieces of PVP gear available from completing PVP writs. These pieces will be ‘upgradeable’ should you choose to continue completing writs. When your faction with the writ giver is maxed out and you have completed both pieces of PVP gear you will unlock a Mythical PVP weapon triggering a server-wide notification.

    Note: Mythical weapons will be added at a later patch as it will take a lot of time to get a characters faction to that point.

    The title system will return as it did with the original launch of EQII PVP with one exception: fame/infamy can be earned from characters within TWO ranks of your title but the amount differs depending on the kill. Killing a Slayer as a Champion will net half the points compared to killing a Master as a Champion. These changes are intended to give more opportunities for fame loss/gain compared to the original system where a Master could often go days without fear of losing fame.

    Coin loss and item drops will also exist without any changes.

    Class changes and goals

    Fighters

    Shadowknight

    The SK has always been a favourite and strong solo/group class in any expansion. Spell AOE DPS mixed with taunts and life taps are all things we love and want to keep with the Shadowknight. Tampering with the SK’s healing ability will make the solo SK less god-like and help to balance it with other classes. Death’s Touch has also had a damage reduction, SK = not wizard.

    Reduced healing on all life tap abilities
    Healing no longer percentage based on abilities
    Death’s Touch damage/recast reduced
    Some ‘spammy’ tank abilities have been consolidated

    **New Ability** Shadow’s Snare – level 25 : deals medium noxious damage and snares target (40%) at range. [6 sec duration/1 sec cast/12 sec recast]

    Shadow’s snare has been introduced to help the SK with catching targets as SK’s usually have no CC.

    Paladin

    Paladins are in a very good place now with the change from percentage heals to standard heals. Paladins damage output is much lower than the SK but they still have very strong heal abilities.

    Healing no longer percentage based on abilities
    Some Heal recast timers reduced
    Some ‘spammy’ tank abilities have been consolidated

    **New Ability** Divine Bindings – level 25 : deals low divine damage and snares the target at range [6 sec duration/1 sec cast/12 sec recast]

    Divine Hammer gives this holy tank some much needed CC and ability to catch fast targets.

    Bezerker

    Bezerker have always been underpowered in PVP (until higher levels) when compared with their crusader counterparts. Bezerkers are receiving a damage boost (both single target and AOE). Bezerkers are also receiving a new spell to give them an edge at lower levels.

    AOE recast timers reduced
    Ability damage buffed
    Some ‘spammy’ tank abilities have been consolidated

    **New Ability** Enraged Vigor – level 25 : when activated each attack deals a small out of bonus damage and heals the bezerker, damage and healing amount is doubled if the bezerker is under 30% health. [10 sec duration/1 sec cast/300sec recast]

    Enraged Vigor will make the bezerker class not only viable but difficult to focus in group fights as getting him too low will cause a large damage boost. A well-timed AOE on an entire group should be able to heal the bezerker for around 25% of their health when under 30%.

    Guardian

    Guardians are returning as the king of taunts and defence. We have consolidated some ‘spammy’ abilities and improved the optimal ‘taunt rotation’ for guardians. Guardians also are getting an improved shield bash.

    Some ‘spammy’ tank abilities have been consolidated
    Improved damage on high CD abilities
    Improved temporary group buffs
    Shield bash : now knocks target back very far, cool down increased. (14 sec)

    Our goal with the new shield bash is to create a new kind of CC unique to the guardian class…distance (original point blank shot levels here guys). Punting your enemy’s healer out of spell range is one way to stop them healing!

    Healers

    Defiler

    Defilers are now officially viable in PVP. We wanted to keep defilers as the more defensive healer when compared to mystics meaning they are a little less viable in solo combat due to their lower damage output. Cast times have been reduced and ward amounts have been adjusted. Defilers are also receiving two spells under 25 usually reserved for higher levels. Defilers will stand out as the anti-melee healers compared to the anti-mage mystic.

    Ward/Heal cast times have been reduced
    Ward amounts have been adjusted
    Passive physical damage ward increased
    Defiler will now receive Fear at 23 instead of 37. [duration 5 sec/cast 1.5sec/recast 20sec]
    Defiler will now receive Bane of Warding at 25 instead of 34. Bane of Warding’s proc chance is now 30% and the ward amount has been increased. [duration 10 sec/cast 1 sec/recast 12 sec]

    Our goal with defilers is to give them some viable CC and healing ability. Their damage is still relatively low so while they might still be very hard to kill solo it will take them a very long time to kill you (and without snares or roots you can always run away). Bane of Warding is now a big deal especially in group fights, the debuff will effectively null one melee damage output unless it is cured. This will mean scouts and fighters will need to learn to look for the effect and cure it or stop attacking.

    Mystic

    Mystic should have always been the more offensive of the two shamans but sadly this was almost never the case (especially at low levels). Mystics are getting the same casting speed love as defilers plus a few modifications to existing abilities and one big new one. Mystics with their passive ward will stand out as anti-mage healers vs the defilers physical wards.

    Ward/Heal cast times have been reduced
    Ward amounts have been adjusted
    Passive magical damage group ward increased
    Mystic snare nuke buffed (increased snare and damage)
    Two spell attacks have been converted into melee attacks and been buffed

    **New Spell** Trample – level 25 : The mystic temporarily buffs the group increasing in combat speed (15%) and causing each melee attack to cause additional damage for a limited duration [12 sec duration/2 sec casting/300 sec recast]

    We hope that the increased Mystic snare and new melee abilities will help the Mystic in solo combat to chase down enemies. Trample will set the Mystic apart as the offensive Shaman and really work well with melee based groups in combat. However without Bane of Warding and Fear Mystics are more vulnerable to damage in solo combat and will need to play carefully.

    Warden

    The warden has always been well designed for PVP so not a lot needed to be changed. Heal over time numbers and casting times have been modified to be more in line with other healing classes. Wardens can still expect the best “HPS” numbers (marginally) in a group fight compared to other healers just because they lack any other kind of damage, support or CC. In solo combat the warden will be much like the Defiler; hard to kill but very low damage output.

    Some cast times reduced
    Root’s duration/recast has been lowered
    Elemental debuff improved
    HoT numbers slightly reduced
    Focus buff nerfed
    Dust Cloud: now level 25. Provides a better defence and knock back chance but for a shorter duration. [duration 15 sec/cast 2 sec(can cast while moving)/recast 60 sec] Power drain slightly increased.

    Fury

    Fury never really found their true potential until after level 58 with some decent damage attacks, pact of the cheetah and porcupine quills. We have modified some of the furies damage abilities, improved the single snare and give the fury a few spells early to make them still feel “fury like”. Fury will continue to be a viable dps/healer buffing the group’s damage with fae fires while putting out some big nukes.

    Some cast times reduced
    Snare buffed
    Lighting Bolt: damage increased
    Fae Fires: now lvl 23 – proc amount adjusted from 3 to 4, recast timer increased
    Dumbfire ground fire pet: now lvl 25 instead of 52. Improved damage (you might not want to sit in it anymore…) [duration 12 sec/cast 1.5 sec/recast 60 sec]

    Scouts

    Ranger

    Rangers have always been optimal for PVP in almost every expansion. Our goal is to keep rangers fun and powerful without just using auto attack and spamming double shot on the run. Auto attacks will be reduced to a level of around 15-25% of the total DPS. Casting on the run will be nerfed for many ranger CA’s and casting time increased for long CD abilities. Rangers able to finish long CD stealth or flanking abilities will be rewarded with higher damage spikes. We hope that these changes make the ranger both more difficult and rewarding to play.

    Reduced auto attack damage
    Casting on the run disabled for the majority of ranger ranged CA’s.
    Minimum ranged distance required for most ranged abilities.
    Point Blank Shot: no longer an aa and available at lvl 25 [cast .5 sec / recast 14sec] with increased damage.
    Stealth and flanking attack damage increased greatly, increased casting time.
    Improved AOE damage and recast

    Assassin

    The assassin has always been very ‘gank or fail’ and useless in group fights… We wanted to improve the assassin in combat while keeping the original feel of the class. Flanking and stealth attacks under 25 now deal more damage and cool downs on many abilities have been adjusted. Assassins will also receive a new ability giving them some CC unique to they class.

    Reduced ranged auto attack damage
    Flanking and stealth attack damage improved
    Jugular Slice : [4 sec duration/0.5 sec cast/30 sec recast] (down from 60)
    Stalk : [0.5 sec cast/20 sec recast] (from 1sec/30sec)
    Stealth : increases the assassins in combat speed by 10% (cast time halved)

    **New Ability** Smoke Bomb – lvl 25 : Cause all hostile targets within AOE range to lose target and places the assassin into stealth. [duration 2 sec/0.5 sec casting/300 sec recast]

    These changes aim to improve the assassin in solo and group combat. Between smoke bomb and a more reliable stifle assassins are now very viable for group PVP.

    Swashbuckler

    The swash never really found his place in PVP until after DoF. To compensate for the swash being..well….boring, we have brought back a few abilities. The swashbuckler should be able to hold it’s own solo and in a group putting out great AOE DPS numbers and being disruptive with knockbacks.

    Inspiration – now level 25 : [ duration 10 sec/ cast 1 sec / recast 300 sec]
    Dashing Swathe: Improved damage/recast [cast 0.5 sec / recast 30 sec]
    Lucky Gambit: Improved damage/recast [recast 15 sec]

    Brigand

    Brigands under 58 suffer a similar fate to swashbucklers of being a little boring. To keep the brig in line as the best debuffer we brought back Debilitate and modified the mitigation debuffs and recast timers to an appropriate level. Debuffs should be well timed and thought out especially in group fights and not just spam every time it comes up in hopes of one-shotting someone. Have also buffed Brigand’s defensive stance to make it more useful when soloing.

    Damage increased on flanking attacks but cool down also increased
    Murderous Rake: mit reduction increased [10 sec duration / 0.5 sec cast / 60 sec recast]
    Debilitate now level 25 : min reduction increased [10 sec duration / 0.5 sec cast / 60 sec recast]
    Blackguard physical mitigation increased in PVP. Now useful fighting melee classes.

    Mages

    Warlock

    The warlock has always been and will always be the most group-orientated mage. Solo the warlock is less viable than other mages but in a group the warlock should always shine. Warlock noxious mitigation debuffs and temporary buffs are being buffed to create ‘windows of opportunity’ to do large damage instead of spamming the same three blue buttons over and over again.

    – Vacuum Field : Large increase in mitigation reduction to noxious damage. [duration 15 sec / cast 1 sec / recast 30 sec]
    Curse of Darkness : Increased damage [duration 15 sec / cast 1 sec / recast 300 sec]
    Absolution : Increased damage [cast 3 sec / recast 30 sec]
    Cataclysm : Increased damage [cast 1 sec / recast 8 sec]
    Dark Siphoning : Increased power drain / heal

    Wizard

    The wizard! Under 50 the wizard lacks a lot of punch. We’re buffing a few wizard abilities to increase their solo viability and bringing back an old favourite to make positioning with a wizard super important. You best run when you see that old-school animation…

    Ro’s blade : Improved damage (actually useful now)
    Aurora : Improved cast time [ duration 10 sec / cast 1 sec / recast 60 sec ]
    Glacial Wind : also snares encounter by 50%
    Ball of Fire : improved damage [cast 2 sec / recast 20 sec]
    Fusion! now level 25 [cast 3 seconds, recast 300 seconds]

    Necromancer

    The necro returns as a beast of survivability and a ‘jack of all trades’. Improved life taps and CC help the necro to overcome most obstacles solo. In a group switching to mage pet will allow the necro to do good AOE DPS. The necro pets now are now more useful in different situations so it’s important to choose your pet wisely.

    Lifetap: healing increased
    Necro Mage Pet: Increased encounter spell damage
    Necro Mage Pet Passive: Increases the summoners spell damage by 10%
    Necro Tank Pet: Improved PVP taunts
    Necro Tank Pet Passive: Heals the summoner for xx health on every spell attack made by the summoner
    Fear [duration 5 sec / cast 1 sec / recast 20 sec

    Conjuror

    The conjuror lacks the survivability of the necro but makes up for it with CC. Our goal is to keep conjurors a strong option for group PVP while also being able to solo reasonably well.

    Fire Seed: Improved damage
    Shattered Earth: Improved damage, lowered cool down
    Winds of Velious – now lvl 25
    Roaring Flames – now lvl 23
    Conj Mage Pet: Increased encounter spell damage
    Conj Mage Pet Passive: Increases the summoners spell damage by 10%
    Conj Tank Pet: Improved PVP taunts
    Conj Tank Pet Passive: Increases avoidance and max HP of summoner by 10%

    Feedback is appreciated! Please reply by signing up as a member and posting in our members forums.

    • This topic was modified 3 years, 9 months ago by  darkstar.
    • This topic was modified 3 years, 9 months ago by  darkstar.
    Kazzo
    Participant
    Post count: 2

    Troubs untouched? <3

    darkstar
    Keymaster
    Post count: 18

    Currently Bards, Clerics, Brawlers and Enchanters are disabled as our development team did not have enough time to tinker with every class.

    Hopefully will have them online within a few patches.

    Zelox
    Participant
    Post count: 1

    you guys should remove the interupt when damaged mechanic if possible, that was just some dumb pve mechanic that when transferred over to pvp was just even more bad

    • This reply was modified 3 years, 1 month ago by  Zelox.
    • This reply was modified 3 years, 1 month ago by  Zelox.
    peak
    Keymaster
    Post count: 2

    That’s definitely an idea to try out. Will have to see how it plays out in actual fights though.

    Rawbin Hood
    Participant
    Post count: 1

    Can’t wait to try these classes out. Love how you added a lil spice to each class with signature moves that arent normally usable at that low of a level.

    • This reply was modified 3 years, 1 month ago by  Rawbin Hood.
    Zofe
    Participant
    Post count: 1

    Hi Rawbin

    darkstar
    Keymaster
    Post count: 18

    I think this is a good idea, classes will need to uses their interupts and cc abilities more sparingly

    darkstar
    Keymaster
    Post count: 18

    Can’t wait to try these classes out. Love how you added a lil spice to each class with signature moves that arent normally usable at that low of a level.

    Thx bb, hopefully should have a few of them up and running this week 🙂

    Ohim
    Participant
    Post count: 1

    I feel like with the introduction of more impactful abilities on certain classes and the increases in dps, using your level 14 Group heals at 25 could be an issue and not having a group cure could also be a problem.

    Other than those issues i’m 100% looking forward to everything being done here.

    • This reply was modified 3 years, 1 month ago by  Ohim.
    darkstar
    Keymaster
    Post count: 18

    I feel like with the introduction of more impactful abilities on certain classes and the increases in dps, using your level 14 Group heals at 25 could be an issue and not having a group cure could also be a problem.

    Other than those issues i’m 100% looking forward to everything being done here.

    I agree, warlocks especially might have an edge here. Will need to reduce the cooldown on cures until group cure is introduced. Could do other things like have single target cure dispel multiple levels of hostile effects….or probably the most sensible option would be to move group cure down to 25 and modify the dispel levels accordingly. Thoughts?

    Don’t need to worry too much about the power of spells as we are balancing numbers around PVP FIRST and then updating all PVE content afterwards so content is still difficult.

    Looking forward to seeing you guys in game

    darkstar
    Keymaster
    Post count: 18

    Good news friends, with the recent game progress and help from some new developers we’re planning to launch with more classes than before, below is a list of proposed changes to the missing classes:

    Inquisitor

    Whoa. The inquis was pretty basic at lower levels. Now with faster cast speed, melee attacks and buffed punishment spells the inquisitor will shine as the offensive cleric.

    Casting times reduced on most spells.
    Fervent Faith is now level 25. Cast time 0.5 seconds. Recast 2 minutes.
    Repentance. Improved damage, doesn’t trigger if target is immune to stun.
    Vengeance. Now level 24. Unlimited triggers, Cast time 1 second, Duration 10 seconds. Recast 30 seconds
    Invocation is a now a melee attack
    Torment is now a melee attack

    Templar

    The templar returns! With improved cast times and buffed defensive abilities the templar continues to be one of the strongest of the healers. Templars are built to withstand melee attacks and help to counter strong melee groups. Mark of Divinity has been slightly buffed to provide constant heals to the melee allies. Glory also provide passive heals throughout the fight making the templar a solid choice for a sustained power fight. Virtue has been modified to bolster the squishy druid or mages in group, increasing their stats and armour.

    Casting times reduced on most spells.
    Mark of Divinity. Increased heal over time power and duration.
    Virtue now level 24. No longer increases STR and spell resists. Now increases WIS, INT and physical mitigation of target (cannot be cast on self or fighters)
    Glory now level 25. Increased heal amount, only useable on one target.

    Troubadour

    The Troubadour under 25 requires very little changes as they have most of the kit needed to be extremely viable in both solo and group situations. Troubadour charm has been removed and replaced with the level 50 mezz.

    Thunderous Overture is now level 25 and has increased damage
    Bria’s Entrancing Sonnet has been removed
    Lullaby is now level 20. Duration 15 seconds, cast time 2 seconds, cannot be cast while moving, recast 40 seconds.

    Dirge

    The dirge required a little more to become really viable in solo/group combat.

    Garsin’s Funeral March is now level 25. Duration 8 seconds, cast time 2 seconds, can be cast while moving, recast 40 seconds.
    Lanet’s Excruciating Scream. Increased damage, duration 6 seconds, cast time 1 sec, recast 30 sec
    Misfortune’s Kiss. Greatly increased damage.

    kaaryos
    Participant
    Post count: 1

    <3

    Tituli
    Participant
    Post count: 1

    yay @ this.

    /wave ohim

    /bonk Zampuric

    looking forward to playing this, waiting unpatiently for news via mail <3

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