Test Server Melee Changes

The following melee changes are currently on test: ** Melee changes ** We're wrapping up an extensive look at the way that melee works in EverQuest. These changes are appearing now on Test (in fact, most of them are working as of right now). We wanted to make you aware of these changes in some detail so that you can give us the feedback that we need on them. Please try these changes out and comment on results that you've seen. We will be beginning our final analysis on casters in the very near future. * Melee Tables * Melee combat is based, at least in part, on tables that determines how each class functions. Up until 50th level melee and hybrid classes are on the same table, with the exception being monks who are on a separate table (one that has them doing more damage). At 50th level warriors, rogues and rangers were all moved to the monk table along with the monk, who did not receive a new separate table. The problem here is that post 50th level the disparity between these two tables, combined with lower combat abilities for the hybrids as well as a more restricted selection of weapons acted as a double (almost triple) penalty, making them less effective in combat than was really intended. Therefore, all melee and hybrid classes will be basing their combat off the melee table once they reach 51st level. This should increase the combat effectiveness of hybrids noticeably. Monks, however, are intended to be somewhat better at dealing out damage in combat than warriors. To slightly improve their combat prowess they will be working from an improved combat table once they reach 55th level and again at 60th level. This will improve the combat ability of monks somewhat, essentially placing them a half a step ahead of everyone else in toe-to-toe combat in the same way that they were prior to 50th level. The rogue will still maintain a margin of superiority when you consider their ability to backstab. * Two-Handed Weapons * The effectiveness of these weapons falls slightly below our desire for them. This tends to make those that rely on them most often (shadowknights and paladins) also fall slightly behind our desires for their damage output, at least at levels beyond 50. We'd also like to see a broader range of weapons used by higher level warriors, and it would be nice to see two-handers as a more viable option. Therefore, we will be increasing the minimum damage of these weapons for all classes once they reach 50th level. There will be an increase in the minimum damage of two-handed weapons based on the wielder's level and delay of the weapon. The higher level the character and the larger the delay, the bigger the bonus. Obviously we're not going to give out exact numbers, but this should result in a solid increase in damage output when using two-handed weapons. We also believe that there has been a bit of disparity between the very high-end one-handed weapons and their counterpart two-handed weapons. The ultra-high end one-handed weapons are comparatively better than their two-handed counterparts. We will, on a case by case basis, be improving many of the high-end two-handed weapons. Because this is essentially a fix for an oversight on our parts, we will be making these changes retroactive (meaning you won't have to trade the items in or hunt for new ones, existing weapons will just change). * Rangers * We've also noticed that rangers, while intended to be hit harder in combat than other melee/hybrid classes, are getting hit harder than we planned. Again, this only happens in the 50+ level range. So we will be increasing the defense cap for rangers again slightly to 210 at 60th level. Exactly how these points will be distributed is uncertain, but probably just one point per level after 50. We will also be giving rangers triple attack. * Monks * Monks will be getting triple attack. This along with the improvement of their combat tables should place them about where we want them, combat-wise. * Bards * Bards are indeed intended to have the least ability to deal damage physically of all the classes we're discussing. However, with their lack of double attack they didn't meet even our intentions for their damage output. We will, therefore, be raising the offense and one-handed weapon caps for bards over 50th level to match that of warriors. This should place their ability to do damage by means of melee within our intended range without making them more effective than the knights at any given level, since double attack is a potent melee skill that bards do not get. Obviously we want to see how this all pans out when applied to the game. Feel free to send your comments on the results you see to us through the Developer's Corner on our web site, or contact our staff if you see them on the Test Server. It is very important that you understand that these are changes that we are testing. These changes (and any others made on the Test Server) may not be moved to Live Servers. After all, that's the reason we're testing them.

Comments

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pergitory
# Nov 18 2001 at 10:33 PM Rating: Default
HOW DO U FIND pergitory?
pallies
# Sep 26 2001 at 4:19 AM Rating: Default
Yeah pallies need to be able to do a little bit more to make them at least a little more worth playin, the dmg output kinda lacks a lil. Not sure how to improve this without other classes getting upset, but i guess the SK would be ion the same boat as the pally.

A lil dissapointed
45th Pallidan
Complaining
# Sep 26 2001 at 12:03 AM Rating: Decent
Isit just me or does anyone else notice on these message bords that EVERYONE complains aout THEIR classes limitations ....its called roleplay ..your CHAR does not have certain ablilities because they are not within their ROLE...I guess to shut everyone up Verrant should make absolutly every class able to do everything lol ...c'mon peeps put a sock in it. Of course its natural to want the best for your specific class, but if your going to throw a complaint out there acompany it with a solution or suggestion. Like this ..I think the paladin EPIC weapon is inappropriate for his ROLE, and sux in general as far as epics go. (Suggestion) Have the paladin epic be a two part shield and 1hs as i (think) is the true rolw of a paladin. Id also lik eto see the ability to get crits on bashing. Thanks much if anyone ever reads this I will be surprised lol .


Norsman 52 Paladin
THe Seventh Hammer

Pergitory 22 Paladin
Sullon Zek ( rocks )
verant screws it up again
# Sep 25 2001 at 5:13 AM Rating: Default
Bards get WAY too much. They have ultra-powerful songs that give them huge haste advantages, dots, snare, fear, etc. And now, they are getting really good melee capabilities?!?

Meanwhile rangers get shagged again. They get oh wonderful count them 10 defense points to put them only really far behind every other class instead of ultra fare behind every other class(they cant wear plate which already makes them vulnerable) and then verant wants them to get hit the most when they dont even do that much damage and have crappy ac. not to mention verant decided not to give rangers triple attack after all because they want them to suck worse than any class in any game ever. and ranger bows suck because they do crap damage, and the same dmg as every other melee. no called shots nothing.

i'm quitting and playing dark age of camelot which is fair to all

wrenn,

53 pathfinder
23 cleric
solusek ro server
Melee Changes
# Sep 25 2001 at 2:20 AM Rating: Decent
No talk about Paladins at all other then with 2h weapons???? Are we being left out again? Where do they fit in with melee tables at 50+.....


Raggert

50th Season Paladin
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