At its core, it's an issue of
diversity, rewardability, and challenge.
* Class diversity.
Ensure that your final
Subclass selection is the emphasis, emphasizing Archetypes less.
(One example of this one is "Necromancers don't throw rocks just
because they used to be Summoners.") Add new spell lines that truly
illustrate subclasses, and alter the spell lines that made classes
feel more generic.
* More rewarding,
satisfying spell upgrade paths.
Gaining spells on levelling up
was too much of a crapshoot. In the pre-upgrade system, spells were
growing along two axes: The ranking of the spell and the level of
the spell. There were far too many situations where you would level,
get a new ability, and it wouldn't matter because you already had
something better. So much for the big reward of levelling.
* More satisfying item
rewards.
An item fails to feel like a
reward when you need a spreadsheet to determine if it's an upgrade
for you. Choices and tradeoffs are good, but only if they're
recognizable by a human being without resorting to a calculator.
Items growing along one axis is plenty. The former system of items
growing along two axes made the game feel much less rewarding, since
it was much more confusing in the end.
* General Combat Balancing
(the larger problem alluded to above as High End Buff Stacking)
At the high end, people could
indeed make themselves invulnerable due to too many, too generous
skill modifying buffs, but that wasn't the main problem here.
As a result of the previous
system, us having to make every creature red to be a challenge to a
group isn't what we wanted for the game. /con needs to have some
realistic meaning, moreso than "red…and everything else."
This is why most of the combat
system changes themselves targetted "you vs a yellow or harder," and
why, by the time we're done, you should be hearing a good many
classes saying that they're noticing no difference when soloing the
things they've soloed in the past, since the majority of people
weren't soloing things far past their level, while groups were
frequently able to play vs opponents extremely far past their level,
sometimes even becoming invulnerable to them.
The idea is that there should
be different targets for different strengths and formations of
groups. Fighting orange and red creatures needs to be a Very Hard
Thing, not the standard, and that system needs to make sense all the
way through all of the /con's.
In the process of
accomplishing these goals as a unified whole, we've had to touch
every spell in the game, both PC and NPC, as well as the data that
defines what PCs and NPCs are, and what the baseline of "combat"
means in EQ2.
While some PC classes are
experiencing lower numbers in terms of heals and damage, the part
that isn't noticed quite as readily is that in most cases NPC
numbers have been altered in a similar manner as well. They just
can’t post on the boards about it.
Hope that helps,
- Scott
- Meat (Jerky, Sandwich, Grilled): +Strength
- Fish (Jerky, Sandwich, Grilled, Baked, Breaded): +Agility
- Pasta/Casseroles (Meat or Fish): +Stamina
- Fruit (Dried or Candied): +Intelligence
- Nuts and Vegetables (Candied): +Wisdom
- Trail Mix: +Intelligence, +Wisdom
- Sweets (Chocolates, Fudge, Pie, Cake, Muffins, Cookies): +Maximum Power
- Soup, Omelet, and Stew: +Maximum Health