Sloth's changes

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Sloth's changes

Postby *Splork* » Sat Apr 11, 2009 1:32 am

1) Upon login, you will choose primary and secondary class. From there you will pick your classes by walking to that guild and gaining a level

2) upon reaching level 8, you will be given a group of stats to choose from, atleast one of these sets will be good enough to continue your character with until you feel the need to reroll.



1) group exp has been redone( players now get more exp per each group member up to 13)
** Old style was either solo or 2 or more people
2) triangle tokens are redone to reach playable stats
3) kill history( players will need to kill mobs in a variety of areas)
4) Protect has been replaced with tactics( overhauled combat)
Maneuver:

See Also: TACTICS, POINT, GROUP

In a combat, a group can be organized into a front line and a back
line. This is generally a good idea, as weak types like mages and
necromancers can then cower in the back and not risk getting hit by
melee attacks. The maneuver command is used to control your position
in the group, front or back. You can "maneuver up" or "maneuver back".
The group leader, out of combat, can move group members around
with "maneuver splork up" and "maneuver splork back". Anybody can
see the current formation with the "group" command.

Anyone on point is automatically in the front line. The group leader
defaults to the front line, and everybody else defaults to the back,
but they can move around as they like.

The front line has to be at least a certain size, depending on
the size of the group. It must have 1 person plus 1 per 3 group
members (so a group of 1 - 2 needs 1 front line, a group of 3 - 5
needs 2, etc.) If the front line falls below this number, the group
is in serious danger of collapsing into a chaotic mess each round.
If you start seeing warnings that this is about to happen, you should
either get out of there, or step up to the front line, depending on how
loyal you feel to the other group members - nobody wins when the front
line collapses. Well, technically the mobs win.

---

Tactics:

See Also: MANEUVER, POINT

This skill represents your ability to work with teammates in close
combat. When one combatant (the "point") tries to shield an
ally, both of them must succeed at a tactics skill check for each blow
aimed at the ally in order for the attack to be intercepted (in which
case the attack hits the tank instead). Shielding people in the
back row is automatically successful and does not require the tactics
skill. Note that if someone in the back row initiated the combat,
he won't be shielded until he is rescued, as the enemy can easily move
around a crowd of standing people to get at his attacker.

It's important for all of the front row to have the tactics skill
at the highest level they can.

5) stats rolled to 18, reach 25 through eq and levels
6) new areas
7) all guilds in vk are now in the town
8) Area bonuses have been completely overhauled
9) prime spells and skills have been redone, please check online to make sure you like your player's capabilities
10) Ac entirely rewrote, any ac that you reach is now better than the previous, every point of ac now counts.
11) all 8 classes are in play then an avatar class at 8x40
12) mana, hps, etc gained on leveling 5-8 classes
13) facebook and myspace apps
14) logging milestones and accomplishments( rewarding players for reaching milestones)
15) Avatar class is in play after 8x40
16) Lyme will be open to everybody. We want our players capable of grouping together anywhere in our world.
17) Areas have been tweaked, quests have been tweaked, eq has been moved...

There are really too many changes to list here.


Enjoy,
Splork
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Postby Weasel » Sat Apr 11, 2009 1:58 am

Whole new ball game huh. That's one hell of a lot of work. Well done.
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Postby Jag » Sat Apr 11, 2009 10:56 am

Holy Crap! Lotta work put in, this is very exciting.

Does each class still retain its prime bonus? Mirrors for mage, Aerial Sevant for cleric, Caps lowering as a class moves down the class order?

BTW thanks!
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Postby *juggleblood* » Sat Apr 11, 2009 7:11 pm

Some info to consider when choosing your classo.

Some things that were dependent on location in classo were stretched out across 8 classes. So for example having mage in fourth position should now get you about the same attunement value that having it in 2nd used to. Likewise with necro order lag.

Some skills/spells are now prime only. The major ones I can remember are:
frostbolt
restoration
excrutiating blow
second wind
call of the sidhe
wraithform
moon aura (druid prime)
presage

Basically classo is less important now than in the past, but each prime class is slightly more unique than before. My personal preference is to balance out my hit points and mana by choosing either:
non-caster prime/caster 2nd
or
caster prime/non-caster 2nd

Hopefully this helps you choose your top 2.

Peace,

Juggs
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Postby Weasel » Sat Apr 11, 2009 7:25 pm

frostbolt is prime only? seriously? bah.

is parry still there?

so my old Wa/Ma might still be a good combo... go figure.

Oh, and for the record, calling frenzy a warrior skill was silly when it effected stab and some other class attacks, but not broadsword [i:2ekr19x5]or[/i:2ekr19x5] flail - the 2 warrior skills that it [i:2ekr19x5]should[/i:2ekr19x5] have effected more than anything imho. That one never made sense to me whatsoever.
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Postby Chelle » Sat Apr 11, 2009 7:31 pm

[quote="juggleblood":ekk3hehg]Basically classo is less important now than in the past, but each prime class is slightly more unique than before. My personal preference is to balance out my hit points and mana by choosing either:
non-caster prime/caster 2nd
or
caster prime/non-caster 2nd[/quote:ekk3hehg]

Hmm but surely with grouping becoming a more important and rewarding part of the game (presumably), specializing with ca/ca or nc/nc would work better?

That's just my theory anyway. Just wondering why a balance of hp/ma would be important.
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Postby *juggleblood* » Sat Apr 11, 2009 7:42 pm

I've become a fan of well balanced char. I played Rub (wa/ma/cl/th) same as Weasel and found it to be a lot more enjoyable than Marge (Cl/dr/ma/ne). I really missed having melee skills playing marge.

Also in the new combat system, you need more chars that can take a hit. Everyone in the front line is going to take hits. So being crunchy and unable to rush up to the front line in emergencies is kinda blah imho. Its nice to know you can run up and save the front line if the need arises.

-Weasel I don't know how you know that frenzy doesn't help broadside. I dunno how many imms could even answer that. I have no clue. Broadside was changed in our favor to work on all humanoids and has possibility of stunning the mob and possibility of critical hit. It's kinda hard to complain about warrior skills anymore, specially with 2nd wind. Neway, I thought warrior rocked, and still does, but I already played it to 5x40, so time for something new. If they ever unlock it....


edit: btw the new command to move to the front row, manuever up, can be abbreviated "man up" which makes me chuckle.

The front row is about to collapse!
Medios -- 'one of you clerics in the back man up!'
Talk to the clown.
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Postby Weasel » Sat Apr 11, 2009 9:46 pm

Whoever coded frenzy and associated effects told me.. can't remember which immort is was offhand.. Kjartan maybe?, but it's on these forums somewhere as well (I posted about it back then obviously).

Heck it may not even exist now for all I know.

"man up". lmao, classic.
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Postby Toxis » Sat Apr 11, 2009 10:55 pm

I remember too, Weasel, it was posted that it didn't affect those.

-Tox
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Postby Toxis » Sun Apr 12, 2009 12:57 am

Someone post something... I'm getting bored. :)~

-Tox
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Postby Weasel » Sun Apr 12, 2009 1:20 am

something.

better now?
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Postby alias » Sun Apr 12, 2009 11:33 am

Do you have your perfect classo set now Brad?
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Postby Toxis » Sun Apr 12, 2009 1:54 pm

No! I'm at a loss of what classo to play. How long do you think it'd take to level 8 chars each of a different prime up to 9x40? :)~

Uhg, no way!

I'm only playing one character this time around. It will be a cleric prime because I like to heal, clerics make the best leaders right next to bards. I'm going to do the cl dr thing so I can shapeshift to solo probably. The classes that follow are completely at a loss to me. I have no idea what's gonna work in the new game or how they've redesigned things. I'd love to hear other people's thoughts on this subject from what they've learned from the Beta version so far.

-Tox
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Postby Chelle » Sun Apr 12, 2009 3:03 pm

I'm going to experiment with a mage prime because I'm a little curious about the changes. For one thing, every class has had its really important prime only spells/skills, and some get a whole bunch of them, but all mages get is frostbolt (aside from mirror and reflection, which were already there to begin with). Maybe they made frostbolt significantly stronger or something? I'll find out. Most people on Beta weren't very keen on playing mage primes anyway.

Clueless about the secondary as well - either druid or cleric. Also clueless about every other class that follows. That's all just personal preference anyway, not basing it on any theory.
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Postby sirrico1 » Sun Apr 12, 2009 5:02 pm

[quote="Toxis":7hk5dqca]No! I'm at a loss of what classo to play. How long do you think it'd take to level 8 chars each of a different prime up to 9x40? :)~

Uhg, no way!

I'm only playing one character this time around. It will be a cleric prime because I like to heal, clerics make the best leaders right next to bards. I'm going to do the cl dr thing so I can shapeshift to solo probably. The classes that follow are completely at a loss to me. I have no idea what's gonna work in the new game or how they've redesigned things. I'd love to hear other people's thoughts on this subject from what they've learned from the Beta version so far.

-Tox[/quote:7hk5dqca]

I agree brad I am going to work only 1 character as well, and again I want to say this looks very interesting, thanks Imms I'll try not to be too big a pain in the back side :twisted:
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