10-17-2002, 06:48 AM
Verant -
You claim that you are human, and that you make mistakes. I strongly believe that it is a greater mistake to handicap monk's core skills to accomodate for a small percentage of monks with high end gear. Let's consider the alternatives, and the results of each.
-Change the All/All items with low weight - varients of this "solution" would include stat changes, ac changes, class/race changes. This would indeed stop high end monks from tanking - they would be half naked.
Another similar solution involves nerfing the All/All items that will drop in the future, not the ones that have dropped already. This might not work simply because you have allowed the All/All items to become accessible for far too long before addressing the problem. While there are still many monks with only average or above average items, this solution might still be viable - let the dedicated players keep their hard earned items, but prevent any more broken equipment from being dropped. (This would require some "real work" to be done on Verants part - it might be too much work for them, im sure they have busy schedules)
-Inflate other classes attributes to achieve game balance. Verant already mentioned how disastrous that would be, let's move on to the next example
-Globally modify the mobs that inhabit norrath - refer to the above example.
-And finally, you can keep the nerf as it is, but ignore its true effects. This nerf affects the casual player with a moderately high level character with average or above average gear. High end monks see a change, but not nearly as much as the average player. Do you realize that your paycheck is coming from the "majority"? This majority just got nerfed, while the high end monks are mostly unaffected. Do what you like, but it is bad business plain and simple.
In conclusion, Verant made a mistake in the past, and they are trying to make up for that mistake now, in a way that lacks wisdom and any type of intelligence. Their laziness must be a real issue, because anyone can plainly see that the ITEMS are the problem here, not the class itself. Put in a real days work, change the items that are making the game unbalanced - let the high end monks keep their equipment but stop more broken equipment from being dropped.
***If you are adamant about stopping monks who already can solo and who have high end gear (i assure you, it is a small percentage of your player base), then modify only a small amount of the high end gear, and make our mitigation 15 percent less, and our avoidance 2.5 percent more. (compared to 31 mitigation and 5 percent more avoidance) This solution addresses not only our class abilities, but some of the broken items. Yes, monks will not like having less mitigation but 15 is better than 31. Yes, monks will not like having a few high end items modified but if Verant does it correctly they can effectively modify the most damaging items - not lose the items altogether, just reduce their power. To make up for those nerfed items, you could actually create *new* high end items which are NOT broken. Is this making any sense to you?***
P.S. - i encourage you to post your ideas on this topic, and please ask Verant to take these ideas into consideration. I have thought long and hard about a fair solution and this seems to balance the game quite well.
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You claim that you are human, and that you make mistakes. I strongly believe that it is a greater mistake to handicap monk's core skills to accomodate for a small percentage of monks with high end gear. Let's consider the alternatives, and the results of each.
-Change the All/All items with low weight - varients of this "solution" would include stat changes, ac changes, class/race changes. This would indeed stop high end monks from tanking - they would be half naked.
Another similar solution involves nerfing the All/All items that will drop in the future, not the ones that have dropped already. This might not work simply because you have allowed the All/All items to become accessible for far too long before addressing the problem. While there are still many monks with only average or above average items, this solution might still be viable - let the dedicated players keep their hard earned items, but prevent any more broken equipment from being dropped. (This would require some "real work" to be done on Verants part - it might be too much work for them, im sure they have busy schedules)
-Inflate other classes attributes to achieve game balance. Verant already mentioned how disastrous that would be, let's move on to the next example
-Globally modify the mobs that inhabit norrath - refer to the above example.
-And finally, you can keep the nerf as it is, but ignore its true effects. This nerf affects the casual player with a moderately high level character with average or above average gear. High end monks see a change, but not nearly as much as the average player. Do you realize that your paycheck is coming from the "majority"? This majority just got nerfed, while the high end monks are mostly unaffected. Do what you like, but it is bad business plain and simple.
In conclusion, Verant made a mistake in the past, and they are trying to make up for that mistake now, in a way that lacks wisdom and any type of intelligence. Their laziness must be a real issue, because anyone can plainly see that the ITEMS are the problem here, not the class itself. Put in a real days work, change the items that are making the game unbalanced - let the high end monks keep their equipment but stop more broken equipment from being dropped.
***If you are adamant about stopping monks who already can solo and who have high end gear (i assure you, it is a small percentage of your player base), then modify only a small amount of the high end gear, and make our mitigation 15 percent less, and our avoidance 2.5 percent more. (compared to 31 mitigation and 5 percent more avoidance) This solution addresses not only our class abilities, but some of the broken items. Yes, monks will not like having less mitigation but 15 is better than 31. Yes, monks will not like having a few high end items modified but if Verant does it correctly they can effectively modify the most damaging items - not lose the items altogether, just reduce their power. To make up for those nerfed items, you could actually create *new* high end items which are NOT broken. Is this making any sense to you?***
P.S. - i encourage you to post your ideas on this topic, and please ask Verant to take these ideas into consideration. I have thought long and hard about a fair solution and this seems to balance the game quite well.
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