Ganjin
10-21-2002, 01:50 AM
Please excuse the length of this post.
Here are my thoughts.
This change to Monks came about because "Over time, Monks' defensive abilities had been tuned up to correct a perceived weakness. This, taken in combination with a few years of universally equipable, low-weight, high powered items entering the game, slowly transformed Monks into what is arguably the strongest defensive class in the game."
Hmm, ok, they took a class that is designed to be only moderately dependant on items and made them fully item dependant. Need to upgrade my stuff to become a balanced class again..
example: chest slot by ac. quantity listed on Allakhazam.
ac range|Monk / Warrior
1 -10: 60 / 52
11-20: 47 / 129
21-30: 13 / 68
31-40: 2 / 18
41-50: 1 / 9
51-60: 0 / 29
61-70: 0 / 1
71-80: 0 / 2
High item monk: 40ac +50hp
High item Warr: 80ac +125hp
Now, I have seen plate classes pull the 'yeah, but look at the leg slot items' before..
example: leg slot by ac. quantity listed on Allakhazam.
ac | Monk / Warrior
1-10: 83 / 133
11-20: 17 / 87
21-30: 2 / 17
31-40: 1 / 26
41-50: 1 / 8
51-60: 2 / 2
High item monks: 60ac +100hp
High item warr: 55ac +80hp
condensed versions:
Monks
slot ac/hp number of items listed
chest 40/50 127
leg 60/100 106
arm 35/100 94
back 45/125 138
face 35/75 135
feet 28/25 120
warriors
slot ac/hp # listed
chest 80/125 310
leg 55/80 273
arm 50/90 249
back 70/40 231
face 50/125 250
feet 40/0 275
you get the idea of ac/hp and total item quantity disparity.
Keep in mind this is just raw numbers, ANY ITEM that can be equipped by the monk class is listed, just as ANY ITEM equipped by warriors.
Therefore, I must question the "few years of universally equipable, low-weight, high powered items" argument.
If our defensive abilities are being artificially inflated due to item introduction, where are they?
If our class is to be balanced on item selection from now on, where are the items?
This class wide alteration in item dependency is totally unsupported by game content. Monks can no longer make due with sub-par equipment with no counterbalancing class advantages across a broad range of levels.
"Monks in EverQuest were originally intended to be a class with excellent offensive potential, both with and without equipment. This ability came at the expense of having only passable defensive abilities, partially in the form of an extremely small, restrictive selection of equipment from which to choose. "
-- Monks STILL HAVE a small, restrictive selection of equipment across the board. Where is the new content to counter this restrictive class design?
"we have no desire to retroactively alter all of the equipment in the game that is contributing to this problem."
Is there really that much content to alter compared to the problems caused by this method of correction?
Secondly, no other class is restricted in the potential income like the Monk class is. Monks cannot loot heavy items of value, nor can they carry money as loot in sufficient amounts to support their new found item dependency. This fact alone further complicates the lack of game content across a wide range of levels.
Points to consider:
1: Limited content as designed.
2: Limited ability to generate income as designed
3: Restricted class design with no counter balancing content or abilities.
Tell me what your thoughts are on this.
</p>
Here are my thoughts.
This change to Monks came about because "Over time, Monks' defensive abilities had been tuned up to correct a perceived weakness. This, taken in combination with a few years of universally equipable, low-weight, high powered items entering the game, slowly transformed Monks into what is arguably the strongest defensive class in the game."
Hmm, ok, they took a class that is designed to be only moderately dependant on items and made them fully item dependant. Need to upgrade my stuff to become a balanced class again..
example: chest slot by ac. quantity listed on Allakhazam.
ac range|Monk / Warrior
1 -10: 60 / 52
11-20: 47 / 129
21-30: 13 / 68
31-40: 2 / 18
41-50: 1 / 9
51-60: 0 / 29
61-70: 0 / 1
71-80: 0 / 2
High item monk: 40ac +50hp
High item Warr: 80ac +125hp
Now, I have seen plate classes pull the 'yeah, but look at the leg slot items' before..
example: leg slot by ac. quantity listed on Allakhazam.
ac | Monk / Warrior
1-10: 83 / 133
11-20: 17 / 87
21-30: 2 / 17
31-40: 1 / 26
41-50: 1 / 8
51-60: 2 / 2
High item monks: 60ac +100hp
High item warr: 55ac +80hp
condensed versions:
Monks
slot ac/hp number of items listed
chest 40/50 127
leg 60/100 106
arm 35/100 94
back 45/125 138
face 35/75 135
feet 28/25 120
warriors
slot ac/hp # listed
chest 80/125 310
leg 55/80 273
arm 50/90 249
back 70/40 231
face 50/125 250
feet 40/0 275
you get the idea of ac/hp and total item quantity disparity.
Keep in mind this is just raw numbers, ANY ITEM that can be equipped by the monk class is listed, just as ANY ITEM equipped by warriors.
Therefore, I must question the "few years of universally equipable, low-weight, high powered items" argument.
If our defensive abilities are being artificially inflated due to item introduction, where are they?
If our class is to be balanced on item selection from now on, where are the items?
This class wide alteration in item dependency is totally unsupported by game content. Monks can no longer make due with sub-par equipment with no counterbalancing class advantages across a broad range of levels.
"Monks in EverQuest were originally intended to be a class with excellent offensive potential, both with and without equipment. This ability came at the expense of having only passable defensive abilities, partially in the form of an extremely small, restrictive selection of equipment from which to choose. "
-- Monks STILL HAVE a small, restrictive selection of equipment across the board. Where is the new content to counter this restrictive class design?
"we have no desire to retroactively alter all of the equipment in the game that is contributing to this problem."
Is there really that much content to alter compared to the problems caused by this method of correction?
Secondly, no other class is restricted in the potential income like the Monk class is. Monks cannot loot heavy items of value, nor can they carry money as loot in sufficient amounts to support their new found item dependency. This fact alone further complicates the lack of game content across a wide range of levels.
Points to consider:
1: Limited content as designed.
2: Limited ability to generate income as designed
3: Restricted class design with no counter balancing content or abilities.
Tell me what your thoughts are on this.
</p>