Rum_N_Coke posted:
And while we are at it... let warlocks chamber on the fly, fire on the fly, and allow for access to soj, so I can phase shift into the enemy, setup, and BOOOOOM

LoL, funny =o) except banelord>all.
Changes:
Stealth game:
1) Infiltrator stun, lower the stun off evade at level 44 to 7 seconds, make the Flank a 5 second stun. There's no real reason that NS's/SB's get the stun off side, should be for Infi's too. Make it different from Merc DW; because Merc's definitely don't need anything.
2) Lower "to-hit" and overall growth styles in LA for SB's. I see a lot of SBs killing heavy tanks + Tanks + Hybrids with no stealth at all, just straight melee ripping people... which is cool... but it's like why play a tank class if I can play a stealthing tank.
3) Remove evade III from scouts, give them evade 1 and increase evade of rangers to 4 or give them parry line.
4) Player con poisons: when purged/cured, health should be returned; there's no reason that just because you're hit with a poison it automatically means 300-600 of your health is automatically gone, non dependent of anything else.
5) NS magic, increase cast speed to about 5 seconds; there's no reason that NS's should be out DPSing archers and some casters. Make the insta's targeting; I sometimes have issues targeting an NS... giving it time to spam 2 insta nukes and 2 casts before I even know where it is.
6) Fix engage; if a target is damaged by someone, this person should not be able to engage the target for 45 seconds waiting for slam to reup.
7) Stealth friends: the more stealthers a group contains, the lower effective stealth is in said group. No reason 8 people should be able to run around without making a sound in comparison to 1-2. Penalties start at 4 members and increase until maxing at 8; where 50% of normal stealth will be obtained.
big-boy game:
1) Chanter RR5 -> Garbage, change it into something less garbagey in nature. Like a 20 second ability (up every 15 minutes) called: Illuminate underhill. What it does, is the chanter conjures up magical equipment for its pet, during this period the pet deals great damage and is hard to kill.
2) BMs -> increase CDW FOR THEM ONLY, and maybe add some fun effects like zerks get. Also deal with 3ple wield, make is beastly, like 50% damage increase with 1:1 hand speed. So it's literally like you're hitting with another blade.
3) Reavers, remove parry line, they don't need more defense... and with ToA they definitely have enough offense.
4) Necro pets no long get double buffs. Make it once the pet is summoned, it is immune to buffs. So that a necro can recast a pet and will not lose anything in the process.
5) Warlock nerf! I play a lock and I'm tired of seeing locks everywhere just dumping chambers into people. 2 Chamber max -> increase Power on the UI; give meh my class back from all these kids playing it =o).
6) Wizard deeps, definitely need a little bit of a cool down... when you're playing a caster, you're literally 2 seconds away from eating 2 bolts and being face down. Time to tone it down just a bit rofl.
7)Remove Valkyrie charge; it's unneeded for the class, and is really not called for, for a chain tank usually with a large shield to bomb around.
8) Instant bard amnesia -> get rid of it, or make it normal range. It's really stupid when you have to feed a terrible 8 man your duo/trio rps, just because a bard won't stop spamming amnesia until they do catch you.
PvE side:
New campaign please, but without additional "must haves" included.
I.E, campaign outlining an "evil" figure entering each realm, but that has to due with mythology.
Midgard: "Ragnarökr Begins". You get cataclysmal events unfolding in the land of Midgard. Fenrisúlfr (actual figure) arises in Raumarik, although the heroes are well not powerful enough to deal with the figure itself, they are able to deal with minions and perform quests to help their Gods gain power. Literally the point behind this story is so the end of days does no occur. You can really delve into myth here, I think it'd be pretty awesome... as long as like... astral loot x 100 was not added.
Albion: "Spirit of Mordred" (and no, people from the server shouldn't be like "wooot Mordred"

. It's an actual character in Arthurian legend; and the plot of this campaign would be the emergence of "rightful heir" knights, who follow a leader (who is not present in Albion, perhaps in southern Europe, much like Fenrir, he's not a killable mob). The king of Albion is being tested, and there's work to be done. The baddies are all knight-like npc's, I think it would be pretty awesome.
Hibernia: "Elves Disgrace". The ancient elvish tree of life is beginning to die; which signifies a new age. The coastal Celts speak of the "trow" (Drow), whom are growing larger and gaining power. This storyline will pit Hibernians (woops, your king's elvish) against this Drow scourge. Drow will be dark elves. There are no "big bad guys" again, so there's no big mob that you can kill, a lot of minions and semi-bosses. But the main goal is kill trow and your realm will be saved, like a dark elf tree of life is blooming while hibs is fading and the players have to counter-act this.
I know people are like, ewww PvE... but there are no MMO's right now that are 100% PvP and... booming, most are in damage control as it is. If you want your pop to come back, have to increase peoples want to play. Or just give us DAoC II already!
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Davolica, Fru Norsewoman Warlock. AMO Officer
Hayziis, Bantiarna Lurikeen Mentalist. GM Aes Dana
Macrina, Phoenix Knight Briton Cleric.
http://www.boandterri.net/winlok%20guide.pdf <-- My Warlock Guide