why the hell do "old school" mmos think that they need a billion fucking classes. never understood that mentality? it has no basis in D&D, maybe muds? it's like they went through all the "complete book of bards" for each class and decided each subkit should be it's own class or something. its a fucking detriment to your game not a selling point. 3 expansions later you are left with 3 different rangers each with different color arrows for flavor to differentiate them. non-stop crying about balance, nerfs, etc. Yes balance in PVE, especially in PVE, did you even play EQ?
its a nightmare and shit is garbage.
So looking at this class list, we got...
basic EQ classes stolen from D&D:
Cleric
Druid (really just a nature cleric)
Warrior
Monk
Wizard
Rogue
with their hybrids:
Paladin (Cleric/warrior hybrid)
Ranger (druid/warrior hybrid)
Bard (wizard/rogue hybrid)
plus some basic EQ equivalent classes which are really just reskinned/specialized versions of the above D&D classes:
Mage (wizard with pets)
Enchanter (wizard with CC)
Necromancer (wizard with undead)
Shaman (druid with buffs/debuffs)
with their hybrids:
Shadow Knight (Necromancer/Warrior hybrid)
Beast Lord (Monk/shaman hybrid)
Then on top of that they added the following:
Archer (Bow using Warrior?)
Inquisitor (enchanter/warrior hybrid)
Spellblade (Wizard/warrior hybrid)
and before you ackshualllllllly me about bards yes they are closer to enchanter/rogue hybrids, enchanter is literally just a subset of wizard, one of the schools of magic in D&D. Same as necromancer. They were all just fucking wizards who chose a speciality back in the day.
edit: yes at its core everything is just a variant of the fighter/mage/thief/cleric archetypes. doesn't mean you have to take every possible permutation and turn it into it's own fucking class. 8-10 classes is fine, let them differentiate via talents or other sub-kit specialty/flavor mechanism.
Exactly this, bring on the broken shit!Class homogenization is the enemy here.
Why not ogre monk? Human monk: move fast, flows, martial artist. Ogre: punch hard.Seems kinda lame to me that they want to give every race a casterish class.
Perhaps it will make more sense in the lore but "Ogre Elementalist" doesn't make a whole lot of sense in my head. Same for Ogre Monk?
EverQuest launched with 14 classes in 1999. I don’t think there’s a reason to whine about a couple extra in it’s spiritual successor.Eq2 perfectly encapsulates everything wrong with having too many classes. Half of them are redundant. Im almost embarrassed for you for bringing it up. Also talents or whatever specialization mechanism inside a game is far simpler to balance than an entirely new class line. You can modify/change specs eithout forcing players to fucking reroll from level 1, lol.
Games like swtor had this same "duplication" but really just good guy vs bad guy versions and they were functionally identical so you really only had 8 distinct classes with different, wow like mechanics that separated them. Unlike eq2 which did have a bit of "bad guy vs good guy" classes but really it was just trash all around with different colored spell effects and absolutely no reason to ever roll a different version, unlike swtor which at least had a unique story to experience.
Im struggling to think of a game with more than 8-10 good/useful classes.
You can modify/change specs eithout forcing players to fucking reroll from level 1, lol.
You're right... so completely agree. However, one thing I did like that EQ2 did, that I think I am in the great minority of, I liked the sub-classes and the suburbs for the races. I thought it was immersive and fun part of the noobie experience too. It was very organic how the characters started in small towns, attached to small dungeon, and prevented you from being completely overwhelmed with large scale ares where quests are widespread. As you leveled and explored, you became more familiar with the environment, travel, etc and you also grew in your housing options which also made more sense.Eq2 perfectly encapsulates everything wrong with having too many classes. Half of them are redundant. Im almost embarrassed for you for bringing it up. Also talents or whatever specialization mechanism inside a game is far simpler to balance than an entirely new class line. You can modify/change specs eithout forcing players to fucking reroll from level 1, lol.
Games like swtor had this same "duplication" but really just good guy vs bad guy versions and they were functionally identical so you really only had 8 distinct classes with different, wow like mechanics that separated them. Unlike eq2 which did have a bit of "bad guy vs good guy" classes but really it was just trash all around with different colored spell effects and absolutely no reason to ever roll a different version, unlike swtor which at least had a unique story to experience.
Im struggling to think of a game with more than 8-10 good/useful classes.
Which 2-4 classes could EQ have eliminated?I think EQ could have easily eliminated 2-4 classes but I did like what they did earlier with the character/class development and I hate that it was completely eliminated.
Edit: EQ2 (Sorry)Which 2-4 classes could EQ have eliminated?
IMO I think only one would be combining Wizard and Magician somehow