Lithose
Buzzfeed Editor
Oh come on, this was a lazy excuse then, it's a lazy excuse now. In a game where group slots are socially constrained due to discreet amounts of dungeon space (IE competitive). You better be able to fill a role in an adequatelycomparablefashion; Warriors were either behind or even with in terms of tanks by Velious compared to Paladins, SK's and Monks in a group setting. But at least with the first two they had a DPS advantage, while the knights brought utility; with monks it just made no sense. Monks did close to double the DPS and yet took significantly (Yes,significantly) less damage. The ONLY place someone who knew anything about the game should have wanted a warrior was as MT for a raid; due to how botched the armor vs atk formula was, and the fact that TTL was still higher on a warrior due to their slightly larger HP pool.Lithose, groups still needed tanks and warriors could fill the role just fine.
The ONLY reason you saw warriors in groups was because the genre was new and most of the game didn't understand basic mechanics due to how arcane the developers kept it--how the armor soft cap worked. Or how the skill ceilings related to avoidance. AA's were practically a balancing tool by the time they came out and for good reason, because the server population was catching on and certain classes were rightfully angry. That's why monks got hit with the proverbial hand of god mid luclin and then again in PoP.
This would never happen today. We are way too sophisticated in terms of parsing and number crunching and the social network sites communicate those imbalances way way faster than 12 years ago. A massive imbalance like in EQ would absolutely not stand today; and it shouldn't.
Luckily it's pretty easy to create classes that have roughly the same numerical equality; while still giving them a lot ofdifferentadvantages in how they affect the world. And those aspects of EQ that allowed for various effects to stack, and change the environment? That's what made EQ classes great. There was such a rich uniqueness in certain skills, things that were HARD to quantify with just numbers alone (Like the benefits of SoW or Mez or certain debuffs). Every class should be competitive in different environments, based on the rest of the group make up; Warriors shouldn't be tanks just because there were more groups than monks could fill. Rangers shouldn't be DPS because it's 3am and there were no Rogues, Monks, Mages, Bards, Shamans, Necros, Wizards on.
Long and short, you shouldn't want a Wizard over a Rogue because he does more damage. But because maybe he can evac, or give your healer mana, or move you across a huge ravine without having to take the long way around. Meanwhile a rogue might be able to disarm certain mobs with poison weapons, or remove traps or pick pocket the key and lead you to a shortcut. The game should be designed holistically to give each class numerous advantages that can't quite be quantified in how much damage they do, take or heal. That's what made EQ classes really magical--it wasn't what we could easily measure, it was the abilities that created very niche roles that were important in their own right.