Page 1 of 1
Summoner nerfs inc...
Posted: May 10, 2006, 11:02 am
by miir
Summoner Balance
Currently, Conjurers and Necromancers are a very powerful class that can deliver the most consistent damage in the shortest amount of time and can solo more powerful encounters than most other classes. One of the problems is that their single target damage can exceed that of Wizards in solo, group, and raid situations, even when hostile area effect damage is considered that can kill swarm and dumbfire pets.
The next test update decreases the effectiveness of certain pet abilities and buffs that were overpowered. These changes don't necessarily mean that Wizards are always supposed to outdamage Summoners. Summoners can have favorable situations in long fights without large area effects that can tip the scales in their favor above Wizards. It shouldn't be the case anymore that Summoners outdamage Wizards the majority of the time after these changes, and Summoners will still retain relatively powerful soloability even after these changes.
Bout time.
When over 50% of the players (twinks) below 50 are necro/conj, it's pretty obvious that they might be a tad overpowered.

Posted: May 11, 2006, 12:58 am
by Legenae
meh. I play a conj and I solo a lot. This may suck (for me anyways).

Posted: May 11, 2006, 1:26 am
by kyoukan
I was just about to fire up EQ2 and resub and make a necro. Guess I won't bother now!
Posted: May 11, 2006, 9:13 am
by Kilmoll the Sexy
So you won't play a game unless you can play an overpowered class?
Posted: May 11, 2006, 10:57 am
by miir
kyoukan wrote:I was just about to fire up EQ2 and resub and make a necro. Guess I won't bother now!
The biggest change after the nerfs will be that you can't afk all day on a aggro mob spawn and come back with a truckload of XP.
Conj/Nec pets, especially at lower levels are far too over powered. The tank pet holds aggro just as well as any fighter, takes damage like a plate tank and deals decent DPS.
Posted: May 12, 2006, 3:26 am
by kyoukan
Yeah so you can tell why I'm not going to bother now!
Posted: May 12, 2006, 10:18 am
by Vaemas
miir wrote:The biggest change after the nerfs will be that you can't afk all day on a aggro mob spawn and come back with a truckload of XP.
Conj/Nec pets, especially at lower levels are far too over powered. The tank pet holds aggro just as well as any fighter, takes damage like a plate tank and deals decent DPS.
While the tank pet may hold agro well (and it can take agro from a plate tank if the tank isn't actively taunting), the Tellurian pets take significantly more damage than a plate tank and the DPS in defensive mode sucks ass.
After the patch this week, I've noticed that KoS mobs hit significantly harder across the board and I can tell you there's no way in hell I could AFK and reap exp all day.
Whiners always demand "balance" in the classes; I can't say that I've ever seen a game that achieves this effectively. The changes are what they are but I expect future "adjustments" when someone else cries.