Forums » General Pantheon Discussion

March 4 streams thoughts

    • 247 posts
    March 7, 2021 8:55 PM PST
    First thing I noticed which is interesting when they entered the dungeon was at Roenick was damaging Nathan with some poison fumes I don't know if that was supposed to happen or not.

    The other thing is rogues seem like they're overpowered but remember also that minus Crafted some pretty sweet weapons and the dire lord was using essentially newbie weapons and so he was doing about one quarter of what minus was doing I hope this changes where the dire lords at least doing half half the amount of damage with decent weapons hopefully all tanks are in about that area of dps.

    And from what I can tell the wizards need a nice little boost and power. And the crowd control on the rouge probably needs to be reduced I can understand if he's keeping two mobs busy there's time when he did four and that seemed like a little over kill.

    And what I seen of the crafting I really liked Even though I'm not a major crafter the system goes in place to me seem to be very cool I don't know if it was in this way or not but it'd be nice if when you're cracking a blade you could right click on the blueprint and it tell you the basic parts you need to craft that. I did like in the crafting that you could tell to do multiple with everything you stuck in and it would just automatically do it That was very cool.

    Now let's talk about the dungeon itself it seemed to be way under tuned knowing that the guys were level 20 and had pretty basic gear and not even full gear It didn't seem to matter much which is kind of disappointing they should have had to do some crafting all of them to get decent weapons going in and seeing how many spots were empty on their gear It should have been really difficult when they started. And as they gain better gear you should have seen a noticeable difference.
    And boss mobs they were way easier from what I could see then the actual mobs That was disappointing now I know Jappa Even said that they thought that the bosses were into tuned. But I thought he they also be like how everything else is tuned but when you consider how low on gear they were they were really undertuned but whole dungeon. I mean they didn't have any rings vamps cloaks helm belt shoulder and it didn't seem like they had much of an issue with anything.

    I'm back to the rogue just briefly minus wasn't even using any poisons and his DPS was still same as the wizard. Or better. No reason why I think the wizard is under powered because the wizard has limited supply pool and is DPS was way down.

    Now I got to say I was very impressed with the dungeon with the whole area and I was very impressed with the game as a whole It is pre-alpha There is tuning to do this is my thoughts on that but I'd love to play right now with what I seen So that is good.
    • 83 posts
    March 8, 2021 12:13 AM PST

    Raidil said: First thing I noticed which is interesting when they entered the dungeon was at Roenick was damaging Nathan with some poison fumes I don't know if that was supposed to happen or not.

    If you mean "Hungry Fumes", it's not a poison a PC used or released, it's the blue crystals. They are poisonous and they belong to the Climate system. Climate makes your environment sometimes hostile (cold, heat, atmospheric pressure, poisonous gas etc.) and you need some form of counter-measures to be able to stand against it (looted 'glyphs' can do the job). Even with a lower tier anti-poison glyph, you take damage when getting too close to the blue crystals if I understood everything correctly.

    • 247 posts
    March 8, 2021 12:18 AM PST
    It said Roenick damage nathen in red which was different from the crystals damaging and it only happen at the start ish of them in the dungeon
    • 83 posts
    March 8, 2021 2:20 AM PST

    Raidil said: It said Roenick damage nathen in red which was different from the crystals damaging and it only happen at the start ish of them in the dungeon

    Ah ok - well I didn't pay attention, perhaps they dueled for fun or something ?

    • 139 posts
    March 8, 2021 2:35 AM PST

    The Rogue is fine IMO. Apparently, EQ rogues were meant to be a cc class but weren't fleshed out enough at release so they jacked up the DPS. Rogues are currently quite interesting and are more appealing than just a pure DPS class. 

    The Wizard needs a redesign if possible but only if something better can be done. Atm nuking fire or ice is just so lame. They're all about damage but they're not that great at damage. How do you play a wizard well? How can a wizard be engaging?

    I enjoyed the stream. It was fun watching the group take on a few extra mobs and winning, while also wiping to silly mistakes. 

    • 70 posts
    March 8, 2021 3:08 AM PST

    I like the way everything is looking so far. The shaman looks fun and interesting to play.

    I am not too worried about the class balance at this stage of the development but i feel like it will be one of the most talked about and divisive topics going forward. Should X class have access to Y ability or should the damage or healing output of a certain class be modified etc. It certainly is important to get right but not until later phases of testing.

    Great to see the basic systems and gameplay so far. Keep up the great work.

    • 3852 posts
    March 8, 2021 7:31 AM PST

    I agree with torveld. Class balance is something that shouldn't be an issue until well into alpha testing. Let's just see what the various classes can do and what works and what doesn't, at this point.

    • 256 posts
    March 8, 2021 7:46 AM PST

    Just to clarify on the wizard Therek has clarified that he was focused on mana management and consistent damage. He stated that he could have been pulling a lot more damage but it would have lead to more downtime and would have most likely slowed down progression since they were limited on time. He also stated that he was trying to show off the spells he had for the community and that frost and arcane spells were less about damage burst and more about their utility implications. The group didn't have an enchanter which would have helped with resource management potentially allowing him to burst more without worrying about conservation issues.

    Under the circumstances, his playstyle really highlighted the principles of decision-making, resource management, and understanding the basic principle of tradeoffs. I personally thought all that was abundantly clear and obvious when watching him play. 

    The only thing that I really noticed that was negative was boss tuning and how easy they looked to take down in comparison to normal mobs. Joppa did state that they were aware of this issue and also agreed that bosses weren't tunned to the level that they would like. 

    The shaman looked fine for the most part Bazgrim and Roneick did a good job at showing off the different play styles the same class could have when two were in the same group. The only issue I kinda noticed was debuffing and I think Joppa stated that they were aware of how it felt internally and were potentially looking at increasing numbers or looking at the mastery system for those abilities. 

    The dire lord looked fine to me, but I don't really tank enough to claim I could make a critical judgment based on observation alone.

    The rogue I was impressed with. It is nice to see that other classes are able to provide decent CC depending on the person playing. Minus has experience playing rogues in different MMOs and had previous experience playing a rouge in Pantheon. It was nice that he referenced the need for proper positioning and having to be mindful of environmental effects so he could remain in stealth to be able to CC. I think the fact that he remained so mindful and cautious of the environment so he could perform his role as CC really speaks to his skill as a player. 

    The other thing that I think was nice was communication within the party. I know that some people might find this annoying but when you are in a dangerous environment and you are constantly on the move you have to communicate.  Sure they could have found a place to camp and reduced the need for communication but that really wouldn't have made a good stream. I think that Minus did a good job at communicating pulls and keeping people mindful of the potential for respawns. 

    Overall I thought the stream was good and decently demonstrated the type of game Pantheon is striving to be and the decision making that is involved when playing.  I still haven't watched the 3hour videos released by each content creator on youtube, but they are on my list when time permits. 

    • 1315 posts
    March 8, 2021 11:10 AM PST

    Per the boss fight.

    Keep in mind that EVD is more of an advertising tool for non-gamers and not a proper difficulty scale.  Basically, you can’t make it too hard or the Publisher noobs would just get rofl-stomped.  If those 4 couldn’t handle it pretty easily with likely more than 10,000 hours of MMO game time between them  then a true noob would have no chance.

    • 2886 posts
    March 8, 2021 12:01 PM PST

    Trasak said:

    Per the boss fight.

    Keep in mind that EVD is more of an advertising tool for non-gamers and not a proper difficulty scale.  Basically, you can’t make it too hard or the Publisher noobs would just get rofl-stomped.  If those 4 couldn’t handle it pretty easily with likely more than 10,000 hours of MMO game time between them  then a true noob would have no chance.

    The difficulty was specifically turned up for our session though to be a better representation of how challenging Pantheon can be. They kind of missed the mark on the three bosses there, but after talking to Joppa afterward, Saicred only had a couple hours to spend tuning up the difficulty of the dungeon. So in that respect, it's actually pretty impressive. Because the regular mobs were quite challenging (not perfect, but pretty close) and the difficulty ratio between the different types of bosses (end boss, mini boss, and named) felt about right - they all just needed to be dialed up equally... Joppa and Saicred agreed with this. For more context, we broke this all down in PantheonPlusYou after the stream: https://youtu.be/BcA4bZlBbsY

    • 150 posts
    March 8, 2021 2:04 PM PST

    Doford said:

    The Rogue is fine IMO. Apparently, EQ rogues were meant to be a cc class but weren't fleshed out enough at release so they jacked up the DPS. Rogues are currently quite interesting and are more appealing than just a pure DPS class. 

    The Wizard needs a redesign if possible but only if something better can be done. Atm nuking fire or ice is just so lame. They're all about damage but they're not that great at damage. How do you play a wizard well? How can a wizard be engaging?

    I enjoyed the stream. It was fun watching the group take on a few extra mobs and winning, while also wiping to silly mistakes. 

     

    Correct. Here is the direct link and quote from an old interview with Bill Trost.

    https://web.archive.org/web/20000831234926/http://www.everlore.com/news/Interview_BT.asp

    Bryan Reynolds: All right. Here is a really good one about rogues that really needs to be answered. Lot of people are upset about it. Why can’t rogues pick the locks in Befallen. This has been a mystery since the first time I went to Befallen. 

    Bill Trost: That’s a situation where it just wasn’t intended for you to be able to pick those locks. It’s by design. You’re supposed to get the keys in that method. We didn’t want anyone to take another route, we wanted that particular zone to be linear in that way. 

    Bryan Reynolds: Another question is, how rogues disarm traps. Where are they ?

    Bill Trost: That was just a fault in the development originally in Everquest. Traps just weren’t fully realized the way we originally intended them. Ideally we should really relieve those, but because rogues have been enhanced in other ways. We have more concentrated on making rogues a more assassin type class. They are more combat oriented than we originally envisioned them to be. 

    // {14.56}

    Bryan Reynolds: I know I’ve seen a lot of comments about it. When they take out the disarm and arm, don’t think about it as something you should have, it hasn’t really been implemented, but rogues have been buffed up in other ways. 

    • 455 posts
    March 8, 2021 3:02 PM PST

    Things I noticed.  (Sorry for misspellings, darn autocorrect) 
    The fort before the dungeon.  A nicely done place for investors to peruse.  I thought Joppa's armor was great.  Something to aspire to.  I will always wish Shaman got ring mail.  So much cooler looking than heavy leather.  (Hint hint)
    The dungeon was dark.  I watched on my iPad and it was very dark.  I think Joppa said the group should have explored more, but they were very mob oriented.  I wonder what was hidden.  Light sources will be important.  Can torches get thrown on the ground to illuminate? A shield with an illumination enchantment is gonna be needed!  Is there a race with Infravision?  

    Experience for level 20 in a dungeon was small.  I know this was hastily tuned so no big worries but if at L20 I'm fighting snakes for 9exp. I won't be impressed. Seems to be off.  The fights were all pretty short. There's been lots of comments about this before.  The adds when fighting boss mobs went down quickly.  But the group said they really studied up for the dungeon.   I didn't hear Roenec say he was debuffing at all.  Shaman buffing/debuffs...will they be useful/necessary?  A group of 5- L20 without a lot of armor went through the dungeon pretty easily.  Yes there was one bad pull.
    Bazgrim was health/low on mana a lot, but battle med was not in game, so that's a thing.  Canni was working.  Forgot the new name. Healing was a full time job for Baz.  I liked Bazgrim's comments a lot.  I've watched his video twice.  Good stuff.  Bazgrim's dwarf was to short to look out the window! Ha, but really that might be too short.  
    I liked that an imperfect group was able to do the dungeon successfully.  I've seldom been in a perfect group in mmos.  

    The dungeon layout was awesome.  Tight and twisty, and places where it opened up.  Blue crystals everywhere.  Different levels to the dungeon physically. Jumping down all those levels was cool.  Looking down from the swingy bridge...Awesome.  Places too high for L20.  You can go back for more exploring.  Yay!  
    I thought Minus did a great job leading, calling out mobs etc.  I really wanted them to explore more.  I'd be the guy saying wait what's over here.  I've got a torch, look here.  The Rogue really did a sweet job on cc and it was impressive.  Great job on that VR.  Voice chat is gonna be mandatory,  I have to learn how to use discord, or hopefull there will be in game chat.
    Drops.. Darn there was some great ideas.  Bazgrim had two different shields he could have used.  He picked the one with wisdom, but I could see having the one with endurance too.  
    The spells.  There are so many great ideas VR.  Good job again.   

     

     

    • 247 posts
    March 8, 2021 3:06 PM PST
    So we're looking at this as an evaluation build yes But nowadays people that are evaluating this game for either extra funding or even for a producer have played a lot of games like this it's not like EQ when it first came out. So they have to have a certain fit and polish on the game.
    With that being said I'm pretty sure they put only the classes that had the best polish and finished feel in game.
    And as it's being a evaluation build yet expected to be have it evaluated especially after quite a few years in development. That's why I brought up in my post what I felt something needs to work on like the wizard. I spent some time last night watching Roenick stream again Just to catch a different parses. And I'll take back what I was saying briefly about the dire lord wishing he could do a more but with the weapons he had I can totally see that he's actually on the DPS is probably right on. His tank ability with where the mobs were sitting wasn't bad and he didn't have full gear and I think that the regular mods probably weren't dialed in perfectly.
    I'm not going to mention the bosses again because we all know that those were not where they should be.
    And I have no problem with the rogue having utilities for one he had traps and slows and stuff like that he could put down and he could definitely do some DPS I never complained about the DPS because he should have high amount. But the amount of crowd control I think needs to be looked at this is my opinion only though.
    My main concern and I don't plan on playing the wizard is the wizard seemed to have some lacking going on and as someone who loves the game and wants to play it with us being an evaluation build on me evaluating what I feel on that. The highest amount of full DPS I seen the wizard do was about 2,300. In the rogue on one mob did about 2800.
    But I think we need to consider too they didn't have battle medding in And I think that there should be a some kind of way for them to sustain a decent amount of DPS in general grouping they were putting out on average about the same as the dire lord through most of the play session. So with that said you know I would like to see about a 15% increase on the wizard's DPS.

    The crafting I was very pleased with very happy with it There might be some fluidity issues with some stuff and some learning aspects that can be brought into it. But I think that vr other than some polishing if they have multiple zones that are finished to this point and they can get the classes brought up to speed they should be able to release this for a playable game. We should be passed pre-alpha by now I expect to at least be in alpha I hope that the next session is alpha out but not pre-alpha. But unfortunately I think that we're so that ways to go because we haven't even seen all the races and we haven't even seen racial adjustments working in game yet.

    So what I kind of want to see is with this post how you guys felt it went areas that you guys think needs a little adjustment The more we all agree with an area helps VR And what you guys think of the different segments you've seen crafting the dings for perception as well as quest stuff.
    • 72 posts
    March 8, 2021 7:20 PM PST

    I have not been following updates much in the last year with Pantheon but stopped in after a year away and saw the March stream.  Looks promising but I really hope that there is a spell that casters get that they can buff the group with that has a long duration so you are not blind indoors without gimping yourself by needing to carry a torch to see.  Its like needing to eat in games, its a throwback to "purist" themes in games along with corpse runs, etc.   It always seems like a good idea on paper, until you have to deal with it over and over  for a long period of time  and then it becomes a pain in the ass and detracts from the game. if you want to make the environment dark to hide objectcs etc. just throw them into the perception pool to be found.

    It doesnt make the game a bigger challenge and there is a reason most modern games that are really popular do not include these detractors anymore.     There are plenty of ways to keep the game challenging and difficult without overdoing it on pita features.

    Also I would imagine a rogue that lives and moves in the shadows, would develop a far better nightsight/darksight  and be able to see in the dark and shadows better than other classes, they really should not need to move in the Terminus world carrying a light source  or if they do run into near blindness situations, it should be a very rare instince where they are hindered by the dark.

    That poisonous aura should also change to a different display so that it doesnt diminish display.  It was very annoying to see their screens  go so drastically green, maybe make the visual a bit less intrusive and still show a light border around the screen to show the climate impact.

     

     

      

       

    • 247 posts
    March 8, 2021 8:25 PM PST
    Ah yes the climate change. The climate aura your talking the green display will not be like that they did a video you about a year or two back showing how climate will affect you and it's going to be more slowly brought on as you get closer to an area that you are not climatized to. But if you continue it will eventually go to as extreme as you seen there but it'll have kind of a more natural progressive effect as well as based on your immunity it'll do less of an effect on your screen.
    • 1456 posts
    March 8, 2021 9:07 PM PST

    Questaar said:

    Things I noticed.  (Sorry for misspellings, darn autocorrect) 
    The fort before the dungeon.  A nicely done place for investors to peruse.  I thought Joppa's armor was great.  Something to aspire to.  I will always wish Shaman got ring mail.  So much cooler looking than heavy leather.  (Hint hint)
    The dungeon was dark.  I watched on my iPad and it was very dark.  I think Joppa said the group should have explored more, but they were very mob oriented.  I wonder what was hidden.  Light sources will be important.  Can torches get thrown on the ground to illuminate? A shield with an illumination enchantment is gonna be needed!  Is there a race with Infravision?  

     

    I was pleased with most everything in the streams (still have 2 to watch), balance I know will come, no concern there, we also have to remember it’s basically these guys first time playing these chars.
    I was more interested in the same thing as Questaar here, the lighting and light source’s. This is PVEnviroment, they have emphasized Environment on that many times…. The Darkness it great, and being able to light it is great (looking), but I think they have a lost of missed opportunity’s here to get that as part of the “environment”.

    The player loosing his light into his bag while mining. That’s was just wrong… the burning torch shouldn’t have gone back into the bag, that needs to drop on the ground (and he need to remember to pick it back up when he leaves,… he would as he wouldn’t have any light ) Climbing needs a light solution. Darkness is part of the environment just as much as the poision crystals, seemed to be neglected.

    Another thing with the darkness… Those Glowing name tags over the mobs floating around in the darkness, seemed no difference to me than a glowing “!” over an NPC. What’s the since in being dark if the Mob has a neon sign over it’s head? You look down that dark passage and even though the mob was back hiding in the dark you see his name floating around. I don’t think that should be THAT easy… Maybe no name until one of the party members has seen(targeted) it, Maybe the need to throw a light source down the passage (then the names would show)

    Seemed to be just token darkness and not really taken seriously.

    • 247 posts
    March 8, 2021 9:24 PM PST
    Yes I agree the name tags go bar over the mobs head needs to go just a name there in text only leat the hp bar in my target bar. And I don't like the level of the mob shown maybe I'm to old eq on this but I like the con system and it being a 2-3 level range in that color con made u have to prep and stress if it was yellow or red con mob only time I new a mobs level was an even con.
    • 753 posts
    March 9, 2021 12:29 AM PST

    Zorkon said:

    I was pleased with most everything in the streams (still have 2 to watch), balance I know will come, no concern there, we also have to remember it’s basically these guys first time playing these chars.

    I was more interested in the same thing as Questaar here, the lighting and light source’s. This is PVEnviroment, they have emphasized Environment on that many times…. The Darkness it great, and being able to light it is great (looking), but I think they have a lost of missed opportunity’s here to get that as part of the “environment”.

    The player loosing his light into his bag while mining. That’s was just wrong… the burning torch shouldn’t have gone back into the bag, that needs to drop on the ground (and he need to remember to pick it back up when he leaves,… he would as he wouldn’t have any light ) Climbing needs a light solution. Darkness is part of the environment just as much as the poision crystals, seemed to be neglected.

    ...

    About the difficulty: From what I saw, the group was mostly fighting lvl 17-19ish mobs, while they were lvl 20. While it took some time to kill those mobs, that was often because only one DPS was actively fighting (Therek), since Minus was keeping mobs stunned/mezed. When he could actually join into a fight, the mobs melted very quickly. IMO, these mobs still seemed too easy - but of course I do not know how things are supposed to scale in Pantheon with player level vs. mob levels.

    And we have to consider the other factors (evaluation build, people who never played Pantheon (or a MMO) before, incomplete skill sets and missing gear for a lot of slots). With these, the difficulty probably was set correctly in the end. Except for the bosses, as was mentioned already.

    About the light sources: I also felt that the torch going off during mining or climbing felt off. This will hopefully be corrected somehow. I also wondered if damage will cancel climbing...was that the reason why they couldn't climb past crystals? It seemed like they had enough endurance left.

    • 12 posts
    March 9, 2021 1:36 AM PST
    I watched the stream from baz’s, Nathan, and minus’s perspectives. Yes.. I watched all 9 hours... and.. yay! I was left with a positive feeling about grouping.

    In regards to the classes I found the wizard seeming to be left a little behind in terms of depth of play. It may be due to not seeing the game through its perspective but while it was well played, the class didn’t seem to shine in any respect. I found this disappointing. The rogue was defiantly the stand out due to it’s versatility. The shaman and dire lord both seemed to be in a good place, although, looking back I don’t recall much in the way of magic dps from the shaman. (I may be mistaken as I know baz was fairly focused on healing).

    The lighting while pretty dark was really impressive overall. I very much enjoy the realistic use of light and darkness. It truly gives the dungeon crawl an aura of suspense about it.

    I have been intrigued by the statements about npc AI and their reactions but didn’t notice that much that seemed to different from what we have come to know over the years. Hopefully, it just failed to translate via watching and it will be more appearent

    A couple questions I have after seeing the streams-

    1. Is there an option to see the target of your target ? I didn’t see this enabled and would hope this is a feature in the UI

    2. How does one know if synergy is possible? I didn’t notice much use of the system and was left wondering if it requires verbal communication or is there a element within the UI that alerts you to the possibility of synergy with group mates.

    3. At one point one of the crawlers ran back and almost triggered adds. I was surprised to only see this one time.. was it due to the party snaring or rooting or is this not that common ?

    4. I realize class balance will be an ongoing endeavor; however, were the classes tuned for this build or the group make up in particular or are they generally in the place they will be going forward?

    • 18 posts
    March 9, 2021 5:37 AM PST

    I like the way the darkness works in the stream. It seems right that an environment like that would be dark and gloomy like it was here. And there are plenty of ways to work around that through game mechanics, without breaking immersion and maintaining that high fantasy setting.

    Just spitballing here...

    Having wizards being able to cast some sort of magelight spell.

    Rogues being able to coat their weapons with luminescent homemade goo.

    Druids being able to channel the moonspirits, so that they themselves would become slighty luminous.

    Summoner having a spell that conjures forth lightstones that can be equipped.

    Talisman of the Raccoon from a shaman as group or single buff, for improved nightvision. (Owl might sound cooler :-))

    And so forth an so on... Imagination sets the limits.

     

    Oh, I also had a problem with the nameplates over the mobs as others here have mentioned. Couldn't tell you exactly what it was, but it just didn't sit right with me. Edit: Think it has to do with the health bar and the show of lvl. Personally do not need that.


    This post was edited by Daalziel at March 9, 2021 5:54 AM PST
    • 83 posts
    March 9, 2021 6:19 AM PST

    Raidil said: It said Roenick damage nathen in red which was different from the crystals damaging and it only happen at the start ish of them in the dungeon

    Mystery solved. I watched the stream again, it is definitely Hungry Fumes. Therefore it is crystal damage. Why a player name appaears as origin of the damage is unclear to me, perhaps the one who came first close to the crystal, not sure.

    • 2138 posts
    March 9, 2021 8:42 AM PST

    I didnt see the whole thing yet. Nice to see nathan napalm ! and baz of course. what I liked was...

    what I liked was....

    I didnt get through the whole thing, but nathan refering to the corpses "there's some cloth armor over here" - repeatedly. and hearing "  some nice pally stuff, if we had a pally" *snicker* and the body laid there, and the pause: "I could get the spell upgrade or the armor-" and the discussion," the spell upgrade would be better for the other person- oh yeah, sounds good". 

    Such a natural and effortless example of NBG in live action, it was downright wholesome.

       

    • 247 posts
    March 9, 2021 11:42 PM PST
    Yeah I think the fume damage is probably a bug and I'm sure that they'll get that corrected.

    It sounds like everybody agrees that the hit point bar with the level of the mob kind of feels out of place hopefully devs see everybody's comment on that.

    It's a small recap so far wizards need balancing. Rogues may be the most thoroughly ready maybe some minor tweaks.
    The direlord seem to be decent. And I noticed that the one skill that Nathan napalm was trying to use was actually for a level 23 so that's why he couldn't describe it.
    And the shaman debuffs maybe need to a little bit more work.
    And work on player light source while doing stuff like climbing and mining.
    Over all they where able to play the game and it was very playable. If all they zones where at this point I could see a release date of December. But we know there still building out those.
    • 139 posts
    March 10, 2021 12:26 PM PST

    After watching the wizard perspective I take back what I said. The wizard looks very intricate w/ a degree of experience needed to play the class efficiently.

    • 72 posts
    March 10, 2021 1:53 PM PST

    Raidil said:  And from what I can tell the wizards need a nice little boost and power. 


    Thereks gear and play was hardly as optimized as Minus' was. Therek never looted the free magical armor set and was still using the newbie set provided. Therek also didn't have crafted weapons significantly more powerful than what was provided. Thereks play itself was (perhaps overly) constrained as to conserve mana and not draw too much hate. There were many instances where Therek was not casting at all and allowing his stacks to decay as Nathan was trying to build hate on an enemy. Minus on the other hand was significantly more geared than the others and was going ham on dps with all of his abilities on cooldown whenever he wasn't focusing on CC.

    I think arguing balance in this particular representation is a waste of time at best and downright counterproductive at worst.


    This post was edited by Turnip at March 10, 2021 2:37 PM PST