All of this sounds amazing. However, something that would make the Beastmaster unique is if their transformations were more bipedal. Think more Altered Beast, less EQ1 Druid. Werewolf, Werebear, Half-Dragon.
This reminds me so much of the makeing of everquest back in 1998. i really hope this game is a success since weve been waitng for almost 20 years for a new game with a similar feal and playstyle
Any plan to have pet upgrade drops for necro pets like Vanguard? Also, not much info on the Shadow Knight; hoping it's closer to the OG EQ SK, rather than WoWs Death Knight.
I just found this game and you have another person hype for this game. As someone who loves playing range, I love that you gave us not one but couple 'bow' classes. Might give me a reason play a alt.
I hope the soundtrack will be as epic as Everquest was :) Still get goosebumps when i hear the intro song. The game looks amazing, love the choice for character models with the updated lightning effects. Also love the utility you are adding to the game. Everquest was amazing, but a little bit lacking in depth for certain classes. What everquest failed with though was the poor itemization. Many bosses dropped mostly crap loot with some very rare amazing stuff. End game raiding pre PoP was just endless grinding any no chance at getting more then a few bis (I did play in a top tier guild and was for a while the best gear monk on the server). Although I did absolutely love that in everquest the gear upgrades wasnt linear but instead even in some lower lvl zones you could get amazing gear from rare spawns/rare drops. Made the game feel more adventerous and not so predicable. I feel newer mmos really took away something when the balanced gear with tears with a few % upgrade increments between tiers. Really looking forward to trying this game the next time its open for testing
Could the bard get a self only song buff that allows them to wear plate, and enhance melee skills, attack speed , weapon proc etc? This would improve solo ability and allow them to offtank in a pinch at the cost of utility songs!.
So in this video it is said that beast master is supposed to go out into the world and tame wild beasts, akin to a hunter in WoW. However, according to the wiki, they don't have this ability, just summon spells like any other summon class. Is this a placeholder or was the idea of taming wild npc beasts scrapped? Thanks for your insights
Idea: pets are much stronger vs npc pets, both in tanking and damage, to a degree that it’s stronger than even a warrior in tanking. So some boss fights, it would be very much advantageous, or even necessary for the pet classes to manage npc pet adds.
An opportunity to 're-imagine' EQ's great but kind of imbalanced set of classes, this time with not only better balance but a lot of all new ideas and things that just plain *make sense* like Clerics being able to get into the fray a bit with their plate-wearing, Magicia--err, Elementalists having actual potential for deep strategy instead of zerg tactics, Enchanters still being awesome but not hogging so much power, and Wizards actually having some utility besides nukes like they always have in D&D.. as well as EVERY class generally having at least a bit more utility and unique group benefits so nothing's just totally left in the dust at any point. Very well could be the most fun and fulfilling set of classes in MMOs if done right.
Thank you for separating Archer and Ranger, I want to play a lightweight warrior, but i don't want to shoot arrows at melee range like an idiot... (so basically the modern ranger archetype).
I'd prefer it works like eq1, and if there has to be changes I think repeated charming should increase resistance and also possibly creating a rage for the enchanter that cannot be stopped after a while.
@@thatoneguyis i think the enchanter being one of the most powerful classes in EQ1 was an oversight. The whole charm, buff, wreck everything mind control pet classes ala eq1 is a boring way to play a social game. Charm in almost every game gets exploited and having the same mind controled pet for hours even in a fantasy game is far fetched. If you mind control something it should be extremely taxing.
@@novanogo07 WoW did it that way with priests, and I wasn't a fan. We'll see how they balance it out. Honestly if EQ 1 had very basic mechanics like a mob recognizing their bud is charmed and casting to break it or charging the charmer, or randomly (more frequently) summoning ranged players/something along those lines you'd find charm could stay the way it was in terms of casting.
@@thatoneguyis of course you prefer how enchanter works in EQ haha. They are the most ridiculously broken class in the game. They are basically the best solo class and group class. They have got to be nerfed from what they were In EQ or otherwise other classes need to get a boost in order to equalize.
One way or another, you have to nerf the enchanter from what it was in classic EQ. It’s just too powerful a class with all the combinations of spells. I suggest making humanoid only charm, and removing slow from enchanter. Slow is kind of more of a shaman spell IMO and makes having a shaman over an enchanter just as viable in a group. Overall you guys really are on the right path. Can’t wait for this to release. I can already tell it’s head and shoulders above other titles out there.
Nice video, first MMO I’ve looked forward to in a long time. Hopefully dev’s keep to the KISS rule when designing these classes. Keep rolls unique. Is there a community forum setup for the game yet? PS . never ever add ******* mounts…
It is important for motivation to be able to farm in game everything you see, as soon as i see a items that can only be bought for real money my interest drops to near zero. You want to constantly motivate people to play the game with cool items to farm/earn. I think archer might better re-labeled as hunter, whereas you can set traps ,use throwing weapons, also use crossbows, and poison your weapons/traps rather than just being a archer by itself. There can be some overlap with ranger/rogue, but hunter would be the best at it.
Wizards dual wielding swords is dumb. Just make them a better functioning version of the EQ Wizard (aka Burst DPS actually matters). You already have a Spellblade class.
We're mainly looking to hit the staff, staff & sword look. Don't worry, Spellblades will be distinct. In terms of gameplay, I don't think you'll see us abandoning their bursty'er roots. Still not convinced? Well, that happens.
@@MonstersMemories Surprised to see a reply, thanks! Is there a place to sign up to be a volunteer mechanics designer? I'd be interested in helping to create/balance some of the class and encounter systems. Have done that for several games, wouldn't mind spending some free time, this project has intrigued me.
@@Zuranthium you're welcome! We appreciate the offer, but don't currently have any design roles open. If you're interested in potentially linking up with us (should a role open later), then it doesn't hurt to spend time in our Discord.
Bards should be able to directly use their instruments as a melee weapon, and alter between singing songs/playing music and physically whacking things with your instruments, could make ways for 1handed flute spears for instance and other ideas.
To be fair, historical monks sometimes wore metal armor and wielding blunt weapons as to not shed the blood of another man. I think given that EQ had leathered monks, they are just going with what’s been done. Although they did pull plate and chain from bard. Hopefully there will actually be some real differences between plate chain leather and cloth. I just think it’s a little wack that a monk could tank just as well as a plate wearing class in EQ.
In EQ their gear was mainly silk. But they could also wear leather. It just weighs more so you prefer silk and other types of cloth robes that weigh less to prevent the weight penalty.
Creating certain dps classes and outright saying you're going to be designing them to do less dps is bad idea. I get saying they bring utility and certain buffs but what tends to happen is you don't let that class group with you at all because you just get a rouge instead of the spellblade or ranger and that's not to mention the raid scene where you'd only bring 1-2 of that particular class max to raids then you have 10 rogues. This happens in many mmo's that are designed this way including eq and wow.
FF14 when with this design and it works great, nobody is stacking 10 Samurais. I think the 10 rogue raids only apply to world first racers really which is the 1% for WoW and even then it's not common to have more than 5 or 6 of a class. EQ is a bad example, it had basically no class balancing up through Velious, didn't play beyond that so can't say how it is now. Min-maxer's will always exist and push the extremes, but the majority of players tend to be casual and just enjoy the social experience of playing together.
@@0v3rtun3d8 I cant really comment on ff14 didn't play it but seeing as how they referenced eq and wow as a basis of what they are going for in the video I think its appropriate. But I do think you're confusing people being casual vs being competitive casual players want to be competitive too. For instance I raided in wow classic and tbc and even the casual people mid max to a point. Casual guilds don't take certain classes and specs or they only take one, its not 1% it's nearly every guild.
Yeah I think "balance" is an afterthought with the experience this game is trying to create. At the end of the day there will always be min-maxers and even if the differences were in the realm of 1-2% that kind of player would still shun certain classes due to that. I think this game is more concerned with flavor and delivering on quintessential class fantasies. Personally I think balance is overrated. Balance always exists in conflict with diversity, as the only way to provide true balance is to make everything the same. To me that leads to a boring experience, and would limit my desire to play the game and I wouldn't play for as long knowing that essentially everything is going to essentially be the same. Another point is that sometimes people want to tailor difficulty for themselves. If everyone knows that playing as X is basically playing the game on hardmode, there can be some respect in seeing a high level X player in the game. Those kinds of things add up to make an MMO experience more memorable, imo. It's like if you were to play DnD, yeah you could be lenient with your initial stat rolls when making a character, but if you let everyone run around with 16+ starting stats from the get go, you can have a pretty bland experience, where you generally succeed on your skill checks and don't struggle to slay monsters. What can be more appealing in terms of gameplay is to have really fucked up stats and try to work around it. That struggle can lead to more interesting and lasting experiences.
@@martywhite8164 I was a 1% MC-BWL-AQ40-NAXX server firsts guild in 2004-2005 WoW and we never stacked classes on purpose, I don't recall a time we had more than 6 of 1 class in a 40man. I also played relaunched WoW Classic and my guild did min-max without purposely class stacking, and MC bosses were such a joke that I stopped playing before BWL. I say all that to say, raid bosses will likely not be designed to have a dps check that will require stacking 10 rogues like they do in WoW world-first mythic raids, WoW world-first mythic races are basically live beta and after the race is over, the mythic raid gets detuned over weeks and months to allow for casual compositions guilds to beat it too. I don't think M&M is going for WoW mythic raiding design. I 100% agree you'll be able to stack certain classes to kill stuff more easily, however, I wouldn't expect them to design fights around that scenario at all. The times a casual guild would require class stacking S-tier dps to defeat an enemy would be due to lower skill level. My 2 cents anyway.
@@Kuzushi42 Yeah I dislike homogenization in MMO's and agree balance is overrated. I'm going to play Shaman and Elementalist even if they're D-tier at whatever.