Hello, I'm writing this thread to suggest that something be done about wizard and enchanter NPCs. As it stands now, I think that in most zones, these characters are too powerful and don't provide the proper Risk vs. Reward. I think the following considerations are being kept in mind by the game designers and I agree with all of them, and I will make my recommendations with these assumptions in the background:
1) All MOBs should not just essentially be melee MOBs. There should be variety among MOBs and not simply just warrior MOBs and warrior MOBs who try to cast weak nukes on you sometimes. The obvious way to do this is accentuate the class differences between the MOBs. Enchanters act like enchanters, wizards act like wizards, monks act like monks.
2) Risk and reward should be balanced whenever possible.
3) XP zones, especially non-raid / low-mid level XP zones, should not require highly specialized groups in order to be done consistently and without unavoidable or nearly unavoidable death.
Now, I think that the current situation is that, while 1 has been achieved (especially with the change in today's patch allowing enchanter MOBs to charm), 2 and 3 are both lacking.
I have been in a number of Paw groups, all with competent players, and it has happened on a number of occasions that just by luck a single enchanter MOB will destroy our group or at least kill one or two members. I say by luck and I mean exactly that. If you have a group that has one melee who is both tank and puller and he pulls an enchanter MOB, someone in the group will probably die if he gets charmed or mezzed. Having very high magic resists at around lvl 35 is not really feasible and, even with a resist magic spell, it is not difficult for a MOB to land their spells.
Now, it might be objected that this situation can be solved simply by having better group planning. Instead of having just a single tank, you should have two or three melee units who can tank if necessary. This will work - though not infallibly - but this solution conflicts with 3. Given the server's playerbase, it is not possible to construct the perfect group at low-mid levels. You often have to just take what you can get. I should emphasize, also, that even having extra melees in your group will not ensure that a single enchanter MOB will not wipe out the group.
It should also be recalled that if a group successfully kills one of these creatures, the reward is no greater than the reward for killing a much easier melee MOB.
Wizard MOBs are also, though to a lesser extent, over-powered. I have recently been grouping in Mielech B and have fought a number of froglok evokers. These are, I think, about level 40 wizard NPCs. They cast powerful nukes and stuns, but these, really, are not a problem. They do a lot of damage, but it's not so much that a good healer cannot manage it. However, they also cast PBAE spells which do roughly 200-300 damage to all surrounding targets. In Mielech B, it is not easy to find places to fight that are not fairly close quarters. The result is that these wizard NPCs wind up doing several times more damage to a group than any of the other MOBs. Once again, the reward for killing one is the same as the reward for killing a simple froglok scout. We were able to overcome the difficulties of this by using a lot of stuns from our bard, but most groups that are assembled on SoD for Miel B cannot be expected to have a bard with them.
I should note that I think these abilities / stats are perfectly balanced for a named encounter. I had a good group fighting greatpaws a few days ago and we pulled The Mind Claw. It wound up mezzing a good half of our group, including the healer, and the group wound up wiping. However, since The Mind Claw drops some pretty good loot, the fight is, in my opinion, balanced. A liodreth coercer is not significantly easier than The Mind Claw, though, and drops no special loot.
Here are my suggestions for fixing this problem. These are meant as distinct options and obviously I think implementing ALL of them would be too much.
1) Tone down caster MOB hit points. If you recall, in Old Sebilis on live, the froglok wizard MOBs were some of the easiest due to their very low HP, even though they did pretty decent damage with their spells. I think the wizard MOBs there could be much more difficult and that EQLive swung in the other direction in terms of balance. However, I think that something could be learned from this. I suspect that NPC caster HP on SoD is already somewhat reduced, but I think it could use a significant reduction beyond that. This would result in groups having to "burn down" the caster NPCs quickly to avoid the wipe, meaning they would have to employ a different strategy on these MOBs than they would on simple warrior MOBs. However, this would make the fights much more doable, even with diverse groups (most classes have ways of increasing their DPS temporarily). It would, I think, bring the risk more in line with the reward.
2) Increase resistance rates against caster MOBs. As a level 42 warrior with pretty decent resists for my level - I have almost 80 with buff - I pretty much never resisted mez when fighting coercers. If I did, it was just luck. I think that increasing the ability to resist spells would have two good consequences. First, it would provide an added usefulness for the endure/resist spells. As it is now, they do not, as far as I can tell, make a noticeable difference. I always request resist magic when doing Paw and I still get mezzed pretty much consistently. Likewise, when I was in Miel B, I cast resist fire and resist cold on all of my party members with my druid and pulling wizards was still often catastrophic.
3) Increase the loot on caster NPCs. Perhaps caster NPCs could be given random drops that are nicer than the random drops on their melee NPC counterparts. I can't think of any concrete examples of what they might drop, unfortunately.
4) Decrease the melee power of caster NPCs. As it is right now, a froglok evoker will still punch me for about 70 or so. Then he'll nuke me for 450. I think in order for it to be balanced, this really needs to be one or the other. NPC casters should not be as weak as PC casters in terms of melee, obviously, but I think if they were toned down some in this regard it would be a bit more fair. Perhaps if the froglok evoker only hit for 50 points and didn't bash, say. (I apologize if evokers already do not bash.)
5) Confine caster NPCs, for the most part, to named encounters. The rationale for this is basically what was given above regarding The Mind Claw.
Thanks,
Lacus - 42 Warrior
Zarra - 43 Druid
1) All MOBs should not just essentially be melee MOBs. There should be variety among MOBs and not simply just warrior MOBs and warrior MOBs who try to cast weak nukes on you sometimes. The obvious way to do this is accentuate the class differences between the MOBs. Enchanters act like enchanters, wizards act like wizards, monks act like monks.
2) Risk and reward should be balanced whenever possible.
3) XP zones, especially non-raid / low-mid level XP zones, should not require highly specialized groups in order to be done consistently and without unavoidable or nearly unavoidable death.
Now, I think that the current situation is that, while 1 has been achieved (especially with the change in today's patch allowing enchanter MOBs to charm), 2 and 3 are both lacking.
I have been in a number of Paw groups, all with competent players, and it has happened on a number of occasions that just by luck a single enchanter MOB will destroy our group or at least kill one or two members. I say by luck and I mean exactly that. If you have a group that has one melee who is both tank and puller and he pulls an enchanter MOB, someone in the group will probably die if he gets charmed or mezzed. Having very high magic resists at around lvl 35 is not really feasible and, even with a resist magic spell, it is not difficult for a MOB to land their spells.
Now, it might be objected that this situation can be solved simply by having better group planning. Instead of having just a single tank, you should have two or three melee units who can tank if necessary. This will work - though not infallibly - but this solution conflicts with 3. Given the server's playerbase, it is not possible to construct the perfect group at low-mid levels. You often have to just take what you can get. I should emphasize, also, that even having extra melees in your group will not ensure that a single enchanter MOB will not wipe out the group.
It should also be recalled that if a group successfully kills one of these creatures, the reward is no greater than the reward for killing a much easier melee MOB.
Wizard MOBs are also, though to a lesser extent, over-powered. I have recently been grouping in Mielech B and have fought a number of froglok evokers. These are, I think, about level 40 wizard NPCs. They cast powerful nukes and stuns, but these, really, are not a problem. They do a lot of damage, but it's not so much that a good healer cannot manage it. However, they also cast PBAE spells which do roughly 200-300 damage to all surrounding targets. In Mielech B, it is not easy to find places to fight that are not fairly close quarters. The result is that these wizard NPCs wind up doing several times more damage to a group than any of the other MOBs. Once again, the reward for killing one is the same as the reward for killing a simple froglok scout. We were able to overcome the difficulties of this by using a lot of stuns from our bard, but most groups that are assembled on SoD for Miel B cannot be expected to have a bard with them.
I should note that I think these abilities / stats are perfectly balanced for a named encounter. I had a good group fighting greatpaws a few days ago and we pulled The Mind Claw. It wound up mezzing a good half of our group, including the healer, and the group wound up wiping. However, since The Mind Claw drops some pretty good loot, the fight is, in my opinion, balanced. A liodreth coercer is not significantly easier than The Mind Claw, though, and drops no special loot.
Here are my suggestions for fixing this problem. These are meant as distinct options and obviously I think implementing ALL of them would be too much.
1) Tone down caster MOB hit points. If you recall, in Old Sebilis on live, the froglok wizard MOBs were some of the easiest due to their very low HP, even though they did pretty decent damage with their spells. I think the wizard MOBs there could be much more difficult and that EQLive swung in the other direction in terms of balance. However, I think that something could be learned from this. I suspect that NPC caster HP on SoD is already somewhat reduced, but I think it could use a significant reduction beyond that. This would result in groups having to "burn down" the caster NPCs quickly to avoid the wipe, meaning they would have to employ a different strategy on these MOBs than they would on simple warrior MOBs. However, this would make the fights much more doable, even with diverse groups (most classes have ways of increasing their DPS temporarily). It would, I think, bring the risk more in line with the reward.
2) Increase resistance rates against caster MOBs. As a level 42 warrior with pretty decent resists for my level - I have almost 80 with buff - I pretty much never resisted mez when fighting coercers. If I did, it was just luck. I think that increasing the ability to resist spells would have two good consequences. First, it would provide an added usefulness for the endure/resist spells. As it is now, they do not, as far as I can tell, make a noticeable difference. I always request resist magic when doing Paw and I still get mezzed pretty much consistently. Likewise, when I was in Miel B, I cast resist fire and resist cold on all of my party members with my druid and pulling wizards was still often catastrophic.
3) Increase the loot on caster NPCs. Perhaps caster NPCs could be given random drops that are nicer than the random drops on their melee NPC counterparts. I can't think of any concrete examples of what they might drop, unfortunately.
4) Decrease the melee power of caster NPCs. As it is right now, a froglok evoker will still punch me for about 70 or so. Then he'll nuke me for 450. I think in order for it to be balanced, this really needs to be one or the other. NPC casters should not be as weak as PC casters in terms of melee, obviously, but I think if they were toned down some in this regard it would be a bit more fair. Perhaps if the froglok evoker only hit for 50 points and didn't bash, say. (I apologize if evokers already do not bash.)
5) Confine caster NPCs, for the most part, to named encounters. The rationale for this is basically what was given above regarding The Mind Claw.
Thanks,
Lacus - 42 Warrior
Zarra - 43 Druid