the only way to fix it would be to lower the aggro range of the roamer + 2 doorway mobs inside the building itself.
Shin Noir wrote:Sadly, with the versatility of each class inside Everquest, I feel like the server has melded it into this large categorized blend of bland tastes.
Perhaps to help aid in this de-mixing, and help itemize some of these non-itemized zones, consider this:
A new quest NPC inside Paludal Caverns: This NPC is like a scientist, perhaps more of an enchanter of sorts, who is very curious about the mutations within the paludal caverns that have fruited the hostile fungus and mold creatures. He is especially curious why the creatures are able to weild the weapons of various classes. He asks you to collect 5 prestine samples of their mutations, and if you do so he will help you. This is actually part of a chain of quests, but for now the reward is simple enough. A reward of a 25hp/etc neck item (or perhaps a 50hp in par with other slots) and has a+ disease resist of noteworthyness, and when you complete hints that inside the City of Mist one of his friends is investigating the City of Mist and it's paranormal activity.
This continues onward, the scientist in CoM rewards with perhaps another upgrade of sorts, perhaps a +50/75 hp neck item with bonus resistance to poison, and also tells you how Nagafan's Lair contains strange spiders that have adapted to resist fire, and how another scientist is interesting in that.
Eventually, with all these upgrades, and assuming you utilize the neck as a non-click slot, make some class specific modifications to the neck to aid each class a little in their ways.
How that's done? Well, consider the balancing suggestions I suppose.
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