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A
Cleric Petition For Everquest
Rich
"Lowtax" Kyanka
In
my seven months of playing Verant's Everquest, I have noticed a severe
and terrible imbalance in the class of the prime healer, the Cleric. These
characters, which should be vital to any party, are crippled by a terrible
list of limitations and drawbacks. The way it currently stands, I frankly
cannot imagine why any new player would want to start as a Cleric, and
this makes me very sad.
I have made
this petition in response to this terrible disservice Verant is doing
to the Cleric class. Please read it over and then send email your name
to the Cleric Petition
address. Hopefully I can get enough signatures to let them know
that we need this class to be changed as soon as possible! Please sign
this petition for king and country, hail and well met, praise be to the
Gods of Norrath!
Things
that need to be changed for the Cleric class in Everquest:
- Clerics
currently lack any ability to effectively melee at all. Even when they
do come into possession of a good weapon (Screaming Mace, etc.), the
chances of your character doing damage are few and far between. I would
like Verant to make Clerics able to equip higher-damage weapons such
as the Fleshripper, Bloodmoon, Butcherblock Hammer, and the Short Sword
of Ykesha.
- "Smite"
is hardly a good direct damage spell in the mid-20 levels. I think it
would be a good move to give a Cleric-only spell with the effect of
both "Ice Comet" and "Stun" at level 24. Perhaps
the spell could be balanced by using a lot of mana, maybe even up to
200 points per cast or something.
- As a
Cleric, I find myself frequently having to sit down a lot and meditate
to regain mana. This is time consuming and tedious. Clerics should be
able to regain mana while running or fighting or logged off. Same goes
with health.
- When
journeying to group with a band of hearty adventurers, Clerics must
sometimes travel a great distance. All this running can get very boring.
I would like Verant to make some way of allowing Clerics to type in
a /loc and immediately teleport there. This would enhance gameplay greatly
and really help groups out.
- Clerics
can cure poison and disease, but why the heck can't they cast it? We
need to have a line of disease and poison spells that are DOT.
- Sometimes
I get tired of looking for monsters to kill. Clerics should be able
to summon a monster to kill by simply typing "/summon". This
might also help the problem with people camping monsters all the time.
- How come
all the other casting classes in EQ get pets but Clerics don't? I think
Clerics should be given a pet at level 9, preferably something along
the lines of a hill giant or specter. When the character gets to level
30, they should be able to summon Innoruk as a pet.
- When
engaging an enemy in battle, I find that sometimes I must retreat from
the heat of combat. It would be fairer if Clerics had permanent SoW,
that way we could escape to heal our wounded comrades.
- I would
like to be able to summon a Flaming Hammer at level 5. Why should only
Paladins get a weapon that's on fire?
- Spells
are just so darn expensive for the unfortunate Cleric class. Make them
free. Or at least have some shopkeepers that would have special sales
on them (ie, "Buy two pints of ale, get a Spell: Holy Might free!").
This would help the player economy.
- Since
Clerics are literally "Servants of God", they should not be
allowed to die. When their hit points reach zero, they should just start
walking sort of slow and not be able to cast or something. I think that
the Gods of Norrath would never abandon these Holy Men, and as a result,
they should not be allowed to perish in combat.
- When
the Clerics run out of mana, they should be able to use double attack,
bash, and riposte.
I think
that by implementing these minor changes, the Cleric class will become
more balanced and appealing to new characters. Please take a moment to
email your name
to the "Cleric Petition Form" so Verant can address
this much-needed fix. Thank you.
Lowtax
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