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Message ID: 13256
Date: Wed Jan 19 00:16:22 GMT 2000
Author: Reece, Tom - 25IDL G4
Subject: Are we Hybrids?
> -----Original Message-----
> From: kim@... [SMTP:kim@...]
> Sent: Tuesday, January 18, 2000 7:15 AM
> To: eqbards@onelist.com
> Subject: Re: [eqbards] Are we Hybrids?
>
> From: <kim@...>
>
> On Mon, 17 Jan 2000, Robin Wise 3 wrote:
> >
> > The delineation of melee skills is compelling in my eyes as one reason
> bards
> > are not hybrids. As John said, we're "not-a", or put another way we
> share
> > characteristics of many classes without being classified as a member of
> that
> > class. We're kinda like rogues (silly skills), kinda like enchanters
> (some
> > buffs, debuffs, and crowd control), kinda like shamans (some more buffs,
>
> > minor healing). Yet we're not-a-fighter, not-a-healer, not-a-caster.
> We
>
> Hmm, I guess I was a bit too subtle in my cynicism. :)
>
> When the classes get good stuff, we're a "not-a-" class.
> Casters get bind, but we're not-a-caster. Melee classes get
> parry and riposte, but we're not-a-melee. Hybrids got those
> minor resist bonuses, but we're not-a-hybrid.
>
> OTOH, when classes get nerfed, we're a "everything" class.
> DoT damage gets nerfed, we're a kiting class. Monster damage
> gets increased to make life tougher on melee classes, we're a
> melee class. etc.
>
> The problem with being a "not-a-" class is that it's not
> definitive subset. It changes based on the whim of what the
> speaker wants it to be. Verant uses it to make good sounding
> excuses to deny us things they give other classes. You want
> bind? But you're not a real casting class. You want parry?
> But you're not a real melee class. OTOH, if they'd classified
> us as hybrids for example, we would've gotten parry and the
> resist bonuses.
>
> > and 1 bard class (bard). Our songs are NOT like the spells of any other
>
> > class in the way they are implemented (pulses? what's a pulse? why
> would I
> > weave spells?);
>
> Funny you should mention that. My speculation is that this
> weaving business was completely accidental. I suspect the
> game works on a 6 second heartbeat, so the shortest possible
> spell/song duration is 6 seconds (this is a MUD-derived game
> after all). If you start/stop Accel and time its duration,
> it's always between 12 and 18 seconds. That's 2 heartbeats +
> [0 to 1.0 heartbeats depending on when you started the song in
> the initial heartbeat]. So I suspect they made a song system
> which had "instant" on/off effects, then found out that it let
> you weave two songs, and decided it was a neat enough effect
> that they increased some of the durations to make it easier to
> do. At its inception, I think bard songs were intended to
> only last while the bard was singing them. They just found it
> impossible to code it that way.
>
> > others; and almost every one of our spells improves linearly with the
> level
> > of the caster. Plus of course there's the fact that we only get one
> spell
> > per level (well, in theory anyways). Ok, ok, they're songs, not spells
> - we
> > differentiate our effects from all other casters', don't we? = )
>
> That's another gripe that I have. Since we only get one song
> per level, I don't see why *all* our "spells" don't improve
> with level. Specifically, Chain's slowdown. I mean here are
> all these high level mobs which are designed to still be
> challenging if an enchanter or shaman tosses a 100% or so
> slowdown, and they won't improve our slowdown over the initial
> 30%?
>
> Anyways, I still enjoy playing the game. I just don't think
> the bard class was implemented very well. Mind you I would
> never have decided this if I hadn't gotten the chance to play
> Verant's implementation. They didn't screw up, they tried
> something and IMHO it wasn't very successful. I think a good
> way to implement a bard class in a real-time RPG will involve
> different musical skills, phrasing, key, complexity, etc.,
> each having a different magical effect. The bard can then
> pick and choose, effectively composing on the fly to make
> different combinations of effects. e.g. Minor key debuffs
> opponent, major key buffs party; brass affects speed, drum
> affects stats, and so on. As your skill increases, so does
> the complexity of your song and thus the power of the effect
> (including being able to mix together things that are
> typically mutually exclusive like major and minor key).
>
> That and the stupid missed notes, which IMHO are pointless
> with a class that doesn't have any mana to fizzle. :)
>
>