It looks like you're new here. If you want to get involved, click one of these buttons!
One of the bigger draw backs in Everquest as the game aged, for me at least, was the availability of important buffs such as the clarity line since enchanters seems far and few between. Even /ooc or /shout with offer of plat or searching for one in a zone like POK often times ended in no results.
This brings me to Alchemy and the need it had in Everquest.
Basically through alchemy, a player could make potions that had various levels of spells within them. This included gates to areas, strength, clarity, haste...and much more.
I never got into alchemy myself, but I remember getting components one time for someone so I could get a few potions at a discount. I also remember paying a good amount for them in the Bazaar.
The most powerful version of clarity seemed to always come from a player cast though. My point is that clarity in general was so needed in the game as a caster. If you didn't have it towards the mid to higher levels, you were a sad sad panda. I ran into that a few times very deep in an area that was a ghost town. Took me 5X longer to regen which meant my character abilities were chomping mana and making me sit for 10 to 15 minutes between battles. There is nothing wrong with the potion system and alchemy in principle, but I hope they will make the potions a little easier for alchemist to make, so there end up being more to buy.
Not really sure how they will do this new system though. They may toss out the mana bar all together. Would feel quite different, but I could get used to the idea. Mana preservation felt good though. Meant you couldn't just burn down a mob after mob with infinite amounts of your highest dps nuke.
Comments
They seemed to "fix" a lot of the issues you are talking about in EQ2. Mana regen was improved greatly, and there are a host of potions (albeit on long timers) you can make through alchemy. There were also items you could click (on timers) that would give you a mana boost. Buffs from the enchanter classes in EQ2 were self and group only.
I'm interested in how they manage a lot of details like this in EQN. I've always loved playing a class that could buff random people on their journey, so it'll be interesting if that mechanic is in the game. There is just going to be such a clamoring for information at the beginning that I hope it squeaks through the Q&A.
Was that a bad thing though, that KEI and othe rmana buffs were so important to players. I loved playing a bard (although my main is a warrior), because my mana songs were necessary and gave groups a huge boost.
I sort of liked the crazyness in EQ, the fact a single buff was very powerful was fun.
I don't like the "balance everything" new MMO use, it's boring.
That's a stretch. A bard and bst provided ample mana regen for most players. You didn't need KEI to play the game. Yes it helped, but getting enough mana regen was part of the player's responibility, there were plenty of ways to increase your mana regen without relying on KEI.
And Necromancers did just fine without KEI. *chuckle*
Yep...wasn't it Necro and Shaman that could get mana. Necro grabbed it from caster mobs and Shaman tapped their own health and converted it?
This would be tied into player housing and player made tasks but that's for another subject