
Originally Posted by
AMADHA
Great. So its obvious that magic users are the focus of DDO developers... so how will this actually be different from the rest of them? We now have sorcerers, wizards, druids, clerics, and artificers as magical classes and fighters, barbarians, paladins, rangers, bards, monks, and rogues as 'non-magical' classes. From my experience with the various "festivals" where you need to kill stuff to get stuff... the latter group seems to be killing a whole lot less for the same duration of time than the former. In a dungeon, this might be different I don't know... I'm still trying to figure out how to run in a tight circle and whack stuff. While I may be playing tempest rangers wrong, or have otherwise messed mine up, he has a tougher time killing stuff than my cleric or artificer and in surviving a dungeon. Plus, you would think that an elf would be a tougher, not weaker, ranger from the blurbs, but that is not how it is. The Harper tree seems to be a trick to dilute AP use... and I also don't understand what half of its enhancements are doing to make my character better. (hint: better hints) So I don't see the need for a "Warlock" class, especially since, technically, a Warlock is a MALE sorcerer so are we restricting its gender to male only? (On that topic... why does Warforged have a gender on character creation anyway?)
I'd rather see Rangers, particularly and melee in general, get more tweaks that make them a bit more viable as character classes, particularly if you need/want to solo. Me, I like picking enemies off at distance and still being able to kill them up close, but the higher the ranger gets in DDO content the less successful at doing so they seem to become. (My experience thus far. BTW, my highest level, to date, achieved is 14. I would suggest that "at level" killing and surviving difficulty should remain the same throughout the game.) So you have to kite like crazy and maybe survive if your stupid hireling remembers to follow you (they could really use a few AI mods, like "watch that guy's HP"). Also, as levels go up you kind of need to play every dungeon twice or more... one or more times to die and modify how you approach your last death point. Is this by design? Because it sort of takes all the fun out of things after your fourth or seventh death especially since you have to "do the whole darn thing over from the start. This is really a pain when the quest is a long one.
Verdict.... Warlock: Not impressed. Lots more could use work before you add, yet another MU class.