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EverQuest Trivia # 401 - posted by Emarinn, winner of EverQuest Trivia #400

Epic 3.0 Proposal - Discussion started by Community Member tecdor

16 Class-based Epic 3.0 Weapons in 8 Epic 3.0 quest, would this make the most sense? Another thought that has indeed came to mind that I was thinking of as of recent, if people still want to see Epic 3.0 in 16 class-based Epic weapons, would it make the most sense if only 8 Epic 3.0 quests be made and finalize instead of 16 Epic quests in all?

Epic Armor - Discussion started by Community Member Email

Would you be in favor of armor and weapons that are almost epic in nature, requiring some faction work, and requiring you to go through Legacy Raid Bosses, and Legacy Rare Name to upgrade it?

I am uncertain if this makes the cut; however, I propose the following complex design taking advantage of some of the item mechanics that EQ already has available. In other words, this is doable. It requires two existing game mechanics, and cooperation between developers (including item development) to create a long desirable upgrade path for the players. Because of this it may take away some development time for other things; therefore, might need community demand for it to happen (the only reason I decided to post it after having suggested it.)

  1. 1) Evolution as a Base Stat Mechanism: Each iteration of an item has at its core a base set of stats to start from. In order to upgrade the item to the next base stat, you must defeat certain Legacy Bosses (evolution experience is set very low so it is guaranteed to upgrade to the next armor or weapon item with its own description of what must be killed to further upgrade it.) In other words, gear from the newest raids or newest group kills would require running all over Norrath before they would reach their final "base" stats and effects.
  2. 2) Factions as a Bonus Stat Mechanism: Each iteration has as it's own requirements of gaining or decreasing one or more factions to boost different aspects of the item. Each evolution state can require the same or different factions to unlock those additional sets of stats. It is possible to have to choose between warring sets of factions (Velious Era: Dragons vs Giants vs Dwarves), and it is possible that the next evolution will decrease some of the desirable stats you already earned.

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The War Priest: Integration of Healing and Damage - Discussion started by Community Member Gnomereaper

This is about integrating damage and healing into one role for the priest archetype in order to provide a better balancing point beyond mercenaries.

Definition and Analysis:

There are two concepts I'll define first:

Enantiodromia: "reversal into the opposite"

Danger of Cool Things: It means that an ability looks really cool, but it's generally a "win more" ability that doesn't really help the original goal of winning the game.

Mercenaries are applicable to both. First they were a "really cool concept," but as previous arguments have mentioned in the end have entered the area of "danger of cool things." In the effect to gain more profit and sustainable player-base, there's been a shift in player-base with less priest classes.

Coupled with this is enantiodromia, this is seen through the balancing on a house of sand for druids and clerics to an extent. As the sand of balance shifts, so does the priest archetype. This can be seen in varying degrees from Luclin to now especially.

Why Integrate? - Many Roles, One Archetype, One Class:

The upside is that these classes can do a lot more, but their games balance is very different than EverQuest's. I acknowledge this, which makes such integration difficult.

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If you had your own personal weapon on EverQuest, what would it be? - Discussion started by Community Member tecdor

Yep, another crazy question from me, this is not what if question but rather a question about if you had your very own personal custom unique weapon right on EverQuest, what would it be?