by Brohg » Tue Apr 26, 2011 4:16 pm
I don't have a zillion reasons why you're wrong, but I do have more thoughts to contribute.
Among them: no one was confused as to the evolutionary history of Pact. Certainly neither Tordail nor I; we're intimately familiar with Pact's story. Knowing something's origin doesn't infuse that thing with rectitude.
As to the argument presented in your "Now, the reason why" paragraph, I have several things to say. First, I'll refute a pair of faulty premises:
1) EQ has not always been about opportunity cost. The first bare opportunity to buff lock oneself didn't come until Velious-ish(?), and was then basically a silly trick, taking ranger buffs and splitting up Aegolism and having bard songs and such. Buff management wasn't a thing until the very endgame of PoP with Form-of click buffs. At Everquest's inception and through many years of play, the fifteen starting buff slots were plenty. The number was chosen as equivalent to infinite, a limit players wouldn't ever be constrained by, like the stat cap of 255.
2) The litany of effects you cite aren't valuable or powerful. All of the potions, Wards, Form-ofs, all the non-Flappy familiars, Shrunken Gobbo ear, Tunare belt, et al & etc - they're minor edges a character can gain with disproportionately high overhead cost with their bookkeeping and buff slot occupation. A player trying to gain every advantage available must certainly use each of them, and can be criticized for laziness if not pursuing those edges while among elite company, but that doesn't make the effects either objectively or relatively powerful and it doesn't make them good for game play.
There are caveats to the above, naturally.
re:#1) The magician forms you cite are indeed an application of opportunity cost, but their conflict is with other magician forms. Like a D&D druid's Wild Shape ability or the EQ druid's black & white wolf forms or melee characters' disciplines, they're a "stance" for the mage. Choose fast recovery power, or choose nuke power, or choose physical toughness, or choose...the other one, whatever that is. There's no such trade off for shaman or beastlords, no such cost. A magician with the Form AAs chooses between almond and walnut but can't have both. A shaman pushes the lever to get his cashew. There's no reason for the shaman to choose to not get his cashew, no real cost, but observing that, one has to question the value of even presenting the "choice".
re:#2) Wizard familiars are a top-down flavorful design, and any power they have is entirely appropriate when looked at that way. Indeed even more of a wizard's power might appropriately be tied to them, if they're seen as the finger-wiggler parallel to beastlord Warders and magician's invoked elemental minions, instead of just an alternate version of Clarity. An appropriate but unrealized parallel for priests would be a holy talisman or totem or spirit guide. I don't think it would be inappropriate for shaman to gain appreciable power from the company of our wolf pets, for instance.
My real point with the above pair of observations is that mechanical parallels between the abilities of magician and wizard with shaman Pact are incidental to their design. A tradeoff of toughness for some other attribute could (perhaps should, I'm not arguing that here) be expressed some other way than additional hp for mages. Drawing power from a familiar, as an idea, isn't inextricable from additional mana pool for wizards. There's a French phrase that applies and express it somewhat better: they have raisons d'etre apart from their specific mechanics. Latin: added stats are not the sine qua non for them. When Pact of the Wolf just imbued the shaman with werewolf-ey qualities (nocturnal ferociousness, animal hunting ability in the form of ultravision, seeinvis and haste) in exchange for the appearance of werewolf-ey-ness, there were literally no complaints. In the progress of your campaign for parity with a poorly designed bst AA and in the years since, that flavor has been entirely lost. What's left is only the part that should never have been.
For parallel structure, a sum up:
tl:dr? It doesn't matter where they came from. Game abilities are not people, which is to say they are not an end in themselves. Their existence is not sufficient reason for their existence.