#82
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Yeah guess I was mainly focusing on blind/whirl/root/snares being ok - stuns are definitely as OP as blind etc - anyone who played on KAB know that from me stun locking bitches, and I was just one pal. Red99 assist train may have 2-3 or more pals, and who knows how many clerics spamming stuns if it lands this much. I doubt anyone will be over 175 mr and that's a 64% chance to resist yuck. Should be on par with roots/snares at least.
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#83
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lol even as a pally imma go ahead and say nerf them stuns son.
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#84
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OP or not, it just wasn't this way friends.
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#85
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if melee is going to break root..... when it didn't at all before.. maybe 10% of the damage taken as a chance is more appropriate? i mean, if it's 20%, then it's basically once you accumulate 500 damage = guaranteed root break (theoretically - i know the RNG is streaky). in kunark, a good double attack with a 2-handed weapon will be like 80% chance to break root.
and i hope only PC damage has this chance to break root :P | ||
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#86
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its all...this never landed/that never landed/pets suck etc all coming from a tzvz view or past live memories of further expansions, or from a time when they already had ridiculous resist stats post 50 Quote:
This should open eyes on how OP casters really are in classic lol If not: melee >caster at character creation cuz they are only going to get better 50+
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Vinx : Vexx
<Vesica Dei> | ||||
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#87
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So crank up the reduction of time stunned, yet keep the stun resist at what you have it, and you'll be fine. Stun is nice to have as a strategic interrupt of spell casting, but clearly OP if can be used as a stunlock/mez. Dont make a perfectly fine line of spells useless, make them count in pvp for interrupting.
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Wipe it clean. | ||||
Last edited by Smedy; 11-07-2011 at 11:44 PM..
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#88
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From a melee perspective:
Root/Snare >>>>>>>>>>>>>>>>> Stun A lot of class stuns are on long cooldowns too (Wizards). You can't spam those endlessly like you can with Root, and you're looking at a few seconds duration max versus up to 10 minutes ensnared. | ||
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#90
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