Project 1999

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-   -   Fix Root / Snare and sow removal (/forums/showthread.php?t=53581)

Gnar 11-04-2011 09:54 PM

Fix Root / Snare and sow removal
 
We need to either increase the frequency of root/snare/darkness resists above 100MR (closer to like it was on live) or totally remove the movement buff cancellation, like vztz had. Losing sow can be crippling in pvp, especially if you are outnumbered. This needs to be addressed before release. 85-90% resists rate at 150+MR seems to be on par. Thoughts?

Lovely 11-04-2011 09:59 PM

Quote:

Originally Posted by Gnar (Post 454831)
We need to either increase the frequency of root/snare/darkness resists above 100MR (closer to like it was on live) or totally remove the movement buff cancellation, like vztz had. Losing sow can be crippling in pvp, especially if you are outnumbered. This needs to be addressed before release. 85-90% resists rate at 150+MR seems to be on par. Thoughts?

Well you don't have to worry about being outnumbered with the biggest zerg on the server :D:D

But no thanks, it should definitely cancel SoW. Reasons can be found in another 20 posts and there will soon be a new patch that will change everything so we should just wait for that and see what Null and co has in mind.

Smedy 11-04-2011 10:00 PM

Null has huge changes coming, hold your horses until these hit the beta.

Vile 11-04-2011 10:09 PM

Quote:

Originally Posted by Smedy (Post 454842)
Null has huge changes coming, hold your horses until these hit the beta.

http://static.rcgroups.net/forums/at...f?d=1272478541

Booglie 11-04-2011 11:15 PM

root never was supposed to cancel sow, just the snare lines...
unless i'm remembering that wrong, which these days is possible

Dojii 11-04-2011 11:16 PM

Quote:

Originally Posted by Gnar (Post 454831)
We need to either increase the frequency of root/snare/darkness resists above 100MR (closer to like it was on live) or totally remove the movement buff cancellation, like vztz had. Losing sow can be crippling in pvp, especially if you are outnumbered. This needs to be addressed before release. 85-90% resists rate at 150+MR seems to be on par. Thoughts?

Jboots bro

Palemoon 11-04-2011 11:48 PM

Dojii your new sig is causeing all kinds of lag when it comes up, can you please do something else?

Nuk3Afr1ca 11-05-2011 03:16 AM

Root, snare, and blind need to resist 90% of the time with 120ish MR for pure melee to actually be viable. Otherwise, there is no reason to play a melee over a hybrid or caster.

Why walk around on a rogue solo and die all day to players 1/10th as good as you when you can roll a wizard and 1 shot people with ice comet?

Smedy 11-05-2011 11:53 AM

Quote:

Originally Posted by Booglie (Post 454883)
root never was supposed to cancel sow, just the snare lines...
unless i'm remembering that wrong, which these days is possible

I think you're right booglie, should fix that before release.

PVPBetaChamps 11-05-2011 12:19 PM

Quote:

Originally Posted by Nuk3Afr1ca (Post 454973)
Root, snare, and blind need to resist 90% of the time with 120ish MR for pure melee to actually be viable. Otherwise, there is no reason to play a melee over a hybrid or caster.

Why walk around on a rogue solo and die all day to players 1/10th as good as you when you can roll a wizard and 1 shot people with ice comet?

welcome to classic eq bro.

maybe you should have played in 1999 instead of starting in VELIOUS lol, fucking idiot wehrmacht.


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