Quote:
Originally Posted by Daefuin
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Well, I think there's something to be said for having resists set in a manner in which CC's are hard to land. What's the problem with casters being able to do respectable damage though?
On live the most successful solo pvp'ers were casters... they had more versatility and could still do respectable damage even versus the "geared" people of that era - even if they were approaching CC immunity levels. Melee's shined in dungeons, group PvP, and "organized" fights.
On this server, admittedly based on somewhat limited experience, it appears as if melee are the superior choice in virtually all settings. CC immune, nuke resistant machines with the highest damage output in the game with no reliance on mana.
Seems odd to me when solo rogues are running around solo'ing druids and necros while being, without a doubt, a superior choice in dungeons/groups/etc.
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Couldn't agree more and there are numerous reasons for it here.
Line of Sight here requires both beginning and end of cast to land the spell, so melees can easily duck spells by just moving around something. This forces you into a melees perfect killing zone.
Damage is all jacked up instead of seeing high dmg hits occasionally, most hits land for 60%-100% of their max dmg. Remember when Rogues used to have to get your dmg shield off or they'd kill themselves on it lol well here they'll murder you 4x over before it dents their life.
Ac is jacked up, AC doesn't factor miss rate at all, hits roll solely off the melee's skill in the weapon so their miss rate here is wayyyyy lower than live.
Then Full resists are off, we should be seeing partials on spells much more often then we are here, on live I had tremendous fire and cold and I still saw partials on a lot of spells. Also rains seemed to land a lot better, here I can stand in rains all day when on live you never stood in a rain. That plus z -axis being off and you having to be on the same lvl of the person to rain them, cant be above or below or your oor.