Quote:
Originally Posted by Zuranthium
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Eh, that's not interesting gameplay to me. I dislike long-term buffs and clickies in general. Interesting gameplay is needing to time skills in order to create kill windows or maximize pressure/defense at a given point.
The idea of resists as they exist in EQ just creates a luck dependent game. A spell should always have the exact same effect on a target, depending on their resist value. That way the player knows what their capability is and approximately what they need to do to win a fight, or how they can reliably contribute to a fight.
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Sounds like you wanna play wow or 1 of any 19 other mmos who's primary game mechanic is cool down management. Allowing you to mathematically calculate exactly what should happen in a given encounter is not very EverQuest either. What do you like about ever quest?