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#1
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![]() since it looks like nilbog and co. are looking into this:
tstaff/skean/windstriker FIXED AE spell range check FIXED highsun(should be unresistable in pve but very very easily resistable in pvp, falls in resists category i suppose, it's broken because of the dispel component being made unresistable by null) mage pets(earth and especially epic pets chain casting their spells that land all the time, root from my experience lands around 1 in 5 times with 135-200 MR, epic pet stun lands 4 in 5 times with same MR, falls in with resists category but i know specific changes were made to these pets in the past) resists in general(null made it impossible to complete resist a direct damage nuke, which is insanely not classic, root/snare/stun need their 5% chance to land regardless of resist removed) mez spells other than rapture not working on players level 55+ rogue poisons, mainly blind(falls in general resists?) necro bond line of spells leaves no debuff until you zone, at which point the debuff is visible should not be able to dispel people out of pvp level range, large potential for retarded griefing archery is seriously fucked up, does almost no damage and hardly ever hits, rangers are bad enough as it is and with windstriker nerf, throw them a bone dawg some cast times are messed up, need clarification, but i believe this includes wizard pillar spells, druid frost spell casting way faster than they're supposed to either something is broken with AC or warriors are doing way too much damage with crippling blows; i don't recall ever seeing a warrior doing 800+ damage in one swing on live, potential of 2400+ with a max damage triple attack(unlikely but certainly possible), potential of 4800+ on a sitting target(unrealistic) MR based DoTs that have a huge negative resist modifier like winged death and splurt are sometimes resisted here, when on live i don't think they were ever resisted damage shields should not receive the 33% damage nerf that other spells do lifetaps should be healing for the full amount instead of the reduced pvp damage amount(should still do 67% damage in pvp, heal for 100%) things that should be nerfed that make pvp boring and stupid: golem metal wands gate pots, most notably lizard blood potions trakanon's tooth soulfire if i'm forgetting anything, post in thread and i'll update this post | ||
Last edited by Colgate; 09-04-2013 at 02:18 AM..
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#2
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![]() there needs to be update on the AE nukes casting time, they are far lower then they should be. The pillar of frost suppose to be like 4,5 cast, its like 2.1 or something.
other then that i can't think of anything, just be careful modifying the resists as a whole, shit gets fucked REALLY easily, and youll see a box with 0 casters pretty quick. i personally think the best way to fix resists is to manually code each spell line and let the current resist curve stay as is, but yes, remove the static 5% for sure
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Wipe it clean. | |||
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#3
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![]() Selo's broke root/snare during this era on live, but I feel that would be way overpowered. Bards already amazing pvp class as it is.
And if mr is changed, no one will be getting rooted or snared anyway.
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"Pleasure writes fewer good songs..."
Red99 | ||
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#4
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![]() resists seem to be fairly fucked up
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#5
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![]() Bard mez seems to be way too difficult to resist as well. Easy for a bard to grief someone by casting mez and AFKing, especially pre-50.
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"Pleasure writes fewer good songs..."
Red99 | ||
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#7
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![]() Guards should assist.
Was stunned to log onto blue and pvp in Freeport and see the guards smack down pvpers. | ||
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#8
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![]() DoT spells should not be impacted by the pvp damage reduction. Dispel type spells should only work on players within pvp level range.
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#9
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![]() I took a few weeks off from EQ, but the news of pvp teams has me geeking out really hard. Don't hate :P
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"Pleasure writes fewer good songs..."
Red99 | ||
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#10
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![]() Item loot not enabled.
4 level pvp range not implemented. | ||
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