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View Poll Results: Which resist system do you choose
Compromise plan is better for balance, or prefer classic but will settle for this 0 0%
Null's VZTZ system where root, snare, blind, stun, can be spammed 0 0%
Voters: 0. You may not vote on this poll

 
 
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Old 10-22-2011, 05:22 AM
MakeYouMad MakeYouMad is offline
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Join Date: Oct 2011
Posts: 105
Default Since 61% of forum voted against Null's VZTZ resist system, a compromise is in order

You can't argue with the poll, 61% of players voted against the VZTZ crowd control system in the other thread. If you're trying to build a high population server, it can't have something that such a large percent oppose. The compromise plan is that we'll take the resist system with 1/2 the amount of crowd control spells landing.

Compromise Plan:

1. The stuns can stay because they affect all classes equally. Classes with stuns: Wizard, Cleric, Druid, Enchanter, Paladin, Bard, Mage (pet), and possibly Necro screaming terror spell.

2. Root and snare function like normal EQ live and won't land on high resists: It only lands 2-5% of the time on 100-120MR+ with normal duration.


Reasons for the compromise plan

1. The original Null system that allows root and snare to easily land, nerfs pure melee classes too much while upgrading hybrids who were already more powerful to begin with. This throws melee balance completely out the window, especially when you factor in hybrids having channeling skill to channel pumice and pure melee don't. Classes like Rogue are already bad enough on a PvP server that any nerf to them is completely unreasonable.

2. Paladins and rangers chain casting root in between swings of a 2h is extremely unbalanced. If you think allowing root and snare spam actually benefits casters, wait till you 1vs1 a paladin or ranger and experience this.

3. There is no caster balance problem that changes to direct damage resists and stuns doesn't fix. If classes like clerics and enchanters can land nukes and stuns, they would be extremely viable. Adding more crowd control than this just causes way more balance problems than it solves. Especially since the other CC spells have no recast timer.
Last edited by MakeYouMad; 10-26-2011 at 06:44 AM..
 


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