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#21
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![]() Quote:
Classic resists were basically like this: 100 = you resist most of the spells, enough that you don't really have to worry about getting rooted or wrecked by magic-based nukes 150 = you're nearly immune, but spells might rarely land for minimal damage/duration (for the spells where that's applicable) What people want is classic PvP. That includes classic resists, and anything that directly influences PvP in a non-classic way is likely to just disappoint most people. The goal of this server is not to fix the balance issues of EQ PvP. I don't know what gives you the impression that SKs somehow benefit much more from the resist model, or that they'll wreck everyone. They didn't become really overpowered until PoP. For the classic timespan, they're just a strong and versatile melee class. Getting 100+ MR isn't gamebreaking even if it lets you shrug off most crowd control. Maintaining a high MR while also sitting comfortably at 100+ FR and CR (and especially PR) is what really takes a carefully balanced and high-end set of gear. Becoming nearly immune to crowd control is part of PvP, it's why melee classes can function at all. Most casters are still plenty viable even if they can't rely on just rooting someone and casting their biggest nuke until they guy is dead. The ability to do that is what makes melee classes pretty much useless in the early game. Any melee (except maybe monks in classic) can get 100 MR with modest gear that you can mostly get by the time you're in your mid-30s. I'm sure we can all agree that melee don't become godlike that easily. Classes whose offense is exclusively magic-based just shift into a support role instead, which is only fair; if clerics and enchanters could maintain strong offense into the endgame, there would be little reason to play any other class considering how much more they can do than just pewpew. Basically every caster except cleric gets an arsenal of spells that allow them to be a threat even if their target can't be hurt by magic-based spells without resist modifiers. Shamans get poison and disease damage (the hardest resists to raise) as well as resist debuffs, and SoW/heals lessens the need for crowd control Druids get fire and cold nukes plus a line of dots with a -100MR modifier, and also SoW/heals Enchanters get tash and later an unresistable mez, and they're designed to become a support/group class in the endgame Magicians get a resist debuff (although magicians are notoriously screwed by high resists) and a strong pet - epic pet is especially insane Wizards get basically unresistable lures, very fast draughts, spells have an innate minor resist modifier (which is basically doubled by flux staff), and shadowstep/yonder lessens the need for root Necromancer spells mostly come with a strong resist modifier, they have a great pet, can lifetap for survivability and damage in one package, and also have shadowstep If you want it to be impossible for melees to force casters to rely on those tools, melee becomes pointless to play. They're far too easy to counter when you can just disable them easily and use your biggest, baddest spell to take them out in two or three casts. | |||
Last edited by Bockscar; 09-27-2011 at 02:43 PM..
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#22
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![]() um. he meant he was dispelling the magic based spells that landed on him, not that he was trying to resist dispells
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#23
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![]() Think D&D. Your resists are a +resist on a resist check.
This shit is based off the D&D die roll system. If you roll a natural 1 in any situation, you fail.
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![]() it's like you make the atomic bomb (server) and you don't want to let other countries (guilds) have nuclear secrets (under the radar information). it's gm's business and no one else's or else everyone gets nuked. letting Iran or North Korea beta test and keep the successful nukes, makes other countries uncomfortable. | ||
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#24
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![]() nooobody said I ran around with 255 MR Pre-Kunark. By the end of Kunark I know for a fact I had 250-255 MR with buffs as an enchanter. I admit that I had no mana to kill anything but was a helluva group mez guy.
If 100 MR resists "most"... it's settled, I'm going Warrior. See you in game
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Woohoo Wawazzat, GL of Merciless Midgets 99-03 Tallon Zek
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#25
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![]() Quote:
This [You must be logged in to view images. Log in or Register.]
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Woohoo Wawazzat, GL of Merciless Midgets 99-03 Tallon Zek
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#26
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#27
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![]() Actually, wasn't some dispell actually resistable in classic? I have some reason to believe recant or pillage enchantment was resistable...Maybe I'm thinkin of something else!
I just hope the z-axis isn't broke so levi is actually back to being GODLIKE for casters. As for MR. 100+ was always near immune. As it should be. MR is a resist that can immobilize opponents completely. It should be treated differently as it is game breaking. It was always like 3/5 or 7/10 for resists though. Basically once geared 1v1 would provide immunity if you had 100+ but if one landed you would be owned. It was always fun when that "one" time it landed and your like "FUK WHY NOW." | ||
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#28
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![]() As far as I remember, all enchanter spells were resistable in pvp. Even Tash. Of course, it's been 8 years or something since I played any live classic pvp.
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Woohoo Wawazzat, GL of Merciless Midgets 99-03 Tallon Zek
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#29
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![]() Crowd control spells worked differently and were easily resisted. 100 MR was almost a 95% resist rate on Snares, Roots, Stuns etc as it should be. Going higher increases it right near 100% resist rate. It never was 100%, but pretty freaking close to it.
However, because of how long snares lasted for, it was a viable guild on guild strategy to fully debuff somebody and try to get a Snare through. It depended on how high over 100 MR they went for safety. Two notes though regarding this: 1) The tash and malo lines did NOT STACK in original EQ, it was patched in later closer to Kunark. If we are following classic, that's how it should work here with them not stacking on release. Information link: http://everquest.allakhazam.com/hist...ches-1999.html Quote:
Let's take a pure melee for instance with no channeling ability and the 1% chance goes through the guy gets snared, he's dead. With no channeling a single hit will interrupt his crystallized pumice every single time. In the vast majority of cases it will cause his death as he won't be able to get the snare off unless he gets extremely lucky. In larger fights, it's almost certainly a death. While everyone is now aware of egg-shaped Pumice's, there is a simple solution to it. Give every account 3 egg shaped Pumices. Then, allow recharges and give them a high recharge rate like it was on live. That gives everyone the emergency ability to save themselves, but limits how much people can have and use it. You won't be able to simply spam it in every situation, it will be saved for emergencies which is how the vast majority of people used them on live servers. If we're replicating original PVP here, everyone should have the option to have them, simply limit the amount and the usage rate through the buyback cost. | |||
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#30
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![]() Egg shaped pumice are a moron's crutch, not surprised to see you begging for them to be in.
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