#21
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They could have added a 3 second cast time to ivandyrs at the time and not affected anything at all.
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#22
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So... just want to add to some discussion on the 6+ level rule. It is actually only a half truth, it is really 1.3x your level OR +6 levels (whichever is higher) where mobs get near perfect immunity. I personally think original devs shit the bed on this and had a real hard on for gimping casters with weak justification for not limiting melee.
http://web.archive.org/web/200210141...ML/000511.html Quote:
Here are some dated mentions of this rule in place: 8/23/00: Quote:
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There's mention of GZ giving interviews on a percentage, comments of a level 42 landing on a level 50 mob (possible), and lower level mentions of 6 level limit (so def feel that necro post is inaccurate). There was a mention of 120% instead of 130%, so maybe it is possible GZ tuned this over time behind the scenes, but who knows the truth... lost to the sands of time. But back on topic... I think the Hoop nerf is indeed a bit dated. I think an accurate solution would be to simply add a 3-5 second casting time while also preventing recharge. This would prevent zerging and not affect the spell when cast by players in any way. Or, go further down the rabbit hole. Nerf mallets to race/class usable only, remove vendor buyback from Bladestopper, Puppet Strings, Prayers, and Spider Silk Nets (and any other agro management clickie). That would certainly make the experience more classic in nature, those tactics were not known by the widespread masses and only serve to bastardize and trivialize end game encounters further.
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Wedar - Level 60 Grandmaster <Azure Guard>
Check out my Zone Guide to The Hole The Hole wiki now fully updated and accurate: Hole Wiki Page | |||||||||||||||
#23
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There's some sort of veto squad amongst Rogean/Nilbog/etc that game mechanics changes like this would have to pass through. I wouldn't get my hopes up but who knows.
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#24
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Bumping this thread, will bump alll of others in discussion of this and HT + unholy disc info if needed.
Lifetaps should be returned to classic, to how they SHOULD be and to how they should have been for YEARS on this "classic" server. Lifetaps and unholy disc HT are practically useless right now - there have been posts and posts of evidence and other material showing how it should be - yet EQ's own patch notes have been disregarded for years here, why? This needs to be fixed and put in with the later half of the patch we got- it will truely fix knights and necros then.
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OG Moustache, respect... Xadion Von'Darkborn - Shadow Knight Cory Von'Darkborn - Ranger Brezner Von'Darkborn - Bard Watermelons Siliconmelons - Corpse/Shaman | ||
#25
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All for that whole "Not Classic"
Yeah... Let's do this... Bring back old Lifetaps.
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#26
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bump
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Pyrocat the Protector of Vul
Proud member of The Safehouse since 2000 Pyrocat (60 TRL SHM) Orochi (60 IKS NEC) | ||
#27
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if they don't change taps they should at least change the hoop to be rechargeable. Nerf recharge on something you already nerfed the effect of?
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#28
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Put a spell with the same name as spirit tap on the hoop and make the raid mobs immune to it if you have to prevent it
Better idea is end the non classic item experience of all this item recharging | ||
#29
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I do think this is a higher impact fix than needed to be done. Nerfing this one item should ideally involve a change only to the one item: change its effect to a new spell that is resistable, and move necro/sk taps back to what they were (unless there's some other issue with them that I'm not aware of).
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#30
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I'm fact, after the lifetap nerf in Fall of 1999 (to stop groups of level 20 necros from taking down Hill Giants), necro lifetaps wouldn't land on dragons, at least into late Velious, since they were all 100% magic immune to prevent them being slowed. At least this is my impression from reading newsgroups.
So maybe the real problem here is that lifetap lands on dragons at all. Quote:
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Last edited by Dolalin; 01-26-2020 at 06:28 AM..
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