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Originally Posted by jilena
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Even if that means the other 11 classes in the game have to have their abilities made so incredibly useless that they aren't even worth memorizing?
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Rogues aren't allowed to use Instill doubt to fear players in PvP yet I don't see you whining about that. That ability is blocked just like crowd control spells were blocked from being useful both for the same reason.
Quote:
Originally Posted by jilena
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Or do we pick some random anecotal evidence from elsewhere on the internet and set some resist "soft cap" up where spells resist heavily but not all the time? And that it takes extreme levels of resistance to get to 90 or 95% resist chances?
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Here you go repeating the same stupid idea over again. There is no logical reason to change crowd control from EQ live. All it does is reward people who walk around in groups of 6 attacking solo players with free kills. You have a "pro-zerg" philosophy and are arguing to make zerging people down more viable. Only a trash player would want to strengthen tactics like that.
Melee and hybrids were also balanced pretty well against each other in Kunark. Letting CC spells land just throws that balance out the window.
Here's one example why: If I play a ranger and 10 minute ensnare lands 10% of the time and I fight a warrior, I'll just spam it over and over in between swings till it lands. The warrior has no channeling skill so he can't pumice it as I hit him. He'll just be walking around at 1mph every fight and get his ass kicked. Even without snare landing, I already was a better PvP class in the first place on ranger.
Quote:
Originally Posted by jilena
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Do we go with Wermacht and insist that rogues, monks, and warriors be made to be the top tier solo classes they "always were" in classic pre-Kunark Everquest?
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Nice false claim there. My post you are referencing says *nothing* about "pre-kunark" and nothing about rogues being good either:
http://www.project1999.org/forums/sh...ad.php?t=51077