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Old 10-16-2011, 08:32 PM
MakeYouMad MakeYouMad is offline
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Originally Posted by Arillious [You must be logged in to view images. Log in or Register.]
I would put warriors in a slightly less level of shittiness than rangers, monks and rogues in pvp. At least they had a ton of hp and could wield high damaging 2 handers.
Rangers are >= warrior in both classic and kunark if played by an actual good player.
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Old 10-15-2011, 09:17 AM
tmoneynegro tmoneynegro is offline
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Originally Posted by jilena [You must be logged in to view images. Log in or Register.]
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?
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.

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Originally Posted by jilena [You must be logged in to view images. Log in or Register.]
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?
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.

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Originally Posted by jilena [You must be logged in to view images. Log in or Register.]
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?
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
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  #3  
Old 10-15-2011, 07:51 PM
jilena jilena is offline
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Quote:
Originally Posted by tmoneynegro [You must be logged in to view images. Log in or Register.]
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.

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.
What's funny is you think that I am somehow arguing for a system different than classic EQ. Classic EQ resists do have a "soft cap" style system. The only part I am asking for more information on is the point at which certain spells start to resist. And I am pretty sure that I mentioned in one post or another that fear being in is classic and no one is crying for that to be in.

Quote:
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
Whatever, rogues or not my point is that every post you make is referring to "HOW THINGS WERE" post Kunark and more likely than not post Velious. This server is PRE KUNARK CLASSIC. Stop citing examples of "hard facts" from your post Kunark (Post Velious) experience.

Though honestly right now it sounds like it will not be classic even a little bit in terms of resists and spell functionallity so it probably isn't worth arguing which viewpoint is more classic.
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