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#1
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![]() Repost from other thread:
Why altering crowd control spells from EQ live only affects the game in negative ways: 1) Forced Grouping: Real Everquest PvP was not a forced grouping game. By having all this CC land easily, you make it far too easy for people to get in groups and zerg rush down solo players or smaller numbers of people. Your theology of balance is inherently "pro-zerg rush". 2) Hybrid vs Pure Melee balance: In real EQ PvP, these classes were balanced relatively well against each other in eras like Kunark. The balance probably tipped towards hybrids but it was still close. Letting crowd control land easily dramatically increases the power of hybrids resulting in major imbalance. 3) Channeling Skill: Pure melee do not receive the channeling skill, they can't pumice anything while being hit. Making crowd control land easily dramatically nerfs pure melee while being much less of a nerf to hybrids and other caster classes. 4) Caster vs Melee survivability: When a zerg of people runs at you spamming crowd control spells and you know you're gonna die if you stick around, the moment root lands, the caster hits the gate button or shadowstep/gate and escapes before they reach him a lot of the time. Melee on the other hand will try to pumice, get rooted again soon as it comes off, and gang banged by the zerg for a free kill. This is obviously a huge imbalance in survivability, especially when tank classes are supposed to have high survivability. 5) Dumbing down the game: Crowd control spells landing easily makes it so melee classes are always attacking stationary targets. This removes all the skill from playing a melee class completely. You're no longer jousting anyone, you just stand next to them with auto-attack on. It's inherently dumbing down the game and removing skilled aspects. 6) Another unintended upgrade to hybrids: This is something only someone who played a hybrid on TZVZ would understand. He made CC land easily but also made it last a short duration. When a caster roots you and you're fighting 1vs1, you already know it's going to drop relatively soon. The pure melee really has no choice except to pumice it since he can't do anything else. For the hybrid on the other hand, a lot of the time it's actually more effective to completely ignore it and heal yourself/lifetap or root them back instead because you're gonna be able to move soon anyway. The end result is that melees have to pumice themselves and hybrids get to ignore root, not pumice themselves, and also do useful things while the root is on them (casting) during 1vs1's. 7) 1vs1's where each person casts root 50 times: Example of how ridiculous this system is: A paladin or ranger sees a caster class and a 1vs1 starts. Since being able to immobilize your target is such a powerful spell, the hybrid is gonna spam it. Once the caster sees the hybrid chain rooting him in between swings, he realizes his only hope is to root the hybrid back and hopefully resist a root so he can get some space between each other. This goes on over and over and each player is basically perma rooted the entire fight while occasionally popping out and running a few steps. Does this actually sound fun to anyone? | ||
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#2
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__________________
I am Reiker.
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#3
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Last edited by tmoneynegro; 10-15-2011 at 02:22 PM..
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#4
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A) Have SoW, and be running away from them before they're in range to cast. B) Need to pray they don't have a Bard/Druid/Shaman that can out run you. C) Hope they don't have anyone that has a bow, because you'll eventually get killed. | |||
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