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Old 11-16-2013, 10:26 PM
Alecta Alecta is offline
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Originally Posted by Vexenu [You must be logged in to view images. Log in or Register.]
PvP on Red where people are regularly getting rooted and snared with 100+ MR is totally non-classic.
Re: Roots - this still happening?

Snares are on my plate for next patch, but roots should have been taken care of.
  #2  
Old 11-16-2013, 10:43 PM
Vexenu Vexenu is offline
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Quote:
Originally Posted by Alecta [You must be logged in to view images. Log in or Register.]
Re: Roots - this still happening?

Snares are on my plate for next patch, but roots should have been taken care of.
I've not played since before you started making changes, so I'm not sure how it is now.

But anything approximating the percentages that I quoted would be close to how resists were on Live, which I'm assuming is the goal.
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Old 11-16-2013, 11:25 PM
Alecta Alecta is offline
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Quote:
Originally Posted by Vexenu [You must be logged in to view images. Log in or Register.]
I've not played since before you started making changes, so I'm not sure how it is now.

But anything approximating the percentages that I quoted would be close to how resists were on Live, which I'm assuming is the goal.
You should come back and give it a whirl.

Those percentages are what we should have next patch, i.e. 125 mr = 98% resist on all roots and snares. (Currently it's just roots.)
  #4  
Old 02-18-2014, 12:50 AM
Nirgon Nirgon is offline
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Quote:
Originally Posted by Alecta [You must be logged in to view images. Log in or Register.]
You should come back and give it a whirl.

Those percentages are what we should have next patch, i.e. 125 mr = 98% resist on all roots and snares. (Currently it's just roots.)
Heard of a mage pet rooting someone with 145mr recently.

I never wanted to pour kerosene on a server so much.
  #5  
Old 11-16-2013, 10:31 PM
Kastro Kastro is offline
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Quote:
Originally Posted by Vexenu [You must be logged in to view images. Log in or Register.]
Most important thing to get right is MR.

With an MR of 100 a player should be resisting over 90% of movement restricting spells and blinds/stuns. With an MR over 125 it's like 98%.

PvP on Red where people are regularly getting rooted and snared with 100+ MR is totally non-classic. On Live those spells were basically never used unless the target was Tashed, simply because they almost never landed against a decently geared opponent.

Movement/positioning is really the only skill-based aspect of EQ PvP, so eliminating that by allowing roots and snares to land reliably dumbs down PvP a great deal. I mean, a caster who can root/nuke or snare/nuke a melee to death is displaying zero skill. It's literally the same exact tactic for a PvE kill against a mob with no intelligence. Allowing that sort of thing to take place regularly with geared characters and calling it "PvP" is a complete joke.
Yeah on RZ the only thing I bothered using was clinging darkness... since it was a low level spell it landed easy even with decent MR... but it did not last long at all.. maybe a few ticks... If Clinging landed I would try a higher level... especially if we had a chanter tashing... but yeah most players werent smart enough to use clinging darkness...
  #6  
Old 11-16-2013, 10:27 PM
Retti_ Retti_ is offline
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I love Hughman
  #7  
Old 11-16-2013, 10:31 PM
Bazia Bazia is offline
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Vexenu is incorrect roots and snare are both seeing resists just fine.

I think the only snare with issues is bard snare, I haven't been seeing the shit land unless im tashed or malo'd.

I have been pvping not stop for days so I've seen the resist checks in action, although I would like a more classic like elemental resist. Really sick of seeing wizards ignore lures and druids being rapeface (Although I am playing a druid currently).
  #8  
Old 11-16-2013, 10:59 PM
dogbarf dogbarf is offline
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Quote:
Originally Posted by Alecta [You must be logged in to view images. Log in or Register.]
I thought people might want a break from the item loot posts.

Effective next patch, we will be able to tweak the PvP resist parameters without a patch. And as a part of that, we are going to be modifying the values a bit.
Any plans to fix spell durations? Ensnare Lasts 18 seconds rather than 14 minutes.

I know a shit ton of melee fags on these forums probably think that is a good thing but If we are going to have classic resists we should try to have classic duration yes?

Casters are going to suck some serious balls with the nonclassic dmg nerf and nonclassic duration once kunark rolls around.
  #9  
Old 11-17-2013, 07:38 PM
Leftoverture Leftoverture is offline
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Quote:
Originally Posted by dogbarf [You must be logged in to view images. Log in or Register.]
Any plans to fix spell durations? Ensnare Lasts 18 seconds rather than 14 minutes.

I know a shit ton of melee fags on these forums probably think that is a good thing but If we are going to have classic resists we should try to have classic duration yes?

Casters are going to suck some serious balls with the nonclassic dmg nerf and nonclassic duration once kunark rolls around.
1. Snare has never lasted for 14 minutes on players on any server

2. Think it would be fun if I could silence you for 14 minutes? You're retarded
  #10  
Old 11-17-2013, 07:42 PM
Not_Kazowi Not_Kazowi is offline
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is there any estimate on when t99 comes out
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