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  #21  
Old 09-29-2011, 09:44 AM
valithteezee valithteezee is offline
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Quote:
Originally Posted by mimixownzall [You must be logged in to view images. Log in or Register.]
I was trying to gank this monk (con'd red) last night and he had a red druid with him. I was level 10 or 11 at the time. They both had SoW so the druid was obviously 14+. He tried casting root on me a couple of times but I resisted with default MR for a troll shaman. The third one landed and the 4th, 5th and 6th as well. The resists seemed ok to me. With no way of dispelling roots until later, and with root/snare being an auto-win, I don't see a problem with the way it currently works.

The range for melee is pretty shitty. I have ~65 ping to the server and it is hard to hit people with melee when they are moving. I can only imagine how shitty it is for those with 150+ ping times. Like discussed in an earlier thread, I say the range be increased by 50-75% first and see how it is; but I think it really needs to be about 100% increase.

With the person at a low walk (running away with low hps) I have to be almost inside of them to hit them.
^^ Clutch info. Resists don't seem all that off honesty. Maybe a bit biased at the moment towards melee considering we are all naked and stuff is getting resisted. I was fighting a druid 1 level higher and was resisting 50-60% of the spells. I don't think a 10-20% increase land-rate would be too unfair(And I play a melee). I'm actually really happy with the resist system right now after playing a few pvp box's with resists being totally screwed.

I agree with the hitbox comment as well. You really have to be on-top of them or you get "Your target is too far away".
  #22  
Old 09-29-2011, 10:16 AM
Banai Banai is offline
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MR seems pretty fucked up.. Same with the hitbox. At lvl 4 I resisted every single root/snare that a yellow con druid cast on me, was at least 4 casts. Was also almost impossible to hit when chasing :S
  #23  
Old 09-29-2011, 10:57 AM
gloinz gloinz is offline
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Quote:
Originally Posted by Bockscar [You must be logged in to view images. Log in or Register.]
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Any bigger and it'd just be stupid.
this guy has some serious evidence here dont mess with the hitbox that looks huge to us pvp champs (and who plan on playing melee on live)
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  #24  
Old 09-29-2011, 11:05 AM
Nerfbat Nerfbat is offline
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I was fighting brisbee in misty thicket yesterday. I'd say out of 10-12 snares probably 4-5 of those landed(possibly even higher, wasn't keep track that hard). and he was a higher level. No complaints here. No tests with root however.

His blinds were working nicely as well. Probably close to the same percentage (although, we were lower level than him)

I would like to test more pvp resists.... but I cant afford any spells... *cough*

-Samwise
  #25  
Old 09-29-2011, 11:19 AM
Diggles Diggles is offline
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I'm not sure if this is directly related to MR or if it's some red thing that's always been in the game, I've been hitting blue con naked players for half damage on my spells. :x
  #26  
Old 09-29-2011, 11:22 AM
mala mala is offline
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The hit box is nearly exactly what it was in live, dont change it. Jousting is supposed to be tough and take forever.

Spell resistance compared to using them on a mob is very weird though. At lvl 4 i was able to resist a rangers snare 5 times in a row, which def should not be the case. On live you had to have decent MR to resist snares/roots more than half the time, but somehow people are resisting 80-100% of the time on here.
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  #27  
Old 09-29-2011, 11:27 AM
Xantille Xantille is offline
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My personal experience w/ the hitbox so far:

Jousting is obviously more difficult. I don't know how much of that has to do w/ the fact that everyone is using 50 delay 2h weapons and the client/server side refresh for swings seems off.

Chased some newblet in Innothule yesterday. I had SoW and he didn't. I literally had to be running into his back (to the extent that I was bouncing off him) in order to dual wield him to death. I think the hitbox could use a slight tweak- correct me if I'm mistaken, but on live, I remember having to run in front of people to hit them, so I'm inferring that the hitbox was larger back then.

Tiny hitboxes and hitting for 40 damage w/ a exe axe as a level 50 warrior (saw this on p99) = not a good state of affairs.
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  #28  
Old 09-29-2011, 11:27 AM
Nirgon Nirgon is offline
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As far as resisting snare, it was pretty high resist. Ensnare on the other hand, landed more frequently. This was also the case on NPCs when using fear vs invoke fear. Invoke landed and stuck better.
  #29  
Old 09-29-2011, 11:31 AM
pickled_heretic pickled_heretic is offline
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Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
As far as resisting snare, it was pretty high resist. Ensnare on the other hand, landed more frequently. This was also the case on NPCs when using fear vs invoke fear. Invoke landed and stuck better.
snare and ensnare have the same MR bonus (0).
  #30  
Old 09-29-2011, 11:32 AM
Nirgon Nirgon is offline
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I remember using both on live and snare having a shit chance and ensnare landing almost every time on NPCs.
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