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  #311  
Old 08-06-2012, 05:51 PM
Nirgon Nirgon is offline
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I never needed root in classic to succeed as a wizard in pvp. Its stupid and completely broken that you can spam root and reliably land it for great durations.
  #312  
Old 08-06-2012, 05:57 PM
Tr0llb0rn Tr0llb0rn is offline
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root/snare has been changed , months ago. It has only a small chance to land at 110ish+ magic resists.

Same with Whirl, thats now even easier to resist then root.

So what CC are we left talking about? Mez/stun/blind?

Go back to the bad old days of Enchanters being one trick rapture bots? Everyone just spam their largest/longest casting nuke (since stuns wont land)?

Its more strategic now. The system is fine and you guys are too hard on it. And with better resists in Kunark in two weeks, there is not going to be a problem.

Null, dont get trolled.
  #313  
Old 08-06-2012, 06:08 PM
Tr0llb0rn Tr0llb0rn is offline
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EQ pvp resist was always a ever changing thing going on behind the curtain. No one, especially no one here, knows exactly how it worked.
  #314  
Old 08-06-2012, 06:09 PM
Dullah Dullah is offline
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Casters have plenty of chances.

(Not classic) Melee have 5% chance to push on melee hits, and even when pushed, casters almost always regain concentration through channeling. The chance to push is considerably lower and/or the chance to continue casting here is WAY higher than it was on live. There was no way you could start casting with hasted 1h wielding melee already hitting you on live and expect to channel thru it. I literally never saw someone cast a big nuke with me attacking him from the beginning and channel it at 60. Casters had to run around and use environment to try to start the spell before I reached them. Here the chance to interrupt a caster without bash even with 75% haste is very small... and don't let them have rune or its gg.

Resists should be classic. This is Project 1999, classic Everquest, right? Verant knew the power of CC in pvp was game breaking, so by sacrificing stats, hp and other resists for MR, you can prevent getting insta-gibbed by a root/snare. On live, you could resist CC pretty frequently even naked. There are plenty of other benefits that casters have over melee like range, never having to deal with people moving/ghosting, being able to fight from above/below as well as the benefits from all the buffs themselves.

Lets be real here.
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  #315  
Old 08-06-2012, 06:12 PM
Dullah Dullah is offline
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Quote:
Originally Posted by Tr0llb0rn [You must be logged in to view images. Log in or Register.]
root/snare has been changed , months ago. It has only a small chance to land at 110ish+ magic resists.

Same with Whirl, thats now even easier to resist then root.

So what CC are we left talking about? Mez/stun/blind?

Go back to the bad old days of Enchanters being one trick rapture bots? Everyone just spam their largest/longest casting nuke (since stuns wont land)?

Its more strategic now. The system is fine and you guys are too hard on it. And with better resists in Kunark in two weeks, there is not going to be a problem.

Null, dont get trolled.
With 2 casters casting a snare/root, in under 10 seconds they are almost guaranteed to land one if the targets MR is under 120.

Not classic.

Your position is "this is classic Everquest." Why abandon it now?
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  #316  
Old 08-06-2012, 08:09 PM
Nirgon Nirgon is offline
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I sent info to Nilbog and Kanras.. I think Null also on how all this is supposed to work. They can do whatever they want with said info /shrug.
  #317  
Old 08-11-2012, 05:39 PM
Tycko Tycko is offline
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The enchanter screenshots ganking geared players with whirl till you hurl and their DD + Stun should say more than I ever could.
  #318  
Old 08-14-2012, 10:35 AM
bamzal bamzal is offline
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Ah classic resists, that would be nice
  #319  
Old 08-14-2012, 10:36 AM
heartbrand heartbrand is offline
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Quote:
Originally Posted by bamzal [You must be logged in to view images. Log in or Register.]
Ah classic resists, that would be nice
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  #320  
Old 08-14-2012, 11:52 AM
Nirgon Nirgon is offline
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Why has it taken so long to fix the root / stun / whirl (yes its a stun but its literally supposed to not land) line? Such a major game breaking PvP issue.

Fight for YT, item loot or teams or whatever who cares I guess on that stuff comparatively... but this along with the mage bolts really has to get fixed here.

Otherwise, what I experienced (with another "No No" to gripe about aside) with another server with broken raid mobs and very flawed resist code. These problems should not have made it to Kunark.
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