#181
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Vantage - Cause my life is dope and I do dope shit.
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#182
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I like you guys, I really do.
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#183
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#184
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If you’re relying on training and calling it PvP, congrats, you’re playing blue.
Except you’re also 3 boxing so it’s even lower. | ||
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#185
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R99 has custom code that further increases melee damage beyond normal - the damage disparity on a primal melee on r99 is way more than it should be. We're actually talking about partially implementing some of these features (like dex vs agi calculations in determining damage and maybe hitrate) to give melee a small boost in an era in which casters are so incredibly powerful. You will not find a more attentive and responsive dev team anywhere in eqemu pvp.
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Bush <Toxic>
Jeremy <TMO> - Patron Saint of Blue | |||
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#186
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That's somewhat encouraging, but Luclin era is not.
The EQ combat system should be re-worked altogether. Movement is one of the most important things in a PvP game and it's something that the spell/resist system of EQ has extremely poor interplay with. Those spells are either totally broken if someone is lacking resists, or entirely useless if someone has high resists. Spells should always land and instead have (significantly) decreased duration/damage depending on resist value, and spells should have independently balanced recharge times so that extremely crucial abilities like root/snare can't be spammed non-stop (by a single player). There's many other issues too. If you ever reboot the server in an earlier era and are interested in improving the game mechanics from the ground up, let me know. I can help with that. I'm not so interested in the same old EQ.
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#187
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If you tune resists properly per era, root spam etc shouldn't be an issue - I've just never seen a box that is tuned properly in classic. On our box we think the debuff meta game that includes buff management makes for interesting and skilled game play.
What you speak of in terms of spells always landing against scrubs and never landing against beardgods is exactly what we are working on in balancing luclin. The curve needs to be scrunched such that (non-lure) spells always have a fair chance to land against people no matter how high their resists are, spells always have at least an existent chance to resist for all but the lowest of resists, and decreasing the amount of godlike status imbued by being ultra-geared. I want to scale down the effectiveness of the gear gap in each era, with each successive era requiring further adjustment.
__________________
Bush <Toxic>
Jeremy <TMO> - Patron Saint of Blue | ||
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#188
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#189
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#190
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Jeremy alive me hope?
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