#1
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re: Item Loot, err, Spell Resists!
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. I slapped together a spreadsheet that should give some idea of where we're headed. Feel free to experiment via "File" -> "Make a copy" and modifying the green cells. Any feedback is appreciated, including what people might like to see in classic / kunark / velious. | ||
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#3
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very cool
__________________
Combobreaker glares at you threateningly -- Is your body ready?
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#4
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thx alecta
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#5
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#6
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#7
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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. | ||
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#8
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#9
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Snares are on my plate for next patch, but roots should have been taken care of. | |||
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#10
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I love Hughman
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