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View Full Version : Made a thread about MR being fucked


Stasis01
12-23-2014, 01:44 PM
I guess the resident nerds are not saying anything so I guess Haynar thinks this shit is cool or?

Pls go post on my thread.

In PVP bugs.

heartbrand
12-23-2014, 01:49 PM
MR is dumb right now, if you get tashed even from 255 MR you're basically guaranteed to be rooted. I usually just zone if i'm tashed. and lol @ whoever is like "carry cure pots" ya cuz a melee right clicking cure pots is going to do shit vs a 1 second 20 mana tash cast.

easy_lee
12-23-2014, 01:59 PM
What do you guys think happens when you get rooted? You don't automatically die to the root, and roots tend to break very quickly vs players. Even naked targets can break root pretty quick if they're taking damage. Keeping someone rooted is a full-time job. Nobody is getting root rotted; it takes a caster's full attention to hold a player down

If person A roots you while their friend B beats on you, why is that bad for PvP? Two players should be able to threaten or kill one. And it's not like you can't go after the caster as soon as root breaks anyway.

Nobody likes getting CD'd, I get that. But getting killed in six swings by a player you can't even threaten is much worse. Before the patch, casters had to run from melee. All you could do was nuke, meaning wizards were king casters and all other casters sucked in PvP by comparison. Now, casters can lock down melee so their allies can deal with the melee. What part of that is a problem?

HippoNipple
12-23-2014, 02:07 PM
What do you guys think happens when you get rooted? You don't automatically die to the root, and roots tend to break very quickly vs players. Even naked targets can break root pretty quick if they're taking damage. Keeping someone rooted is a full-time job. Nobody is getting root rotted; it takes a caster's full attention to hold a player down

If person A roots you while their friend B beats on you, why is that bad for PvP? Two players should be able to threaten or kill one. And it's not like you can't go after the caster as soon as root breaks anyway.

Nobody likes getting CD'd, I get that. But getting killed in six swings by a player you can't even threaten is much worse. Before the patch, casters had to run from melee. All you could do was nuke, meaning wizards were king casters and all other casters sucked in PvP by comparison. Now, casters can lock down melee so their allies can deal with the melee. What part of that is a problem?

I get what you are saying because things were pretty bad before. The debuff however isn't working correctly. As HB mentioned if you have over 200 MR and get a MR debuff it somehow gets treated much harsher than the net remaining MR should be. All caster classes besides shaman/enchanter will still not be able to root and now their spells are also not doing as much damage. It is a huge buff to two caster classes while making other caster classes even worse than before.

Nirgon
12-23-2014, 02:13 PM
(Open response, not aimed at OP)

It's when a caster locks down people for the melee train that problems arise for the caster. Something that seemingly makes them viable ends up biting them in the ass with a lockdown/near instant death.

Look at it this way.

20 people who are of marginal skill are setting up for a raid mob.

15 people of exceptional skill are getting ready to contest.

The 20 marginally skilled players have 5 extra players, 2 of which that can just be literally dedicated to spamming root

Try to guess the outcome

I mean having 2 extra player just dedicated to dispelling or spamming heals is enough of an advantage... but spamming an ability that almost every time leads to a near instant death is not good

Like I said, hard disables like root/blind were easy to resist for a reason

Have fun with "oh no problem just casting a pumice" when any competent melee train gets on top of you.

This change greatly benefits Holocaust and unlike previous top guild scum regimes, we're not blindly defending something that screws everyone else over. Several of us have been extremely objective in stating it gives us too much of an advantage in the numbers game and we want small pvp crews to be much more viable. Resist caps help this a lot, if you can manage your buff stack vs less/unskilled players who can't stay on top of that.


It is a problem Haynar is aware of, he's just expressed a time or two he doesn't appreciate people constantly blaring about how bad this one thing is after all the other things he's gotten right.

Be happy we have reasonable hit boxes and actual hard caps on resists. He made the debuff changes with the best intentions of making classes that previously felt useless very strong and useful. I think we can absolutely and definitely expect some fixes in a future patch to fetter (this one really is the problem, I imagine other roots work very close to classic), malosini and blind.

When's the future patch? Who knows. At least by Velious and that only seems like 5-6 months off? Not an unreasonable amount of time for a free server imo.

I'd only be bothered if I didn't have faith our pvp dev couldn't make these tweaks or was being ignored by the higher ups. I think we can all safely say tweaking this is well within his abilities ... and also that he pretty much always has the higher ups stamp of approval/trust to put things into patches.

Andis
12-23-2014, 02:17 PM
No secret that MR needs some tweekage.

everyone can see this lol

easy_lee
12-23-2014, 02:46 PM
Seems to me, then, that the thing to do is figure out which abilities should usually land and how often. Roots often resist, but right now it seems like snares are even harder to land, odd as that is.

One thing I can say for sure is that the patch made low level PvP much more balanced. Being able to hold your own as a 20 druid or 30 necromancer is very nice. High level PvP falling in the favor of whoever has more people is not good, but what is the alternative? Which spells should land and which shouldn't? How much impact should resists have on which spells?

As an example, consider a fight between a caster and a melee. Right now, the caster can lock down the melee long enough to escape. If roots and snares land and last too long, the melee has no chance. If they don't land at all, the caster has no chance. Sure, if the caster gets the jump, is levitating, and is a wizard, things go well for the caster. But on a level playing field, the game is stacked heavily in favor of the melee.

Group PvP further complicates things. If a caster can land an aoe snare, then he can win a fight immediately. If he can lock down one target, he can contribute but we face the numbers game. If he can't lock anyone down, all he can do is throw nukes and aoe. And aoe hits your group members, which makes it tough to use anyway.

It's going to be a real challenge to make small groups a threat without simultaneously making casters, particularly shamans and chanters, either overpowered or useless.

Nirgon
12-23-2014, 02:54 PM
Making CC extremely easy to land is exactly what kills small skilled groups who can outrange spells/manage their buffs or roll in, make a kill and escape

Bazia
12-23-2014, 02:55 PM
If You have 160 or better MR tash wont Make You rootable

SS's provided in Bug Forum

Mac Drettj
12-23-2014, 03:04 PM
sample size of 10 casts is def enough proof

SamwiseRed
12-23-2014, 03:05 PM
1 rogue should be able to wipe a full group imo. even if tashed/malod cc should never land. in fact resists should be tweaked so that melees can wear full dps gear and be immune to every spell in the game.

until then ill wear mr gear and try to fight battles with similar numbers.

SamwiseRed
12-23-2014, 03:09 PM
my fav part about this thread is the fact the issue has already been acknowledge and resolved by a dev. we are just waiting for patch. but lets keep arguing about it like morans for FQ glory.

pras hayner

Nirgon
12-23-2014, 03:14 PM
Fetter-able but I think you're right

Having to fully dispel someone's MR buffs in addition to the tash would be a fair compromise? imo yes

Malosini should have a chance to land after buff strip, but not so easily as a first cast

Malo/mala obviously unresistable and should work every time

Stasis01
12-23-2014, 03:51 PM
my fav part about this thread is the fact the issue has already been acknowledge and resolved by a dev. we are just waiting for patch. but lets keep arguing about it like morans for FQ glory.

pras hayner

My fav part is you're 9-4 and never PVP, yet feel the need to give ur 2cents.

SamwiseRed
12-23-2014, 03:59 PM
9-4 pretty good for a druid in classic gear who only buffs and ports :)

meanwhile you wont catch stasis further than 2 feet from a zl.

Stasis01
12-23-2014, 04:13 PM
Who do you PVP with?

Isoroku
12-24-2014, 03:03 AM
have quit, along with all of my friends.


server has a real bad habit of leaving broken patches in for months at a time. enjoy the PVE server.

Bazia
12-24-2014, 03:09 AM
lol have multiple golem wands on every character

cant carry null pots

Cobretti
12-24-2014, 03:26 AM
being able to max MR so you avoid root is OP...prepare for it in other ways, melee are very good in PvP as is...allowing them to get max MR and un-rootable is breaking the game... if you get caught in pvp alone with your pants down and no way to defend against it because you didnt prepare properly too fucking bad

bouncerr 2.0
12-24-2014, 04:06 AM
mr is def weird atm, cant kill or nuke anyone on a cleric i casted retribution on myself about 20 tries it landed twice partially for like quarter of its damage.

tried to take out players in banded or leather with low mr and still resisted everytime or hit for 100dmg

stun is the same way

Nocsucow
12-24-2014, 04:26 AM
Need to worry about them drug resists try to get it above 40 need to cure that RL malo bruh and quit messing with MR

Lasher
12-24-2014, 07:48 AM
On vanco I wear lots of mr gear. I sacrafice str, hps, pr dr in order to become virtually resistant to roots. Root is my bane. But since patch I get rooted and blinded in almost every fight.

Haynar made all high lvl spells with -resist mod. Its unknown value but I suspect its high. I run arounf with 192 mr and I get malosinied on first cast a lot and if not first then Seconf. So for a spell like malosini to land quite often on 192 it leads me to believe its acting like it had a -75 to -100 mod

Isoroku
12-24-2014, 07:53 AM
pretty sure haynar is aware of the problem, it will be patched soon.


soon

Samsung
12-24-2014, 10:05 AM
Need to worry about them drug resists try to get it above 40 need to cure that RL malo bruh and quit messing with MR

lmao

SamwiseRed
12-24-2014, 01:49 PM
On vanco I wear lots of mr gear. I sacrafice str, hps, pr dr in order to become virtually resistant to roots. Root is my bane. But since patch I get rooted and blinded in almost every fight.

Haynar made all high lvl spells with -resist mod. Its unknown value but I suspect its high. I run arounf with 192 mr and I get malosinied on first cast a lot and if not first then Seconf. So for a spell like malosini to land quite often on 192 it leads me to believe its acting like it had a -75 to -100 mod

http://r99pvp.com/showplayer.php?p=Vanco

rooted and blind every fight? all 5 of them?

also weird stasis says the same thing, rooted and blind every fight
http://r99pvp.com/showplayer.php?p=Stasis

excempt none of his deaths were post patch.

very odd and interesting. its almost like all of you are full of shit.

Slathar
12-24-2014, 01:58 PM
http://r99pvp.com/showplayer.php?p=Vanco

rooted and blind every fight? all 5 of them?

also weird stasis says the same thing, rooted and blind every fight
http://r99pvp.com/showplayer.php?p=Stasis

excempt none of his deaths were post patch.

very odd and interesting. its almost like all of you are full of shit.

Stasis plays his monk Gaanon for pvp. You dont pvp or play here.


NEXT

Pseudechis
12-24-2014, 02:12 PM
On vanco I wear lots of mr gear. I sacrafice str, hps, pr dr in order to become virtually resistant to roots. Root is my bane. But since patch I get rooted and blinded in almost every fight.

Haynar made all high lvl spells with -resist mod. Its unknown value but I suspect its high. I run arounf with 192 mr and I get malosinied on first cast a lot and if not first then Seconf. So for a spell like malosini to land quite often on 192 it leads me to believe its acting like it had a -75 to -100 mod

I think Malo is like -120 and Malo + tash is basically game over for any meelee.

Thing is we know it's getting fixed next patch so the shamans chanters can have fun but only for so long.

SamwiseRed
12-24-2014, 02:16 PM
Stasis plays his monk Gaanon for pvp. You dont pvp or play here.


NEXT

weird stasis linked samwise killboard despite being a port bot. figured id do the same nawmean?

Gustoo
12-24-2014, 02:17 PM
I hope it gets fixed and not jusr reverted. Melee shouldnt be caster impervious like they have been. Thats like saying that as a cleric I shouls be able to stack AC and be basically immune to melee attacks.

SamwiseRed
12-24-2014, 02:20 PM
debuffs should be 150% not 200%. its already being fixed but hey maybe if we cry about it more and make shit up rogean will surely stop what hes doing and patch the server :)

as for stasis, he will join whoever is winning and burn every bridge behind him. watching his guildtag and who he forumquests against is similar to watching groundhog day. bet we wont see a variance thread for awhile hehe NEXT

SamwiseRed
12-24-2014, 02:33 PM
on the topic of resists, can tstaff be resisted? CC makes the game terrible and dumb and I would like to be able to resist it. ty. can we also look into rogue poisons, im getting hit way to much with resist gear. cc = no fun. please remove any and all forms of CC. bet melees wont complain about that tho hehe

fred schnarf
12-24-2014, 03:25 PM
1 rogue should be able to wipe a full group imo. even if tashed/malod cc should never land. in fact resists should be tweaked so that melees can wear full dps gear and be immune to every spell in the game.

until then ill wear mr gear and try to fight battles with similar numbers.

this is the truth , people who play melee want to be immune to spells, idiots like colgate believe this 100%

roberto even said to me once its bullshit to take 400 dmg from a draught, when on live there was no reduction in dmg for pvp , you at 600.

Wizards and casters can die in like 5 seconds to melee yet they want to shake off nukes and keep pvping. Dont work like that.

Lasher
12-24-2014, 05:56 PM
shams not using malo, using malosini because its now landing so easily

Malosini-200 mana. -60 to resists (-120 in pvp)

Malo-350 mana -45 to resists (-90 in pvp)


Malosini is acting like its modded. It 33% more effective in debuff. and costs like 40% less mana.

Shamans typicaly needed to use malo since malosini didnt land wel at all on live but Haynar made all high lvl spells easier to land in last patch

Isoroku
12-24-2014, 09:55 PM
175 people online during primetime atm, used to be 250.

Widan
12-24-2014, 09:58 PM
lmao its christmas eve