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View Full Version : Spells: snare in pvp


Kruel
12-07-2011, 04:15 PM
whats up with snares lasting like 5-7 seconds in pvp.. I remember being a warrior on live back in 00' and getting snared for what seems like forever.

pickled_heretic
12-07-2011, 04:21 PM
this is an intentional change, i have no idea why. snare had a fixed duration on live, as you say. my guess is in order for this to get changed you'll have to convince whoever consciously made the change to undo it.

Dfn
12-07-2011, 04:42 PM
Same thing as pet damage nerf.

Not claasic, plz fix

Lazortag
12-07-2011, 05:59 PM
There's a client side bug that doesn't allow snares to last more than 36 seconds or something like that. While I don't think snares should have partial resists as they're not classic, you have to realize that the max duration allowed for snare by the client calls for a different resist system for that type of spell.

I thought partials were removed?

http://www.project1999.org/forums/showpost.php?p=455880&postcount=1

socialist
12-08-2011, 05:20 AM
Null: Removed heart beat ticks from Root in PvP.
Null: Removed Partials from Root and Snare.

It seems like it should have been removed in that patch, but it evidently wasn't. On that note, please change root back so it doesn't always last its full duration. That's absolutely ridiculous. It currently doesn't have a chance to break early unless broken by damage (which doesn't seem particularly common either) and that just doesn't work at all together with the altered resist system that makes root land more than it did on live. Taking a 30+ second root is automatic death for a melee, and the fact that they have an ok chance of landing makes root-spamming the winning strategy in group PvP. This was brought up repeatedly during the beta. Root in EQ was specifically coded so that it could break early, and usually would if the target had good MR. This was because a full-duration root is absolutely gamebreaking and should never happen to anyone geared for PvP.