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remove high lvl spells landing easier
Resist debuffs doing 100% more is only part of the problem. Malosini lands pretty easy with high mr. Debuff doing double and high lvl spells having a non classic built in mod is the entire picture. Since its now coded that the higher the lvl the spell the easier it lands. So spells like fetter, malosoni, forlorn deeds all have a non classic built on spell mod.
This needs to be removed or adjusted for certain spells. Sham and ench gained huge advantage in last patch. Hit box reduce. Resist debuff doing double and fetter, slow cripple and malosini given a built in mod. Imo the high lvl spells landing easier if left in should at least be excluded for root, snare, mez, and resist debuff spells |
i thought the whole change was to make things more classic, why was this even considered
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signed
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Ya its been real bad since the patch, hopefully the next one fixes these resists.
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Malosini is 200 mana -60 to resists (120 pvp) and since haynar made high lvl spells land easier its been dominating. My estimate is its acting like it has a -75 to -100 mod. I run around with 185-192 mr and.malosini is landing.in 1 to 2 casts
Malo is 350 mana -45 to resists (-90) pvp unresistable Shaman should need to use malo in high end pvp |
also, malosini is a 3 second cast whereas malo is a 5 second cast
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3 second cast for 120 neg resists is sooo broken.
Having higher lvl spells land more not only isn't classic but it hurts hybrids who cast lower lvl versions spells of other classes. There are lower lvl spells that actually landed at high lvl pvp in classic such as ench lvl 8 nuke, poison bolt and wizard lower lvl pushback nuke. |
He has the fix going in next patch whenever the dev pals have time in their schedule for a patch day
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He removing then semi lure effect of high level spells or just adjusting the resist.debuff bonus?
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at 35 as a enchanter anyone with 100 or higher MR even after tashed every spell gets resisted 100% of the time minus tash. 2 hours or casting and not 1 stick
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