Quote:
Originally Posted by SamwiseRed
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melee does have channeling here tho. someone already posted that after bring interupted they regained concentration. ive def seen pumice go off from a monk/warrior while being pummeled on.
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Yeah, I've seen this too, and this is a major problem and totally un-classic. On Live melees had zero channeling skill, meaning any damage whatsoever would interrupt a pumice cast. As a Monk, I could always tell the good Druids from the bad because the good ones would come melee me to interrupt while I was trying to dispel their DoTs/snares. Zero channeling helped to balance out the high damage output of melee classes. It made them extremely vulnerable to DoTs, since all you had to do was 1 hitpoint of damage while they were casting a pumice/potion to interrupt their cast. If they didn't have an ally to dispel/cure them, they would be taking full damage.
Increasing the vulnerability threshold for CC spells is not the correct way to balance melee and casters. CC spells turn PvP into a joke for both the caster and the target. There's a reason the classic devs had the resist code they did. The game becomes fucking retarded when you can employ the exact same tactics to kill mobs as you can players (press button 1 to root, press button 2 to nuke, omg such skill!).
I simply don't believe that anyone who actually PvPed back in the day can defend CC spells regularly landing at 100+ MR as classic. I used to run around with something like 110 MR on my Monk, and it was very rare for me to get rooted or snared, much less blinded. But if I did? I was pretty much guaranteed dead against a competent player, especially if there was more than one enemy around, because there was almost no way I was getting a pumice off. Casters have a lot of options for dealing with melee besides CC: levitate, shadowstep/yonder, runes, DoT kiting, ghosting across terrain/hills and generally being evasive with movement (this was a huge component of caster skill back in the day). The balance tradeoff is that if a geared out melee catches you at close range, either because you're indoors or you weren't prepared, he's going to put a hurting on you. It was also recognized that casters were stronger at lower and mid levels, while melees were strong at the high end. Casters were better in open areas, while melees were best in dungeons. And casters were much better solo, while melees shined in group fights.
With CC landing reliably, the balance goes completely out the window. Casters become better at everything, because they can completely disable melees with the cast of a spell, in addition to having all those other options I previously outlined, as well as the ability to gate away from combat at any time. Melees rely 100% on their ability to land hits in melee range, they are literally helpless and worthless otherwise. Literally no different than rooting a mob. It's atrocious game balance to render half the classes in the game worthless with low level CC spells. The original devs understood this, and hence had a very low threshold for near-immunity to CC spells.
With no melee channeling skill and CC immunity, group PvP is fairly balanced between melee and casters. Necros, Shaman and Druids are stacking DoTs on melees, Enchanters are stripping buffs and mana from everyone, Wizards/Mages/Druids are nuking down Clerics and other high priority targets, and Clerics are healing and trying to stay alive. Meanwhile the melees and hybrids are running around trying to kill the enemy casters, and attacking any enemy melees who get low or who are trying to pumice. Everyone is running around all over the place. It's chaotic and a lot of fun.
With CC spells landing, casters just spam CC and and the whole game revolves around alternately dispelling and standing still while getting nuked down. Dumb, no skill and no fun for anyone.