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Originally Posted by quido
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On our box we think the debuff meta game that includes buff management makes for interesting and skilled game play.
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Eh, that's not interesting gameplay to me. I dislike long-term buffs and clickies in general. Interesting gameplay is needing to time skills in order to create kill windows or maximize pressure/defense at a given point.
Quote:
Originally Posted by quido
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The curve needs to be scrunched such that (non-lure) spells always have a fair chance to land against people no matter how high their resists are, spells always have at least an existent chance to resist for all but the lowest of resists, and decreasing the amount of godlike status imbued by being ultra-geared. I want to scale down the effectiveness of the gear gap in each era, with each successive era requiring further adjustment.
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The idea of resists as they exist in EQ just creates a luck dependent game. A spell should always have the exact same effect on a target, depending on their resist value. That way the player knows what their capability is and approximately what they need to do to win a fight, or how they can reliably contribute to a fight.