Quote:
Originally Posted by Null
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There is a difference between trying to get every class perfectly balanced in pvp with one another and altering a underline mechanic of the game to avoid being practically unkillable to over half the classes in the game.
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Null, what are you talking about dude. In real EQ, casters can always run away from melees and melees can always run away from casters. It's even in terms of escape. People only stick around for fights they actually have a chance of winning. This is why people liked EQ live PvP.
With your changes, casters can escape just as easy as ever, but melees get this lopsided nerf to their survivability and effectiveness with CC spam. You did not fix any "mechanics problem". You just nerfed the shit out of pure melees and to a lesser extent, hybrids.
Seriously, I dare you to play a melee like rogue or monk with this system. Then every time 2 people appear on your screen, if one of them can cast CC spells, you have to take off running to the zone line before they get anywhere near you or die to kiting tactics. How is that a balance improvement?
Kiting other players is about the lamest form of PvP you could possibly add to the game. People would rather have you just flat out quadruple nuke damage and get nuked into the ground in 2 spells than deal with crap like that.
edit: Oh yea, if you're so insistent on making it so classes like bards have a harder time running away, why can't you accomplish this task with stun only? It affects all classes equally and has a reuse timer so it can't be abused nearly as bad as two people spamming snares for free kills on every melee they see.