Quote:
Originally Posted by Nuk3Afr1ca
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Not all classes get resist buffs and EQ live PvP was not a forced grouping game. There's 0 reason to assume everyone has those buffs 24/7. In fact, the vast majority of people I saw PvP'ing on Sullon Zek during Velious era were soloing or duoing whether they were a melee or caster.
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Your perspective is flawed for several reasons. EQ was designed as a forced grouping game and Brad Mcquaid's vocal stance on the issue was no secret.
Since everquest was designed back then as a pve game first and foremost with the pvp servers as an added bonus for variety it would be unwise to think that solo pvp would be as viable as group pvp. Just as pve encounters are designed to be best dealt with the efficient use of group mechanics, by extension pvp encounters are as well in classic everquest when you combine multiple class abilities and spells working together. Just because you solo pvped and the cesspool that was Sullon Zek attracted that mindset does not mean we should not fix the inherent flaws group pvp produces with increased resists and god-mode squads which original EQ development never gave a shit about.
So since here they are essentially designing a standalone classic-esque pvp server with longevity in mind, changes that were never considered by the original everquest devs should be made - Like keeping the resist threshold high and considering full buffs group pvp. Think of it as everquest pvp done right for 2011 knowledge and mindset.
The next issue with your line of thinking stems wholly from the fact that your attitude is shit, and people cannot stand you. You know this and you cannot stand people as well Wehrmacht. Thus you are in need of a viable solo experience. Fortunately there are still classes you can play that meet those needs in this group oriented game. Unfortunately for you, you intend on playing a ranger and don't want to get shit on under the proposed parameters.
My suggestion is to raise stun resists in line with the current root and snare resists and leave things be at the current new levels. It's best to have a higher custom threshold because original everquest never gave much consideration to pvp servers and group pvp in designing spells, items, resists and encounters. You will encounter more group pvp than your previous classic experience as evident from the many premade guilds posting here. We should continue to test changes at the highest group thresholds and make adjustments where needed.
Null, you are are doing a fantastic job.