Quote:
Originally Posted by Darwoth
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think the tradeoff with root was that a percentage of the melee damage taken while rooted would convert to chance to break, dont think this applies with spells though.
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Not sure how well this works. Earlier I had yet another instance of one root landing and sticking until a group of melees beat me from full to dead. Happens fairly routinely. The feature certainly doesn't translate into a reasonable compensation for removing periodic checks for early root breaks. If root is actually coded to always last its full duration when it lands, that is broken beyond all reason and anyone who knows their PvP can see why. The semi-custom resist system on this server seems to lean towards CC spells always having a tangible chance to land, even when mr is high enough to resist most attempts. That's alright by itself, but adding always-full-duration roots on top of that is just way too much. One or the other, not both. If the goal of the altered resist system is to make PvP more fair and skill-based, the result does the exact opposite.