View Single Post
  #19  
Old 08-29-2012, 11:40 PM
Lazortag Lazortag is offline
Planar Protector

Lazortag's Avatar

Join Date: Apr 2010
Posts: 3,635
Default

Why is it bad if some spells become useless in pvp? Some spells are next to useless in pve (STR-debuffers, gravity flux, etc.) and we don't change them on the blue server to make them more balanced. Snares/roots/stuns are enormously gamebreaking in pvp and give huge advantages to players who have less experience with classic and are overall worse at the game. Moreover, Null seems to have no problem making whirl resist 100% of the time at a certain MR value, why should it be different for root and snare if that's how it was in classic? When people come to a classic server they expect to be able to reliably use strategies that worked throughout the classic period, like stacking lots of MR to become more or less immune from CC spells in pvp. They also expect that some strategies that didn't work (like spamming root over and over again) will still not work. It frustrates players when they invest a lot of time into a "classic" server only for one aspect of the server to be intentionally not classic.

I mean no respect to Null, he's devoted a lot of his time for this server and his work is great. I just don't see why we are forced to play with a resist system most of us hate because, in his opinion, the classic resist system was unbalanced. It makes no sense to me that a dev can unilaterally remove an important classic feature just because they personally dislike it.
__________________
Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity>
Starman Deluxe, 24 Enchanter
Lardna Minch, 18 Warrior

Project 1999 (PvP):
[50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis