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Originally Posted by Vayder
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Looking at Lucy there is no differentiation between CC spells and others. I originally thought this was a big problem to Nirgon's explanation but after reviewing the spell lines I think it seems ok.
It just makes debuffing all the more important.
Wizards lose out on Ice Comet and others but have lures that will land.
Mage spells all suck unless they Malo first.
Enchanter spells all suck unless they tash first and even then are suspect.
Clerics won't land anything.
Necros have some iffy spells, others that are difficult to resist (Ebolt) and the fire line that's basically unresistable.
Shamans have most of their DOTs very difficult to resist and get a debuff just in case.
Druids fire line is marginal without a debuff but have Winged Death (basically unresistable)
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Yes, this is just what we need on a "pvp" server, to make half of our remaining players useless in PvP.
Think long and hard about what you want. Null's system is balanced. "Classic resists" is far less so.
Have fun when half the casters left on the server quit when they are 100 percent powerless to spell-immune rogues and monks backstabing them for 1k and T-staff procing it up.
Null's system is great, it gives everyone a shot at pvp and not just rogues, warriors, and monks with 100 MR.
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It just makes debuffing all the more important.
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Under a classic resist system ALL debuffs except the unresistable ones will always be resisted. Cripple, malo line, necro line, etc. What debuffs are we talking about? the weak level 60 ones? Ok maybe. Will drop people from 150MR to 100 MR, and they will still be immune to all magic under a "classic" system.
Debuffs land here now only because of Nulls resist system letting them.
tl;dr: Null's resist system leads to more complex pvp where all classes have a fuller role in the pvp. Classic resists system = spell immune meele assist train x100.
Be very careful what you are asking for, we cant afford to lose 50 casters, then it would just be 20 rogues/monks left playing.