Thread: Game Mechanics: PvP Level Range
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Old 03-03-2013, 04:23 PM
Splorf22 Splorf22 is offline
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Join Date: Mar 2011
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Quote:
Originally Posted by SamwiseRed [You must be logged in to view images. Log in or Register.]
Currently the server has several custom (non classic) features to its ruleset which IMO are hurting the server. Today I would like to address one of the bigger issues of pvp level range. 42's being in range to 50's, 52's being in range to 60's ect is absurd with this resist system. Especially on a FFA server. Because of how resists work, the lower level range you are from a person trying to root(or any spell) you, the more MR (or other resists) you need. You already need a ton of MR to resist CC and other spells from an even con player but there is no way in hell a new player/untwink lvl 52 is going to stand a chance against a lvl 60. This resist system is already crazy.

Why punish new players like this? It is not classic and its not healthy for the server for people to ding 52 then just get raped repeatedly by 60s. The custom level range is too far from fair, balanced, and most importantly classic.

Solution: Implement the classic 4 level range for PvP. This will solve a lot of the resist problems people are talking about because at least now you will be somewhat close to the level range of your attacker. I believe this would be a great first step towards improving the server and making it more classic.
IMO relative level should not impact things like resist rates or at least not much (like a 2 point penalty per level or something). The higher-level player already has a huge advantage in terms of hp/mana/skillcaps/spells and most probably gear as well.
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