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#1
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![]() Spell damage is way too high vs resists
root/snare landing on people with 100-150 mr on a somewhat consistent basis....... has nothing to do with classic pvp, not even close to it really all these vztz people pretending they know what shit is suppose to be as far as resists go, need to stfu. root/snare on live had a very slim chance to land at even around 75 mr only thing this system will do is allow gang rape groups to be 100% successful. because even with max classic resist gear, u will be getting snared, or rooted lol....... just retarded | ||
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#2
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![]() agreed snare/root/STUN/blind need to all be 95% resisted at 120+ MR. and 85% at 100MR
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#4
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![]() screw how hard spells are landing, i dont see whats so difficult in making root/snare/blind/stun pointless to cast when some1 reaches 120MR....i saw in another post that null had STUNS landing basicly 50% of the time on people with over 150MR .................. ????????? just fix the cc spells. then worry about partial nuke damage.
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#5
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![]() snares/roots/blinds are resisting the majority of the time with decent mr, the only thing really being debated at this juncture by anyone with intelligence is slight tweaks to root/snare and the frequency of stuns landing.
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#6
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![]() This is been discussed 500 times already and you're talking out of your ass without knowing shit. Go back to your cave plez
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#7
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![]() a wizard that wants high spell damage, and roots that stick on people, go figure
i know for a fact u didnt play classic era or early kunark pvp lovely, stop pretending like u know shit cuz u got a lvl 50 wiz on a test server. roots/snares/stuns = useless at 120 + magic resist. thats eq, dunno wtf game u played here on some shitty vztz garage box. | ||
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#8
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![]() Quote:
The developers doesn't want to have the same resist system as Everquest used in Classic and Early Kunark. It was total garbage and unbalanced. There you go. | |||
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#9
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![]() Lovely, I understand your sentence [You must be logged in to view images. Log in or Register.] As a fellow wizard I can say us nuking for 896 damage is a bit too high and way out of balance. I haven't been around to test the resist rates much but the damage is a bit concerning. Does anyone know if the recent damage boost applies to dots as well? I generalized "spells".
Self buffed, without rune, I have 971 HP. Most casters will have similar base figures +/-100. Bards and Rogues will have slightly more. 896 damage is incredibly high for level 50 PvP. In the same context, the Druid dot Drifting Death took me to 23% in a single spell. I fear ebolt, if it's also increased from 60% to 80%, will be the absolute bane. If we're to deal with incredibly high damage spells, we should at least have the LoS check back in and not this shortened range/no LoS high dmg landing stuff. | ||
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#10
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![]() Quote:
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