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#1
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I have been playing on P99 testing hit box type stuff. It just seems like hitbox is really small atm and would make it easier on all us melees if it was increased a bit.
What do you think? | ||
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#2
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Just gonna quote myself from the "PvP concerns and issues" thread
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#3
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Quote:
PvP Combat Changes: - Melee attacks have a 50% increased range. This does not affect thrown weapons or archery. - The maximum damage any one spell can do is now capped at 40% of the target's total hit points, down from 75%. - Archery damage has been increased to 80% of its base damage in PvP, up from 66%. - Lowered player melee mitigation, effectively lowering Armor Class by 20%.* This will increase the damage potential of melee weapons in PvP.* Originally the targets full armor class was considered. - Player spells now have a separate duration field for PvP.* Individual spells will continue to be tuned during beta. - Player spells now have a PvP specific resist mod.* Spell lines with resist mods differing from their normal adjusts initially include: *Movement Rate *Root *Enthrall *Mana Drain *Stuns *Direct Damage *Damage over Time *Pet procs/innates Source: http://eqplayers.station.sony.com/ne...2&month=082004 Highlighted the parts that would be complimentary to your post | |||
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#4
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#5
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#6
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Pushback was in effect as well, if a melee was able to touch you and you didn't have a massive amount of channeling you would be interrupted from pushback. To fix this I'd re-tune the channeling rate to an <80% to interrupt casting if channeling is below 100, from 100 up it lessens the chance by 2% every 5 points so if you have maxed channeling you'd only be interrupted 20% of the time
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#7
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Melee push is almost nonexistent in its current form, here.
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#8
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Man i was really lookin forward to melee pushback, it is nonexistant on P99?
Was thinking dual wield + kick would be caster killer. | ||
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#9
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#10
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