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#11
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I am not really sure how this is supposed to help the server. Yes, it will give melee a better chance to resist spells, but the people wearing raid gear will become even harder to cast on as well. Hell, with the massive increases to resistance at 100ish to the resists, people who now can stack up to 200+ resists can take a few pieces off to stack more hp.
A vast majority of this server are caster or priest classes and, besides some of the shamans, are terrible at meleeing and rely almost entirely on spells to do damage. This will help increase the longevity of casual players to an extent, but will make all casters less capable of defending themselves in a fight. If you think lvl 52s are helpless against 60s now, just imagine that 60 with a 17% higher chance to resist. I think the system you are suggesting is perfectly fine and would work amazingly well if implemented at launch on a server, but Red has existed for 2 years now with different systems for resists which resulted in a massive disparity in class populations. This is not Live! This is not Classic! We all know where everything drops and to avoid being Rangers. There's a fraction of the paladins there should be, and if not for Harmtouch there would likely be half the SKs or less. How many monks exist only because Tstaff was broken sooooo long? Or how many bards to use the bugged highsun? None of us should be comparing Red to a memory 14 years old because memory is fallible and almost always wrong. What was done on Blahblah Zek server is not automatically going to work here, and could be detrimental in the end. Red needs more people and if we all put forth even half the effort being spent on speculating about Teams99 then Red99 would probably be a lot more inviting and enjoyable. We're too far gone for changing something this essential without it having unexpected consequences. Also, can we finally drop whole classic/non-classic thing? No one began EQ knowing where each item dropped, every strategy for raid events, all the best resist gear, and there definitely weren't multiple websites devoted solely to EQ. Knowing and having access to this information has changed how we play, who we play, and sometimes why we play. If Red was close to 50% melee and 50% caster it would work better, but I believe the number of casters is closer to 70-80% of the population. 7 out of every 10 losing dmg and dps, then the last 3 out of 10 only get better from it. If there are 20 repetitions of the same item loot B.S. and that server isn't coming out for maybe a year, can you just imagine how much this collective of rational and level-headed scholars will love this when they realize it makes a VP geared character much, much harder to kill. It might even become impossible to casters who could win before. P.S. I kept dozing off typing this, so, sorry if parts sound like I am a madman.
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Cidisius - 60 Shaman (Max Alchemy) Neefin - 60 Druid Yawgmoth - 60 Necromancer (184 Research) Colt - 56 Magician (184 Research) Hannibal - 55 Monk Urza - 53 Wizard (175 Research) Dealer - 47 Enchanter (250 Jewelcrafting, 165 Research) | ||
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