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#10
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Quote:
Classic resists were basically like this: 100 = you resist most of the spells, enough that you don't really have to worry about getting rooted or wrecked by magic-based nukes 150 = you're nearly immune, but spells might rarely land for minimal damage/duration (for the spells where that's applicable) What people want is classic PvP. That includes classic resists, and anything that directly influences PvP in a non-classic way is likely to just disappoint most people. The goal of this server is not to fix the balance issues of EQ PvP. I don't know what gives you the impression that SKs somehow benefit much more from the resist model, or that they'll wreck everyone. They didn't become really overpowered until PoP. For the classic timespan, they're just a strong and versatile melee class. Getting 100+ MR isn't gamebreaking even if it lets you shrug off most crowd control. Maintaining a high MR while also sitting comfortably at 100+ FR and CR (and especially PR) is what really takes a carefully balanced and high-end set of gear. Becoming nearly immune to crowd control is part of PvP, it's why melee classes can function at all. Most casters are still plenty viable even if they can't rely on just rooting someone and casting their biggest nuke until they guy is dead. The ability to do that is what makes melee classes pretty much useless in the early game. Any melee (except maybe monks in classic) can get 100 MR with modest gear that you can mostly get by the time you're in your mid-30s. I'm sure we can all agree that melee don't become godlike that easily. Classes whose offense is exclusively magic-based just shift into a support role instead, which is only fair; if clerics and enchanters could maintain strong offense into the endgame, there would be little reason to play any other class considering how much more they can do than just pewpew. Basically every caster except cleric gets an arsenal of spells that allow them to be a threat even if their target can't be hurt by magic-based spells without resist modifiers. Shamans get poison and disease damage (the hardest resists to raise) as well as resist debuffs, and SoW/heals lessens the need for crowd control Druids get fire and cold nukes plus a line of dots with a -100MR modifier, and also SoW/heals Enchanters get tash and later an unresistable mez, and they're designed to become a support/group class in the endgame Magicians get a resist debuff (although magicians are notoriously screwed by high resists) and a strong pet - epic pet is especially insane Wizards get basically unresistable lures, very fast draughts, spells have an innate minor resist modifier (which is basically doubled by flux staff), and shadowstep/yonder lessens the need for root Necromancer spells mostly come with a strong resist modifier, they have a great pet, can lifetap for survivability and damage in one package, and also have shadowstep If you want it to be impossible for melees to force casters to rely on those tools, melee becomes pointless to play. They're far too easy to counter when you can just disable them easily and use your biggest, baddest spell to take them out in two or three casts. | |||
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Last edited by Bockscar; 09-27-2011 at 02:43 PM..
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