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View Poll Results: Are you in favor of the proposed resist system changes
Yes 13 46.43%
No 15 53.57%
Voters: 28. You may not vote on this poll

 
 
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  #10  
Old 09-12-2012, 10:21 PM
SamwiseBanned SamwiseBanned is offline
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Join Date: Feb 2012
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Originally Posted by SearyxTZ [You must be logged in to view images. Log in or Register.]
It was exactly what I said it was, and you are 100% wrong. I played on VZTZ more than anyone whose names don't rhyme with Suckle or Mexx.

The classic EQ resist system allowed you to become effectively immune to CC, stuns, magic-based nukes, etc. The gap between a melee with 50 MR and a melee with 110 MR was massive, and the fact that the curve allowed you to hit over 95% resistance to anything made it imbalanced to the point where several classes were rendered either useless or underpowered against anyone with moderate gear (Enchanters, Clerics, Rangers).

That same gap was less glaring on VZTZ, because the resist curve was smarter. The most you could flat-out resist a spell was in the 80's (rather than near-100%). Partial resists were frequent on CC spells. This prevented situations like someone landing an Ensnare that lasts for 15 minutes. In classic it was near impossible to land anyway, but when you did land it, it was stupidly overpowered. Effectively capping resists around 85-90% (instead of 95-99%) also meant that there's not quite as much of a gear advantage to be had.

Remember that guy on TZ (you don't, but let's pretend you do) during Velious who was fucking horrible at the game, but unkillable because he was in the top raid guild and had all of those sparkly Uber Raid Items he got from playing 80 hours a week?

Yeah - we don't want that this time around. Let's not do that.
 


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