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#1
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There is actual valid proof posted in this thread that people were camping guards for exp and using root without getting resisted much. You have no proof and furthermore you didn't even play (with any amount of awareness anyway) during original era EQ.
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#2
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Wrong about this also Nirgon. This is 5/10/2000. I killed guards in freeport on many many characters on live.
This is from From the patch: "Though we do not have a problem with players choosing to hunt guards, the newbie guards themselves, specifically the ones at the gates of cities and in the vicinity of newbie zones, need to remain alive under most circumstances. To that end, we have buffed up these newbie-protecting guards, made them immune to magic, and given them some pretty good healing properties, in order to make them less attractive to people hunting them. In addition, though we have left the guards inside cities as-is from the perspective of power, we've also found a problem with the respawn rate. Previously they were typically on a six-minute timer, making them spawn much faster than an equivalent NPC would in a dungeon. We have normalized the respawn time of guards inside cities to bring them in line with dungeon NPCs" | ||
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#3
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Guards inside of Freeport drop quest items that can be turned in to an NPC in the N FP Paladin guild for exp and faction. The helms. I remember in 2001 duoing with a 45 Paladin, AS A PALADIN MYSELF (therefor no REAL heals, no slows, no debuffs.. just slow as hell DPS and stuns. With some weak heals) and we killed guards in W FP all the time. The way they are now is classic.
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#4
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I didn't they say they should be unkillable but they don't resist a damn thing here. That is wrong. Their resists need to be higher. They never changed at any point in any patch either, they were always this way with high resists.
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I'm not sure where you guys are getting that the ones inside the town should match the ones that are buffed at the gates. That's not what I want at all and haven't said that anywhere in here. And I do play here... and do good deeds in game :P. At least the Grobb guards should be correct right now (haven't checked em yet just remembered). I just killed a few guards in Freeport here on red, they didn't even resist ONE spell. The post I linked as evidence stating resisting 3 out of 4 darknesses doesn't say they are unkillable either, it just says save your mana and fight away to kill them. Give me a break :P. I understand solo'ing in dungeons or Kunark instead is more challenging but its not that bad. Yeah... the guards that don't resist ANYTHING I cast on them are so classic. | |||
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Last edited by Nirgon; 05-20-2014 at 01:04 AM..
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#5
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This post has nothing to do with their magic resists. Reread my original post and my parses in Felwithe and Grobb from live. These zones did not get revamped like Freeport. By the way you guys do know I posted the town front guard patch that got changes here? Should be able to find that thread. Funny that you keep linking it at me like its some major break in your treacherous case that is going to blindside me or something. Pasi is top of the class for his post. He understands that I think they should be killable but have higher resist than they do now. | |||
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Last edited by Nirgon; 05-20-2014 at 03:35 AM..
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