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#1
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#2
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Obviously charm will break. The question is how often. I just posted evidence that charm soloing was a viable technique in classic. For it to be a viable technique, it has to have a certain minimum duration based on how long mobs take to kill each other, and it has to hit that minimum duration reasonably often (say at least 60-80% of the time). It's just obvious that current charm durations aren't classic; it's equally obvious that prepatch they were too high.
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#3
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I can't find the post now, but recall a dev posting the reason for the nerf was to make sure charm breaks randomly. The problem with that reasoning is that it already did before the nerf. Sure sometimes it lasted max duration with tash/malo, but I can distinctly remember some insta breaks and random 1-2 min breaks, even with properly debuffed mobs and 235+ charisma. So you guys have fixed a problem that didn't exist, and in effect you have rendered an entire spell line nearly useless.
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#4
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Charm should cause wipes on raids if used. Charm should be useable to solo. Charm should be dangerous in groups, but useable if you keep the mob snared, tashed, and malo'd. I don't know how to fix the issue, with charm being a primary dps method on raids. Maybe charmed mobs should run off randomly in wrong directions and bring back trains, if their master is not close enough? There are so many things that could be explored. | |||
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#5
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What's with the divergence from the stated plan? BTW, I'm not complaining; I'm genuinely curious. I know the devs are free to do whateverthefuck they wish with the server, it just doesn't fit in with a lot of the nerfs/unpopular changes that are allowed because that's how X was in classic. | |||
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#6
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It seems the Devs knew charm was way OP compared to how it was on Live, with all the non charming classes putting in complaints about Necros, druids, enchanters running camps, (Especially in CoM) so they basically nerfed it into oblivion to make it worthless to give them time to tweak it out to make it usable but unreliable. Hopefully we see it changed to be more in line with how it should be. 3-4min avg with some breaking within a min and some lasting upwards to the max duration, 5-7min. I'll take that over the current 5 breaks within a minute every minute.
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#7
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So if you can come up with a way to make everyone stupid, and not know that info, let me know how to implement it. H | |||
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#8
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That makes sense.
Thanks, and sorry if you or one of the other devs has already said this somewhere. | ||
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#9
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"When charm soloing as an enchanter between levels 40 and 50, mobs you charmed could kill two other mobs before charm broke." Which would be much more reasonable regarding his 2.5 - 3 minute standard charm duration if he's soloing low-mid dark blues. | ||||
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#10
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Kanras - as we've stated many times: happenings on this server will not mock classic experiences, it's impossible. -We know what stat(s) to stack this time around -Raid leaders / Guilds know the MOST EFFECTIVE strategy for raid mobs (if that involves charming, then so be it) -Because of all this established knowledge, our experiences on this server should be EASIER, FASTER and PREDICTABLE. Why in the world is anyone trying to change that? It's not a hard concept... You shouldn't nerf a classes core ability because it was being used to down raid mobs, especially making it obsolete. This isn't classic, this is 2011. Hell yes charm is going to last longer than everyone remembers in classic, especially with 255 CHA...... | |||
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