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  #1  
Old 10-13-2011, 08:07 AM
Kelsar Kelsar is offline
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Originally Posted by mimixownzall [You must be logged in to view images. Log in or Register.]
You're comparing PVE to PVP. I don't care what resists did against your dragons vs what they do vs roots/snares/mezzes/nukes from PC's.

This did not, however, transfer over to the other resists. IE: 150 cold resist did not mean you were going to fully resist ice comet 98% of the time.
I'll admit, I didn't play much on the PvP server and when I did play it was later on it was a neutral bard. I had no problems with resists except from mobs. I used that PvE example and dragons roar as a mass fear that wasn't able to be resisted with even 175MR.

You're right, they are two different things but I fundamentally disagree with someone being 90% resistant to a mez with 105 MR. That means any caster worth a snot, a mystic cloak, HBB, some bracers and a buff cannot be mezd. That doesn't seem right.... seems like you're shafting one class there in PvP. Tashan, at most, reduces around 33MR. That's my 2 cents and it may not be classic but 105MR shouldn't make enchanters almost useless in pvp.
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  #2  
Old 10-13-2011, 11:34 AM
jilena jilena is offline
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Originally Posted by Kelsar [You must be logged in to view images. Log in or Register.]
You're right, they are two different things but I fundamentally disagree with someone being 90% resistant to a mez with 105 MR. That means any caster worth a snot, a mystic cloak, HBB, some bracers and a buff cannot be mezd. That doesn't seem right.... seems like you're shafting one class there in PvP. Tashan, at most, reduces around 33MR. That's my 2 cents and it may not be classic but 105MR shouldn't make enchanters almost useless in pvp.
Unfortunately while I don't know the exact numbers at which resists cause such huge issues, enchanters had such a hard time in PvP that they later changed all resistance debuffs to debuff an extra 50% in PvP to make up for some of the huge impact resists had on their ability to land spells.
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  #3  
Old 10-13-2011, 10:29 PM
tmoneynegro tmoneynegro is offline
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Originally Posted by jilena [You must be logged in to view images. Log in or Register.]
I would say if we are just going for a "fair" should figure out a good "reasonably high" resist point say "120" and have CC resist at say 80-85% and then have diminishing returns so that "150" resist equals 85-90% chance to resist and "200" resist is like 90-95% resist chance.
Please get these damn blue server people out of here. 10 minute long snares landing 20% of the time is not reasonable. That's called a free kill if 2 people attack a solo player. One person spams it over and over while the other person interrupts their dispel attempts (pure melee have 0 channeling).

It would be the ultimate jackass, zerg orientated, no skill whatsoever PvP server created in history, just like how TZVZ was except to an even greater extent.

Nobody is guaranteed free kills by spamming overpowered CC spells in real EQ.

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Originally Posted by Kelsar [You must be logged in to view images. Log in or Register.]
You're right, they are two different things but I fundamentally disagree with someone being 90% resistant to a mez with 105 MR.
Having CC spells not land is because EQ isn't a fucking forced grouping game. Nobody wants to play on a server where 6 people walk around in groups all day spamming roots and stuns while their zerg melees down immobile targets for free kills.

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Originally Posted by Kelsar [You must be logged in to view images. Log in or Register.]
seems like you're shafting one class there in PvP.
It's much more balanced for enchanters to get shafted in PvP than for game balance to be horrible for every other class in the game. If you want to play a PvP caster, play a Wizard, Druid, Shaman, or Necro, case closed.

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Originally Posted by Kelsar [You must be logged in to view images. Log in or Register.]
What level of magic resist should a player be able to resist 9 out of 10 snares?
The same level of magic resist required on EQ live. Not some random guy's wildly unbalanced implementation of it.
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  #4  
Old 10-13-2011, 10:47 PM
jilena jilena is offline
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Originally Posted by tmoneynegro [You must be logged in to view images. Log in or Register.]
Please get these damn blue server people out of here. 10 minute long snares landing 20% of the time is not reasonable. That's called a free kill if 2 people attack a solo player. One person spams it over and over while the other person interrupts their dispel attempts (pure melee have 0 channeling).
Please get these people who never offer a single constructive thought or criticism and only bitch and complain and claim they have the only solution to every problem in creating a server the way they want it out of here. This dude is bitching nonstop because he feels that warriors and rogues should be 100% viable solo classes in Everquest before kunark. Even though every single example he has ever cited in any post on the subject has listed out his detailed experience with PvP on Sullon Zek which did not exist until Velious.

My post was a suggestion of laying out a resist system. At no point did I say "USE THESE NUMBERS THEY WILL TOTALLY BE CORRECT FOR ALL THINGS". Stop being a negative crybaby. No one listens to you anymore and everyone thinks you are a dumbfuck and constantly trolls you because it's so easy to get you riled up. You usually have reasonable ideas and I think most people would be more open to them if you didn't flip out and talk shit about any thought that doesn't 100% agree with your own. I guarantee you the level of respect you get from me is much higher than what you think you are getting from anyone else.

I personally have not the slightest care in the world for how the resist system plays out and like 99% of the people who will be playing on this server, I will play here anyway. I just happen to like civil discussion and throwing ideas around for these types of things. You however seem like you have some sort of personal agenda to create your vision of PvP without a thought for what anyone else playing on this server wants. No one takes that sort of behavior seriously. That's reality. Bro.
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  #5  
Old 10-13-2011, 10:57 PM
tmoneynegro tmoneynegro is offline
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Originally Posted by jilena [You must be logged in to view images. Log in or Register.]
This dude is bitching nonstop because he feels that warriors and rogues should be 100% viable solo classes in Everquest before kunark.
Classic and Kunark used the same resist system. Thus you have 0 point. People were able to achieve 100+ MR before Kunark was released. You're just typing random, incoherent jibberish.

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Originally Posted by jilena [You must be logged in to view images. Log in or Register.]
My post was a suggestion of laying out a resist system. At no point did I say "USE THESE NUMBERS THEY WILL TOTALLY BE CORRECT FOR ALL THINGS".
Somebody has to slap down the people totally clueless of game balance before their ideas spread amongst the unwashed masses. Things were a certain way on EQ live for a reason.

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Originally Posted by jilena [You must be logged in to view images. Log in or Register.]
I just happen to like civil discussion and throwing ideas around for these types of things.
It gets old quick seeing post after post from clueless people saying stuff like "What the fuck? Why can't I use fear in PvP??? This should be changed"

Their attempts to create a horrible server have to be met with a swift counter attack.
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  #6  
Old 10-13-2011, 11:06 PM
jilena jilena is offline
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Originally Posted by tmoneynegro [You must be logged in to view images. Log in or Register.]
Classic and Kunark used the same resist system. Thus you have 0 point. People were able to achieve 100+ MR before Kunark was released. You're just typing random, incoherent jibberish.
Hardly, gear differences between classic and kunark are vast and even more so in velious. I don't think you really believe that a 50 warrior with at best a rubicite regen BP and troll regen wielding SSoY is comparable to one in a fungi tunic with troll regen at 60 dual wielding blood points for survivability?


Quote:
Somebody has to slap down the people totally clueless of game balance before their ideas spread amongst the unwashed masses. Things were a certain way on EQ live for a reason.

It gets old quick seeing post after post from clueless people saying stuff like "What the fuck? Why can't I use fear in PvP??? This should be changed"

Their attempts to create a horrible server have to be met with a swift counter attack.
No one needs to do any such thing. People can present ideas and suggestions in a reasonable fashion without resorting to childish name calling and pumping of fists. Also, that's a terrible example. You are QQing that PvP MUST be classic yet you don't want fear? Fear in PvP is preeeetty classic. Hell AE fear still worked on your beloved sullon zek. Make up your mind. All the way classic, or reasonable compromise for "fun" yet classic feel.
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  #7  
Old 10-14-2011, 09:20 AM
nilbog nilbog is offline
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  #8  
Old 10-14-2011, 11:43 AM
Lazortag Lazortag is offline
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Originally Posted by tmoneynegro [You must be logged in to view images. Log in or Register.]
Please get these damn blue server people out of here. 10 minute long snares landing 20% of the time is not reasonable.
Maybe I missed something but snare has far shorter duration in pvp due to a client-side issue I think. I dunno if this was fixed because I haven't read this forum in a couple of days but just keep that in mind.
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Old 10-14-2011, 03:40 PM
mimixownzall mimixownzall is offline
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Originally Posted by Lazortag [You must be logged in to view images. Log in or Register.]
Maybe I missed something but snare has far shorter duration in pvp due to a client-side issue I think. I dunno if this was fixed because I haven't read this forum in a couple of days but just keep that in mind.
That was a client side issue. Classic didn't have that feature.

You people who think that the CC spells should be viable in pvp will change your tune when a chanter comes in and is able to control an entire group and do whatever he wants with them. It may take him a while due to mana issues, but eventually he would be able to completely destory your entire group with ease.

Or if you're a warrior and get snared for 10 minutes while a druid kites you.

Just look what happened to WoW over the past years:

There is a reason they limited the movement impairing effects so severely in pvp. There is a reason they severely limited the duration of CC spells (polymorph was a 30+ second spell). There is a reason they came out with trinkets that removed said effects. There is a reason they came out with diminishing returns. There is a reason why they gave every class some sort of stun/snare/root/fear (well, that was for their quest of 'balance' which is a whole different animal and one we should never get into).

CC spells are way too powerful in PVP. Just look how powerful they are in PVE.
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  #10  
Old 10-15-2011, 10:45 AM
Lazortag Lazortag is offline
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Originally Posted by mimixownzall [You must be logged in to view images. Log in or Register.]
That was a client side issue. Classic didn't have that feature.

...

Or if you're a warrior and get snared for 10 minutes while a druid kites you.
I know it was a client side issue, that's why I said in the post that you quoted, "snare has far shorter duration in pvp due to a client-side issue". This client side bug is on blue99 so I figured it was still on the red99 beta. Not sure why you're talking about 10 minute snares when that isn't currently happening and probably never will.
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