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#81
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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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#82
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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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Camien Ta`Mire - Dekayd Ta`Mire - Midrange Ta`Mire - Shamscale Spiritguide - Widdal Wranger - Milander Truewield - Docturr Greenthumb Mukal Ta`Mire - Phirebolt Phizzlespell - Kakul Ta`Mire - Xuji Jexlu - Bramven Ta`Mire - Airie Pottuh - Kandavil Ta`Mire Fuse | ||
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#83
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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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#84
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Guards always had higher resists than the average npc in classic
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#85
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Sooooooo many people leveled off guards it is not even funny. I agree that Nirgon did not play classic timeline and if he did he would know this. He also would never consider using live as testing knowing how many changes have gone through. And I can't emphasize this enough, Quote:
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*** I don't mean to call out Nirgon's Classic-ness, but if he was classic timeline then he is grossly mistaken on his recollection of events, there is a reason there is a statute of limitations of 7 years. Memories just degrade over time, what you can't ignore is documented proof, patch notes, guides on the very things you say didn't exist. In-side town guards are easy xp and preferable due to FS and coin drops and no running around as towns are full of them. You just need to accept this. Also if you think charm resist, or length of charm has a problem you need to make a new report with documentation supporting your argument. Just pork-barreling it on here is dishonest at best and negligent at worse.
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Last edited by BlkCamel; 05-20-2014 at 02:56 AM..
Reason: annotation ***
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#86
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Where am I asking for these guards to be unkillable in the towns? Are you people on drugs?
I saw this before in the threads about people saying they absolutely used dictate on Sirran in sky. . And I have to have a link in my sig to defend you goons from making further outrageous claims that I didn't play during the classic era. Shame on the lot of you. At least one of the devs here was able to check Grobb out on EQ Mac and see that I was right [You must be logged in to view images. Log in or Register.]. Hopefully guards get proper aggro and assist radius mechanics here too. I completely expect outrage when guards people level on that resist absolutely nothing get changes. Keep thinking I think they should be like the changed town front guards. You're making yourselves look stupid and insisting I'm saying something that I'm not. I'm looking at you post above me. You are very proudly brandishing your poor reading comprehension. You're special. Quote:
Wait till we have the talk about nerfing channeling here. I'm not going anywhere. | |||
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Last edited by Nirgon; 05-20-2014 at 03:18 AM..
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#87
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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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#88
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Fact is, people killed guards en-mass across many servers from live through Kunark, In fact leveling/grinding off Thurg guards should be fun when Velious launches. Guards if anything should have a 10%*arbitrarily # to prove point could be anywhere to 10-30% but no higher so 30 resist on normal mob is 33-39 on guard* increase in resist vs outdoor mob, to call for whole-sale increases without having access to the raw resist data is as I said above dis-honest. Hell I will quote it one more time, Not for you Nirgon but for any dev's that are reading your posts. Quote:
*** I also want to point out the bold in the qouted text, guards inside cities as-is from the perspective of power, which it-self validates your claim Nirgon that Guards should be tougher then normal mobs at is recognizes that by the "perspective of power" they should not be adjust (they already were harder), but it wasn't by that much. It should never be Almost NEVER ROOTED, ONLY LAST 2 TICKS, CAN'T CHARM, CAN'T CHARM more then 15 seconds, These are baseless claims and is not classic.
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Last edited by BlkCamel; 05-20-2014 at 03:43 AM..
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#89
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Lol you posted it again. There's no reaching you. Guards resists are wrong here compared to how they were with in town guards from day 1 on live. They stayed that way aka were not changed with the town front guards. I even say that before you guys get involved in here. In fact I'm so aware of all this I started the town front guards thread on P99 and posted the patch notes for them. Funny how I test things here, notice they are wrong and then match my claims with evidence that matched eq Mac tests on mobs that were never changed.
How do I know these things are off? Or that its something I should investigate? Well that comes from me having played during this era and some how (lol) remembering. You know? Like how I know where I lived when I grew up? Or the name of my first grade teacher? Explain for me why what I said was correct when tested by a dev here on eq Mac and by me on live? There's even two posts linked from the way back matching my claims. Hurts donut. Again, I can't wait for the treachery and belligerence when we investigate how effective channeling is here. | ||
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Last edited by Nirgon; 05-20-2014 at 03:47 AM..
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#90
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Last edited by BlkCamel; 05-20-2014 at 03:59 AM..
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