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#261
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it's probably because you have some degree of assburger's and feel the need to shit up the bug threads you're claiming to improve with your "findings"
most of those "findings" are just your dumb as fuck opinions about the custom resist code you think should be here despite the fact that they've stated multiple times their goal is to emulate classic | ||
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#262
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Quote:
In lieu of anything resembling hard evidence of how classic pvp resists worked, then "dumb as fuck" opinions from millennial fetuses and foggy old farts like nirgon (who can't even remember basic details correctly as I've pointed out once already in this thread) are all that remain upon which to build the system. Classic my ass. | |||
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#263
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http://www.project1999.com/forums/sh...&postcount=231
so you mean these "foggy old farts" opinions that match exactly the posts people were making 14 years ago isn't good enough? lol?? | ||
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#264
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in this 3v3 forum battle, which will affect hundreds of players, i still have to side with tecnique. this game will be even worse if at 130 in all resists you just ignore all spells.............. especially in velious, you get that shit without even trying.
resists in pvp changed all the time in classic, with the era. these weren't posted in changelogs either (have you EVER seen a resist change posted in changelogs? no. but they were balanced. ex: when ppl were running 300 in every resist in POP, spells were still landing........... because they resist rates got modified.) please, if you gonna nerf shit this hard, acknowledge that it changed with the era, and put it in the code that each era needs like +40 resist for the same rate of spell damage. also, thank's a TON for implementing some nice classic shit like "no exp loss on falling/drowning" etc [You must be logged in to view images. Log in or Register.] | ||
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#265
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Haynar's forumquest is strong. Many have been stung.
@Pudge: many pvp dynamics will change but across the board survivability is going to go way up... even in mass pvp (comparatively ... you can still die fast) Dispelling / dispel blocking and proper debuff stacking take some coordination but are very effective. Instead of 4 people mashing nukes, they will mash dispels (other person should mash clickies to block dispelling) -> person getting dispelled realizes they are the focus target without being instantly dead/inches from death... etc. Druids going around and bursting people like a wizard killing a naked target needed to go. They have extremely strong debuffs, cheetah etc. The dynamics will change so adjust. 9MR necklace or 7mr bracers lost... big deal. People have lost thousands of plat in coin deaths here and didn't /wrist over it [You must be logged in to view images. Log in or Register.]. Easy to replace resist gear should be risked, though. It gets people camping resist gear when it needs to be replaced and there will be constant pvp around those camps like the golem wands/CT pots before them. This is a good thing. | ||
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Last edited by Nirgon; 08-18-2014 at 12:02 PM..
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#266
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Quote:
On live buffs were on counters like poisons/diseases, and dispels hit random buffs. Buff order hardly mattered since it was random, but at the same time a charge of pumice would often remove 0 buffs unless it hit a clicky (probably 1 counter) or a buff that had already been partially dispelled.
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#267
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Ya there's other stuff like cancel magic sticks being a 1 shot instant cast remove anything which rears its ugly head in the dispel area.
I'm just happy with what we got for now rather than bugging the high priest any further. Plus I think he even said he added it to his list of things and has the dispel guide I linked in that other thread. | ||
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#268
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Find me something on dispells where it failed in classic. Info I find about dispell failing was luclin and later, but no failure rates.
If its to fail, i need to know how much. H
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Haynar <Millennial Snowflake Utopia>
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#269
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Quote:
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