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#1
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Should be tweaked just a bit for sure. I mean im on a ranger so I'm a little biased as to where my snare lands now when pvping with my pal bk but on live I definitely remember being immune to bogus spells such as blind / whirl till you hurl etc. Root almost always broke after one or two melee rounds. Snare was only ever a thing if it landed. I still have no problem fighting shamans / chanters 1v1 ( at least countering being perma locked ) but yes.. Tweaking Mr a bit would be appreciated.
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#3
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Quote:
I was engaged in a PvP encounter post-patch the other day. I resisted most of the root/snares cast on me, although the attacker was a blue con. Seems level still having a powerful effect, cause my MR isn't anything to write home about.
__________________
"Extinction is the rule. Survival is the exception." -Carl Sagan
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#4
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Terupael?
Shitty thread by shitty people. | ||
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#5
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Melees just want to be gods again who can 1v6 get a couple kills and plug with zero risks of being CC'd
Also do people know tash is cureable and root/blind/malo is pellable? I mean I have 1v1'd Burgerking a couple times now, he malos and blinds me I pumice myself with hotkeys and they come off. I tash him and he cures it with potions, the shit isn't rocket science bros. You see a shaman leave top 2 buff slots empty when they malo blind you just pumice urself both come off and they wasted a bunch of mana. | ||
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#6
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Quote:
Pre-Patch I was getting snare poisoned and killed before I could even remove that shit, couldn't even use skill to counter. Now it's timing based and I'm burning thru cure, pumice and crimson just like I was on live. | |||
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#7
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Shit isnt rocket science man. Malo should hurt if resists are around 120. But rockin 189 mr and a shaman means the fight is dumb. | |||
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#8
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Quote:
__________________
Current Games:
Naw | |||
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#9
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Quote:
Increasing the vulnerability threshold for CC spells is not the correct way to balance melee and casters. CC spells turn PvP into a joke for both the caster and the target. There's a reason the classic devs had the resist code they did. The game becomes fucking retarded when you can employ the exact same tactics to kill mobs as you can players (press button 1 to root, press button 2 to nuke, omg such skill!). I simply don't believe that anyone who actually PvPed back in the day can defend CC spells regularly landing at 100+ MR as classic. I used to run around with something like 110 MR on my Monk, and it was very rare for me to get rooted or snared, much less blinded. But if I did? I was pretty much guaranteed dead against a competent player, especially if there was more than one enemy around, because there was almost no way I was getting a pumice off. Casters have a lot of options for dealing with melee besides CC: levitate, shadowstep/yonder, runes, DoT kiting, ghosting across terrain/hills and generally being evasive with movement (this was a huge component of caster skill back in the day). The balance tradeoff is that if a geared out melee catches you at close range, either because you're indoors or you weren't prepared, he's going to put a hurting on you. It was also recognized that casters were stronger at lower and mid levels, while melees were strong at the high end. Casters were better in open areas, while melees were best in dungeons. And casters were much better solo, while melees shined in group fights. With CC landing reliably, the balance goes completely out the window. Casters become better at everything, because they can completely disable melees with the cast of a spell, in addition to having all those other options I previously outlined, as well as the ability to gate away from combat at any time. Melees rely 100% on their ability to land hits in melee range, they are literally helpless and worthless otherwise. Literally no different than rooting a mob. It's atrocious game balance to render half the classes in the game worthless with low level CC spells. The original devs understood this, and hence had a very low threshold for near-immunity to CC spells. With no melee channeling skill and CC immunity, group PvP is fairly balanced between melee and casters. Necros, Shaman and Druids are stacking DoTs on melees, Enchanters are stripping buffs and mana from everyone, Wizards/Mages/Druids are nuking down Clerics and other high priority targets, and Clerics are healing and trying to stay alive. Meanwhile the melees and hybrids are running around trying to kill the enemy casters, and attacking any enemy melees who get low or who are trying to pumice. Everyone is running around all over the place. It's chaotic and a lot of fun. With CC spells landing, casters just spam CC and and the whole game revolves around alternately dispelling and standing still while getting nuked down. Dumb, no skill and no fun for anyone. | |||
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#10
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Well if were pleading for changes that we would like to see can we tone down melee discs?
Getting innerflame'd for 290+ damage a hit each swing is pretty fucking retarded. | ||
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