![]() |
|
#51
|
||||
|
Of course he recalls it, he remembers EXACTLY how it all was back in classic.
__________________
Terpuntine of the Nexus <Iron Tower> <Zephyros> - Vallon Zek
Constantine Pyrokinetic Quote:
| |||
|
|
||||
|
#52
|
||||
|
Quote:
This thread and any thread you post in is for refuting your obvious false assertions and for making fun of you for pretending you were of any consequence, and for pretending you even know how to pvp at all. You have trouble with root. I mean come on man. seriously. No seriously dude. | |||
|
|
||||
|
#53
|
|||
|
god whermacht i couldnt get through reading this whole thread but i have to say something: whether it's classic or not, no one should be resisting shit 100% at 120 resists. i think it's good you went through to make exceptions for certain classes and increase the chances of their shit landing.. but those spells are not the only ones that should have a chance.
also, running around a corner to avoid every spell cast in retarded. casters should not have a 2nd LoS check, because that would gimp them and make the pvp unbalanced. side note: i like knuckle's tier-system in general. think there should be more tiers and put closer together, to make the resists scale more smoothly though. when making a pvp server you have to actually adjust some shit to customize the fit to PVP.. everyone knows ppl will be running with full resist gear, so having 100 mr shouldnt make you immune to root. i actually think the root/snares were pretty balanced on vztz.. you could get hit by root, mostly resisted it, but if it hit it only lasted like 1-10 seconds. it was nice. edit: o and i always liked the idea of maybe tweaking the resist system with each expansion.. or at least for velious.. because by that point ppl can have insane resists | ||
|
Last edited by Pudge; 04-16-2011 at 07:11 PM..
|
|
||
|
#54
|
||||
|
HAHAHAHA SO SORRY. Looks like Macken is wrong once again. Yes, the second line of sight check was eventually removed on EQ live but it wasn't until later expansions. Day 1 of Sullon Zek, Line of sight worked exactly as mentioned below:
[You must be logged in to view images. Log in or Register.] Quote:
[You must be logged in to view images. Log in or Register.] | |||
|
Last edited by wehrmacht; 04-16-2011 at 07:09 PM..
|
|
|||
|
#55
|
||||
|
Quote:
This looks like 2 or 3 people "sort of remembering" how it used to be. Sorry, unless you pull a post from circa 1999-2001 with some factual information, I don't really see how it's any better than that cheeseball graph on the first page of this thread. The part about water is correct, as it works the same with NPCs. If they are in water, and you're out of water - your nukes are not going to land. The LoS issue I will admit that I -think- there were resist checks on cast start and cast end, but I can't really recall, so in that respect I am not going to say one way or another. But the resists, I am sure about. | |||
|
|
||||
|
#56
|
|||
|
heh. yea well. mimixownzall also wants to play teams.. 3 teams.
the way root and snare worked on vztz was really spot on in terms of balance | ||
|
|
|||
|
#57
|
|||
|
Sorry to break up you guy's festival of idiots concerning Line of Sigh Checks, but once again Wehrmacht is right and Macken is wrong. Confirmed by Null himself, as well as about 10 other people. Unless the server is supposed to emulate Everquest 1 month before Planes of Power release, then it should have 2 LoS checks:
[You must be logged in to view images. Log in or Register.] | ||
|
|
|||
|
#58
|
||||||
|
Quote:
0 pipe dreams, 0 reference to what individuals want, but a reasonable balance that takes into consideration several opinions on how it "should" be to get close to a balance. I'm sure every input will be taken, but at the end of the day i doubt we're going to see an EQPVP server emulating classic pvp. As an example since we're talking about LoS, Null actually implemented a system which had 2 line of sight checks, one at the start, and if the target moved behind a wall the last check reduced the range of the spell by 50%. I think it was fair, and in the middle, you can argue either way, if you don't think from a point of view where you take in everybodys opinion, that this wasn't a great balance, then you don't want balance. I don't see why we should regress when changes were obviously made after mistakes were made, there are a lot of pvp balancing issues that were changed on live i don't see why we should ignore the obvious ones which fucked up pvp.
__________________
P99, Day 1.
Quote:
Quote:
| |||||
|
|
||||||
|
#59
|
||||||
|
Quote:
Quote:
Quote:
TZVZ box during classic wasn't called CASTER'S PARADISE for no reason. | |||||
|
|
||||||
|
#60
|
|||
|
Casters are going to own at the start of a server no matter what. There is nothing you can do about this and it was true on sz, on rz, on every server.
However once melee attain gear the table quickly turns. Even in classic vztz heavy melee groups would savage same number groups of casters in guild pvp, I mean, it wasn't even close. Have a good melee assist train would crush anything, for an example of this is the last vztz box, see: http://emu.pwned.com/showthread.php?...ght=permafrost Where we had a melee heavy force assisting against a large mostly caster force. Outnumbered 1.5-2 : 1 the melee heavy force still crushed the casters. Top geared melees in old world dominate casters, and once kunark comes out its just not even close. Even with a resist system that benefited casters more than on live they were still dominated. | ||
|
|
|||
![]() |
|
|