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#1
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Quote:
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#2
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Quote:
Root and Snare were resisted quite a bit on the team servers right at level 6 with 0 MR, nukes weren't resisted as much, IMO without any knowledge how the coding works, not all spell lines are treated the same. And likely shouldnt be. I don't think the tank should be rooted/snared every time he's in pvp at the lower or midlevels unarmed with any ability to debuff snares/roots. Hit boxes, IMO, should be HUGE. Spell range sure is. And this is coming from an Enchanter
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Woohoo Wawazzat, GL of Merciless Midgets 99-03 Tallon Zek
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#3
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Big Null, you just need to summon competent people who actually want to test to come to the arena. I hope live launches with the right resist and this thing takes off.
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#4
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Melee hitbox shouldn't be increased, it's already massive. Most bluebies don't know what jousting is so of course there are some initial complaints, but the box is larger already than on live.
Yes on live you had to run ahead of other players to hit them, but that was more due to the lag issues. That you can run at someones back and hit them while they're running away already shows the melee hit box is sufficiently large. | ||
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#5
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for shame
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Xantille Cares
I fuk ur mouth since 2001 | |||
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#6
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I think they did have a higher chance to land on NPCs than they did in PVP... snare lines anyway. Root lines. Mez appeared to work with a high rate of success vs either "type", player or npc.
I have zero evidence.
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Woohoo Wawazzat, GL of Merciless Midgets 99-03 Tallon Zek
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#7
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People have been 100% certain about a lot of things, including such retarded shit as a universal anti-camp radius or that your main-hand delay becomes your off-hand delay.
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#8
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Bocks, what I'm presenting in things I can prove based on personal experience on live.
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#9
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Quote:
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#10
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Yeah we have the convenient fact that I can't share my 1999 experience with you. You're always right.
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