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View Poll Results: Which resist system do you choose
Compromise plan is better for balance, or prefer classic but will settle for this 0 0%
Null's VZTZ system where root, snare, blind, stun, can be spammed 0 0%
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  #81  
Old 10-26-2011, 01:33 AM
Pudge Pudge is offline
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searyx, why the FUCK is justin bieber your icon?
  #82  
Old 10-26-2011, 01:35 AM
Pudge Pudge is offline
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lol sprinkle i didnt even se eyour post before i asked him that
  #83  
Old 10-26-2011, 01:36 AM
Pudge Pudge is offline
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MY icon, on the other hand, is cimply a picture of a badass taking a nap in on of VP's comfy beds
  #84  
Old 10-26-2011, 02:07 AM
mimixownzall mimixownzall is offline
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Quote:
Originally Posted by SearyxTZ [You must be logged in to view images. Log in or Register.]
Also to break down further why having partial resists is so important: do you want to be playing a game that is entirely luck/chance-based (sans melee versus melee fights), or skill-based?


Because luck and chance are all you're getting when you throw away partials and just have an all-or-nothing resist system.

That means a Wizard can either land two 1100 damage ice comets in a row (and one shot someone), or get five full resists in a row (not even scratching them). This is why partial resists are so important. This is also why having an obtainable unbuffed 95+% resist rate is absurd.

I don't think the old classic system has to be tweaked that much to work well and strike a better balance.
Did you even PVP on live? At all? All or nothing resist system? That is stupid. If you did play on live you would know that the resist system for the MR spells was different than the other resists. 100-130 MR (not sure the exact number) made you almost immune to CC spells. This was not the case for the spells involving the other resists. 100-130 FR didn't make you almost immune (95+% full resist) to fire nukes/dots.

To say that Live was an all-or-nothing system all the way across the board is laughable.
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  #85  
Old 10-26-2011, 02:39 AM
Silikten Silikten is offline
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Quote:
Originally Posted by Amuk [You must be logged in to view images. Log in or Register.]
BTW I don't think anyone gives a fuck about a partial nuke system, TBH I remember nukes landing large even classic, one of our biggest hitters was Graef.
And Octavion, Celestine, and that one Indig member haha :O. Plus, who was that person that rolled around with Telen. The ranger I think!
  #86  
Old 10-26-2011, 02:44 AM
Silikten Silikten is offline
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Originally Posted by MakeYouMad [You must be logged in to view images. Log in or Register.]
That's the whole fucking point. Stuns affect pure melee, hybrids, and casters equally. There's no reason to have 4 second long, chain castable root spam in the game when stun can accomplish the same task, is harder to abuse due to reuse timers, and doesn't screw over certain classes while barely affecting others.
I do agree and thats a great point. However, the ability to escape root/snares is obviously based upon class. A snared warrior isn't going to die from a caster because he can pumice it off. If the caster tries to melee, the war hits him. Seems fair to me. Plus any viable nuke is over 4 seconds, pumice is 3. If caster is max range, run backwards, if he's close, interrupt, if war/monk/rog, at least you get in a nice round or two making the damage traded.

Certain classes get the abilities they get due to balance. Casters being cloth/low hitpoints allow shadowstep/gate. The only real class screwed upon snare is a druid or enchanter, but even then a well played one can escape.

You really can't escape a stun. It does make the classes even, but it defeats the purpose of them having the abilities they have.
  #87  
Old 10-26-2011, 06:30 AM
MakeYouMad MakeYouMad is offline
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Quote:
Originally Posted by Silikten [You must be logged in to view images. Log in or Register.]
A snared warrior isn't going to die from a caster because he can pumice it off.
Does it sound like fun playing a melee and having to run to the zone line every time two hostiles appear in the zone you're in because one can chain cast snare the entire fight while the other nukes or melees you to death for a free kill?

This game mechanic discourages PvP from even happening in the first place. On EQ live, people will stick around for 1vs2's, no melee or hybrid will with lopsided Null mechanics where you can kite people to death.

The fight will look like this Rexx video if you stick around:

http://www.youtube.com/watch?v=Uo1hmS4H5Rk

Sure takes mad skills to kill somebody that can't move the entire fight.

Quote:
Originally Posted by SearyxTZ [You must be logged in to view images. Log in or Register.]
and the fact that the curve allowed you to hit over 95% resistance to anything
You didn't become immune to damage spells. I even posted a parse of a wizard nuking himself under the classic through velious resist system:


"I'm also on TZ -- i did some experimenting - yah i was bored
nuking myself with draught of ice (i have 167 cold resist unbuffed) the average hit was for 347 , so yah it can land consistent dmg, just not a whole lot".


http://www.project1999.org/forums/sh...ad.php?t=51839
  #88  
Old 10-26-2011, 06:40 AM
Lovely Lovely is offline
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Makeyoumad you're links are so dumb. Any melee or caster standing all alone in an open area like that deserve to die. They are idiots for being there in the first place. Second.

I'm gonna roll a monk and I feel that melee's are way to overpowered here. All the important camps and the best exp spots are inside dungeons and as a fully buffed monk inside a dungeon I'll be able to kill a full hp int caster in a few seconds. How will classes like Wizards even be useful? They suck in xp groups, they suck inside dungeons and that's the most important parts of the game. I'm not sure how to fix this myself but melee's will be way overpowered. The first two raid dragons are even inside dungeons. Casters are screwed hard.

We really have to think about how to fix this? How fun will it be when every important camp in the game is overrun by melee groups?
  #89  
Old 10-26-2011, 07:14 AM
MakeYouMad MakeYouMad is offline
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Quote:
Originally Posted by Lovely [You must be logged in to view images. Log in or Register.]
Any melee or caster standing all alone in an open area like that deserve to die. They are idiots for being there in the first place. Second.
There has to be some incentive for the solo person to stay and fight the two people. If not, then you're creating a system that deters PvP from occurring and makes people just run away from every fight. That's what I did on VZTZ when caster duos ran at me. No point in fighting if they have a 90% chance of kiting me to death. Then everyone logs off bored, having done nothing.


Quote:
Originally Posted by Lovely [You must be logged in to view images. Log in or Register.]
All the important camps and the best exp spots are inside dungeons and as a fully buffed monk inside a dungeon I'll be able to kill a full hp int caster in a few seconds. How will classes like Wizards even be useful?
Durrrr, wizards can also join groups and get buffs + heals just like you.
  #90  
Old 10-26-2011, 07:19 AM
Lovely Lovely is offline
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Yeah but a Wizard can't even kill a fully buffed monk with a full mana pool if the monk AFK. So if both are getting heals then it's over even faster for the Wizard, not only will the monk even be close to dying but the Wizard will be oom and the monk will continue ripping 5-20% hp per second.
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