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  #11  
Old 05-13-2013, 07:59 AM
Nuk3Afr1ca Nuk3Afr1ca is offline
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Repost of my thread debunking the Null resist system before this server was released:

Why altering crowd control spells from EQ live only affects the game in negative ways:

1) Forced Grouping: Real Everquest PvP was not a forced grouping game. By having all this CC land easily, you make it far too easy for people to get in groups and zerg rush down solo players or smaller numbers of people. Your theology of balance is inherently "pro-zerg rush".

2) Hybrid vs Pure Melee balance: In real EQ PvP, these classes were balanced relatively well against each other in eras like Kunark. Letting crowd control land easily dramatically increases the power of hybrids resulting in major imbalance.

3) Channeling Skill: Pure melee do not receive the channeling skill, they can't pumice anything while being hit. Making crowd control land easily dramatically nerfs pure melee while being much less of a nerf to hybrids and other caster classes.

4) Caster vs Melee survivability: When a zerg of people chases you spamming crowd control spells, the moment root lands, the caster hits the gate button or shadowstep/gate and escapes before they reach him a lot of the time. Melee on the other hand, will try to pumice, get rooted again soon as it comes off, and gang banged by the zerg for a free kill. This is obviously a huge imbalance in survivability, especially when tank classes are supposed to have high survivability.

5) Dumbing down the game: Crowd control spells landing easily makes it so melee classes are always attacking stationary targets. This removes all the skill from playing a melee class completely. You're no longer jousting anyone, you just stand next to them with auto-attack on. It's inherently dumbing down the game and removing skilled aspects.

6) Another unintended upgrade to hybrids: This is something only someone who played a hybrid on TZVZ would understand. CC landed easily but also lasted a short duration. When a caster roots you and you're fighting 1vs1, you already know it's going to drop relatively soon. The pure melee really has no choice except to pumice it since he can't do anything else. For the hybrid on the other hand, a lot of the time it's actually more effective to completely ignore it and heal yourself/lifetap or root them back instead, because you're going to be able to move soon anyway. The end result is that pure melee are highly penalized by CC spam in 1vs1's, and hybrids get to ignore it while going about their normal business.

7) 1vs1's where each person casts root 50 times: Example of how ridiculous this system is: A paladin or ranger sees a caster class and a 1vs1 starts. Since being able to immobilize your target is such a powerful spell, the hybrid is gonna spam it. Once the caster sees the hybrid chain rooting him in between swings, he realizes his only hope is to root the hybrid back and hopefully resist a root so he can get some space between each other. This goes on over and over and each player is basically perma rooted the entire fight while occasionally popping out and running a few steps. Does this actually sound fun to anyone?
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  #12  
Old 05-13-2013, 08:32 AM
mendan mendan is offline
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Your post makes it seem like melees are underpowered in pvp. Pretty sure we all know that's not even close to the case.
  #13  
Old 05-13-2013, 08:59 AM
big league chew big league chew is offline
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Quote:
Originally Posted by Black Jesus [You must be logged in to view images. Log in or Register.]
ppl aint kno how 2 act right
  #14  
Old 05-13-2013, 09:14 AM
Bazia Bazia is offline
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root landed 2/6 on 204mr yall
  #15  
Old 05-13-2013, 09:18 AM
Nuk3Afr1ca Nuk3Afr1ca is offline
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Quote:
Originally Posted by mendan [You must be logged in to view images. Log in or Register.]
Your post makes it seem like melees are underpowered in pvp. Pretty sure we all know that's not even close to the case.
Balance on p1999 is probably distorted to hell and back by rarity and proc duration of items like Tstaff. I got the first tstaff on Sullon Zek and the server had been out months before a single one dropped. I had monk epic and fungi tunic before there was a single tstaff on server and people farmed karnors all day. Also, proc duration for hundred blows was probably around 2-3 seconds average. I hear it's about 1 year on this server.

The only balance change really needed at all that's different from EQ live is possibly making direct damage spells land easier and leave everything else alone.
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  #16  
Old 05-13-2013, 09:23 AM
Nirgon Nirgon is offline
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Originally Posted by Faerie Blossom [You must be logged in to view images. Log in or Register.]
has the coordination to cast 10 roots at once on the same person
F me Jesus
  #17  
Old 05-13-2013, 02:42 PM
Faerie Blossom Faerie Blossom is offline
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Quote:
Originally Posted by Nuk3Afr1ca [You must be logged in to view images. Log in or Register.]
Repost of my thread debunking the Null resist system before this server was released:

Why altering crowd control spells from EQ live only affects the game in negative ways:

1) Forced Grouping: Real Everquest PvP was not a forced grouping game. By having all this CC land easily, you make it far too easy for people to get in groups and zerg rush down solo players or smaller numbers of people. Your theology of balance is inherently "pro-zerg rush".

2) Hybrid vs Pure Melee balance: In real EQ PvP, these classes were balanced relatively well against each other in eras like Kunark. Letting crowd control land easily dramatically increases the power of hybrids resulting in major imbalance.

3) Channeling Skill: Pure melee do not receive the channeling skill, they can't pumice anything while being hit. Making crowd control land easily dramatically nerfs pure melee while being much less of a nerf to hybrids and other caster classes.

4) Caster vs Melee survivability: When a zerg of people chases you spamming crowd control spells, the moment root lands, the caster hits the gate button or shadowstep/gate and escapes before they reach him a lot of the time. Melee on the other hand, will try to pumice, get rooted again soon as it comes off, and gang banged by the zerg for a free kill. This is obviously a huge imbalance in survivability, especially when tank classes are supposed to have high survivability.

5) Dumbing down the game: Crowd control spells landing easily makes it so melee classes are always attacking stationary targets. This removes all the skill from playing a melee class completely. You're no longer jousting anyone, you just stand next to them with auto-attack on. It's inherently dumbing down the game and removing skilled aspects.

6) Another unintended upgrade to hybrids: This is something only someone who played a hybrid on TZVZ would understand. CC landed easily but also lasted a short duration. When a caster roots you and you're fighting 1vs1, you already know it's going to drop relatively soon. The pure melee really has no choice except to pumice it since he can't do anything else. For the hybrid on the other hand, a lot of the time it's actually more effective to completely ignore it and heal yourself/lifetap or root them back instead, because you're going to be able to move soon anyway. The end result is that pure melee are highly penalized by CC spam in 1vs1's, and hybrids get to ignore it while going about their normal business.

7) 1vs1's where each person casts root 50 times: Example of how ridiculous this system is: A paladin or ranger sees a caster class and a 1vs1 starts. Since being able to immobilize your target is such a powerful spell, the hybrid is gonna spam it. Once the caster sees the hybrid chain rooting him in between swings, he realizes his only hope is to root the hybrid back and hopefully resist a root so he can get some space between each other. This goes on over and over and each player is basically perma rooted the entire fight while occasionally popping out and running a few steps. Does this actually sound fun to anyone?
Maybe this has just been my experience lately, but I can't imagine any one of these being the case. A blue cleric resisted 10ish casts of my snare and managed to run away in Guk, and last night Kimm (also blue) resisted 4-5 snares/roots and got away by dispelling my wolf form. The last person I managed to land one of these spells on was an undergeared druid from some low level guild.

And your post makes it sound like a player is lucky to resist root at all. Maybe I've had a string of bad luck with it, but I kinda feel like I should stop putting sow in my top buff to dispell snare/root easily, and put it down low to make it harder to dispell.
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  #18  
Old 05-14-2013, 09:49 AM
HippoNipple HippoNipple is offline
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hmm 10 roots or 10 dds, tough decision

the pvp competition on this server is fierce
  #19  
Old 05-14-2013, 10:05 AM
big league chew big league chew is offline
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Originally Posted by HippoNipple [You must be logged in to view images. Log in or Register.]
hmm 10 roots or 10 dds, tough decision
shhhh i prefer roots
  #20  
Old 05-14-2013, 09:49 PM
bonemender bonemender is offline
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Quote:
Originally Posted by Faerie Blossom [You must be logged in to view images. Log in or Register.]
Awww, don't keep Smedy banned; he's good people!
Smedy is definitely good people
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