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#1
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I'm disappointed this thread is on page ten and you're still using like 3 cherrypicked comments and EQ Live as your evidence. Scaar's is obviously describing a newbie guard (also please read the comments where people talk about fingering buttholes, definitely some legit evidence there).
Yes, let's nerf all the inner city guards in all the zones over Guard Imilin resisting more than normal according to an everlore poster. Against all of this we have patch note history, numerous classic guides telling people to hunt here using snare and root (which you originally denied ever happened), numerous people in this thread telling you you're wrong, and the devs themselves saying they used the proper files on guards. | ||
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#2
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I'm counting at least 6 instances of guards having high magic resist here that I've linked.
You posted that they already have their correctly adjusted higher than average hps for mobs their level. Good, I'm glad they do. I think them taking full spell damage every time led to me believing their hp was lower than it should be. And truly, their effective hp versus casters IS lower because of this. I think they should be adjusted based on my claim matching all what I've found across several guards. In fact, when I looked for more guards they weren't even listed for their zones (like Halas) on Everlore. The Scaar comment is off and I know people were able to xp on SOME OF (like 2 or 3 of them?) the Oggok guards inside the town and the one that patrolled along the river near Feerott (not an in town guard like Reskin/Tolus/WC guards -- although the WC ones were pretty resistant too). It's just the point (why I posted the comment about the guards being very resistant to magic in the Scaar source) that these guards were quite resistant to magic, and here they didn't resist or partial a single spell I cast on them. The only thing that is a shame is that we're trying to get things like this corrected and Velious tuned and there's no EQ Mac to go prove it anymore (at least Grobb checked out, very happy bout this as I saw them easily rooted/slowed and killed by shaman pets... the bashers of Grobb were MUCH tougher than getting wasted like this). What do you guys think about the huge assist/aggro radius that Slate needs here? I don't think it should apply to all guards, just curious if you think I'm trying to make something up with that piece that I remember and researched to be a match of my memory too. I know there is a big difference between the town front buff and how these should be working.. I even linked it first here (and the Dawg changed): http://www.project1999.com/forums/sh...ght=town+front . The town front buff changed the ones that Sundawg fixed and that's fine. The ones inside the town should be as resistant as the town front ones prebuff for live... (here I was easily able to charm and kill The Tangrin in FOB and Kirak in Nektulos with charmed town front guards before his fixes.. they didn't resist a damned thing). | ||
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Last edited by Nirgon; 05-20-2014 at 04:00 PM..
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#3
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I'm pretty disgusted by this thread. This is the bug forum, not rants and flames. The amount of personal attacks and cherry picked data here is insulting. Do you think the devs don't know that bloodgill goblins have low hp for their level? We don't make decisions based on who wins a petty argument, or how many people gang up against another. We decide based on the best evidence with a small dose of what's best for the server. The bickering just makes it harder to sort through and lands those involved on our shit list.
Post evidence, post counter-evidence. Leave the decision to the devs and the insults in rants and flames or I'll personally request that your post counts are returned to 0 the hard way, which I have never had to do. | ||
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Last edited by Alunova; 05-21-2014 at 09:23 AM..
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#4
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As for my input:
As a warrior in classic I could not even dream of killing a guard until 48+ (before the buff to the gate guards). They were on par with hill giants in melee, I could barely take one down at 50 with fbss, 2 yaks and various classic gear. As a necro, I could barely land darkness on them maybe 1 in 4 tries until I dinged 34-35 where I could probably land about 50%. Around 38-40 I could land most spells without many issues. Guards were not killed because they were easy, they were easy to time and were killed for good loot and high exp bonuses in an area where you usually didn't have to worry about trains, assisting, fleeing or being overly attentive. | ||
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#5
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I recall the Oggok guards often being killed by groups. I don't remember exactly their resist rates however.
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#6
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Alunova, I tested them recently and every single root I casted landed. That doesn't match the evidence I found or live testing. At this point if I'm making an area that people xp even a little harder (all that I think this change will cause), I expect to get attacked. I'm just admittedly not as friendly as the staff when people come at me.
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Last edited by Nirgon; 05-21-2014 at 12:22 PM..
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#7
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Quote:
I never killed in town guards here, and guards in general on live, in town or no, seemed to have had generally higher mr than say, griffons. But it wasn't extreme. For the record I killed many many guards in freeport and oggok on live. Dinged 50 in oggok in a group pre kunark. Certain guards seemed to be somewhat stronger, Mirazen or whatever is a name I remember for being something of a bitch. It was DEFINITELY not near mr immunity. Maybe 50% resist rate on all or nothing spells at approximately even con. That dropped a lot as they became significantly blue. Also, I never killed felwithe guards, but wasn't that a notorious necro hunting spot on live for low 50s necros? | |||
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#8
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Even as a level 60 wizard on live from my tests on the green con felwithe guards, they broke root constantly.
As far as here I've used a 60 wizard on blue to power level and then I leveled up on them from around 44 to 52 here on red. The way I saw them killed solo or by caster groups on live was snare was casted until it stuck as it would hold for full duration every time once it stuck. Usually 5-6 casts would get them snared and you would pound away... but still things that weren't low resist dot lines would get lots of partials. This was also true for town front guards when they were killable. Or as mentioned people had a tank involved or ran and nuked constantly. Keeping them rooted indefinitely and their lack of any resists here is what caused me to make the thread. I don't want magic immunity at all, I just want a rather noticable increase. To be fair, they give plenty of xp to compensate for the difficulty involved with killing them as Alunova mentions. | ||
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Last edited by Nirgon; 05-21-2014 at 01:22 PM..
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#9
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I seem to remember felwithe guards always LoH to full at 40%. Don't really see that here.
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#10
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They def tried dispelling/rooting me and shit on live, so they weren't warriors. Paladin seems logical/obvious as high elves can't be warriors.
Rather start a new thread for dat one. Would gladly test them LoH'ing on live if that is admissable. Quote:
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Last edited by Nirgon; 05-21-2014 at 05:46 PM..
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