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  #1  
Old 12-02-2014, 02:09 PM
Smedy Smedy is offline
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ya'll trippin over red99 being down for 2 days, ya'll need a job, a haircut and jesus

calm ur nuts dogs
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  #2  
Old 12-02-2014, 01:42 PM
Nirgon Nirgon is offline
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Well as far as red coming back

We just did testing and gave our feed back

Hopefully some things get adjusted that we noted before we get our patch after a year [You must be logged in to view images. Log in or Register.]

It's going to be really awesome if we can get those tweaks in, saw lots of great duels and skill determining melee vs melee
  #3  
Old 12-02-2014, 01:57 PM
Tekay Tekay is offline
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I honestly found the new melee PvP to be very difficult. When clients are lagging towards one another, and you get that sort of jumpy character placement it's VERY difficult to time your joust. This is ever more exaggerated with special abilities like a rogue backstab. I would very rarely eat a backstab, which honestly is a good thing, as I've had some very questionable backstabs land on me in the old mechanics on Red.


Now is this new hitbox a issue? I'm not sure, it absolutely benefited me last night. Killing warriors, rogues, monks and SKs at 50%-100% left for myself (I was using my own character Iksar Monk, so the long fights benefited me).



HIT BOX ASIDE.


The real issue I found was the nerf to melee push. I couldnt stop casters from launching nukes which I was other wise able to do it I played my cards properly, metaphorically.


Now what I'm finding is that I have to get much to close to a caster to even be in range for my attack to land, AND Then by that time, with the nerf to melee push, I cannot interrupt anything. I was using my epic fist with 41% haste belt, and epic haste. Previously, I was able to push someone off a spell if I was landing rounds on a spell greater than 4 seconds. This is not going to be the case anymore if things stay where they are.


I had no response from Sirken about my footage from last night, but it would only help so I might as well do it anyways. These PvP changes are Extreme, and they need to be seriously thought out before a full implementation. Tweaks, albeit minor or major, are in order.
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  #4  
Old 12-02-2014, 02:11 PM
Burgerking Burgerking is offline
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Quote:
Originally Posted by Tekay [You must be logged in to view images. Log in or Register.]
I honestly found the new melee PvP to be very difficult. When clients are lagging towards one another, and you get that sort of jumpy character placement it's VERY difficult to time your joust. This is ever more exaggerated with special abilities like a rogue backstab. I would very rarely eat a backstab, which honestly is a good thing, as I've had some very questionable backstabs land on me in the old mechanics on Red.


Now is this new hitbox a issue? I'm not sure, it absolutely benefited me last night. Killing warriors, rogues, monks and SKs at 50%-100% left for myself (I was using my own character Iksar Monk, so the long fights benefited me).



HIT BOX ASIDE.


The real issue I found was the nerf to melee push. I couldnt stop casters from launching nukes which I was other wise able to do it I played my cards properly, metaphorically.


Now what I'm finding is that I have to get much to close to a caster to even be in range for my attack to land, AND Then by that time, with the nerf to melee push, I cannot interrupt anything. I was using my epic fist with 41% haste belt, and epic haste. Previously, I was able to push someone off a spell if I was landing rounds on a spell greater than 4 seconds. This is not going to be the case anymore if things stay where they are.


I had no response from Sirken about my footage from last night, but it would only help so I might as well do it anyways. These PvP changes are Extreme, and they need to be seriously thought out before a full implementation. Tweaks, albeit minor or major, are in order.
The problem is you been playing Wacky Dan's Custom Melee classic for soo long you forgot what live classic melee pvp was like.

On live I regained 95% of my spells vs melee's, they had to kick or bash me to interrupt my casting. Melee's did not just run up to casters and shut down all they're spells by autoattacking on them.

Your not supposed to be able to stop caster's from launching nukes on you when they have max channeling and spell line skill. That's the point. Currently casters can't root or snare a melee and you want them to also not be able to cast while you hit them lol and use no interrupt abilities.

That's what it was like on live, what you want is melee easy mode like it's been. NO!

I can't even believe he thinks that completely shutting down anyone who goes for a cast over 4 seconds is normal, just from autoattacking lol Hi have we met, my name is Classic EQ.
Last edited by Burgerking; 12-02-2014 at 02:13 PM..
  #5  
Old 12-02-2014, 03:24 PM
Genedin Genedin is offline
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Quote:
Originally Posted by Burgerking [You must be logged in to view images. Log in or Register.]
The problem is you been playing Wacky Dan's Custom Melee classic for soo long you forgot what live classic melee pvp was like.

On live I regained 95% of my spells vs melee's, they had to kick or bash me to interrupt my casting. Melee's did not just run up to casters and shut down all they're spells by autoattacking on them.

Your not supposed to be able to stop caster's from launching nukes on you when they have max channeling and spell line skill. That's the point. Currently casters can't root or snare a melee and you want them to also not be able to cast while you hit them lol and use no interrupt abilities.

That's what it was like on live, what you want is melee easy mode like it's been. NO!

I can't even believe he thinks that completely shutting down anyone who goes for a cast over 4 seconds is normal, just from autoattacking lol Hi have we met, my name is Classic EQ.


As much as I generally dislike Swyft's posts I have to completely agree with you here and on most of your posts regarding these changes. I too remember in classic being able to channel through melee, and not being able to "push" interrupt casters. There was a reason that melee bash was incredibly useful and your skill timing this to interrupt spells and not just smashing it button with your forehead repeatedly. Frankly when I first joined r99 I was getting my ass kicked hard jousting because I would wait until what I remembered was the opportune moment to attack, or just wait for a kick stun to land to attack because otherwise you used to miss a lot. Once I learned you can basically turn on auto attack once in visible range of the opponent and win I got better but I've always thought it was lame.
  #6  
Old 12-02-2014, 03:38 PM
Tekay Tekay is offline
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Quote:
Originally Posted by Genedin [You must be logged in to view images. Log in or Register.]
As much as I generally dislike Swyft's posts I have to completely agree with you here and on most of your posts regarding these changes. I too remember in classic being able to channel through melee, and not being able to "push" interrupt casters. There was a reason that melee bash was incredibly useful and your skill timing this to interrupt spells and not just smashing it button with your forehead repeatedly. Frankly when I first joined r99 I was getting my ass kicked hard jousting because I would wait until what I remembered was the opportune moment to attack, or just wait for a kick stun to land to attack because otherwise you used to miss a lot. Once I learned you can basically turn on auto attack once in visible range of the opponent and win I got better but I've always thought it was lame.
A lot of top PvPers on red are Caster. They do very well, and have to be tactical, but they get shit done. I dont think trying to cut melee off at the knees aids any thing. Monks don't have a kick or bash to time, nor do rogues. They rely on staying on a target best they can. The bad ones fail, the good ones make a competition out of a fight.

I'm not sure of the Goals here. We are after classic EQ, but can't seem to nail anything down exactly as it was. So we do our best, and we balance as we can. Golem Wands were never cast time on Live, but now they have a cast time on 3 seconds on Red. Seems like we pick and choose to make things balanced, why stop there?
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  #7  
Old 12-02-2014, 03:45 PM
Burgerking Burgerking is offline
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Quote:
Originally Posted by Tekay [You must be logged in to view images. Log in or Register.]
A lot of top PvPers on red are Caster. They do very well, and have to be tactical, but they get shit done. I dont think trying to cut melee off at the knees aids any thing. Monks don't have a kick or bash to time, nor do rogues. They rely on staying on a target best they can. The bad ones fail, the good ones make a competition out of a fight.

I'm not sure of the Goals here. We are after classic EQ, but can't seem to nail anything down exactly as it was. So we do our best, and we balance as we can. Golem Wands were never cast time on Live, but now they have a cast time on 3 seconds on Red. Seems like we pick and choose to make things balanced, why stop there?
So you want to be immune to snare and root like it is in beta patch, immune to all spells except lures and lifetaps. And be able to stop anyone casting anything over 4 seconds by merely autoattacking. AND have an unresistable T-staff proc that guarantees a kill.

LOL yea lets listen to this guy for balance. No on live i saw a monk MAYBE interrupt 1 out of my 4 casts.

You already got LOS on spells working for you yea buddy that's not classic to this era. 1 out of 5 spells on casters fizzle even with max skill on a 60, also not classic. And better gear than almost every melee had on live in this era. I don;t think we should set every melee on faceroll easymode because some melee's don't reach the skill cap for their class.
  #8  
Old 12-02-2014, 04:14 PM
Burgerking Burgerking is offline
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Quote:
Originally Posted by Tekay [You must be logged in to view images. Log in or Register.]
A lot of top PvPers on red are Caster. They do very well, and have to be tactical, but they get shit done. I dont think trying to cut melee off at the knees aids any thing. Monks don't have a kick or bash to time, nor do rogues. They rely on staying on a target best they can. The bad ones fail, the good ones make a competition out of a fight.
Why do you think Verant gave Monks T-staff and Rogues Skean. Hmmm maybe because they knew they had no other interrupts???

There's plenty of classes in the game who have no interrupts. I can;t believe you're starting out by saying you want balance but everything you're arguing for puts melee's in insane op position.

Casters are doing very well vs melee's right now on live lol no there not they getting blown up in seconds. I tested sunstrike myself at 130 fire 1 out of 10 landed for 200 dmg lol.

No one who pvp'd on live is gonna agree with you.
  #9  
Old 12-02-2014, 02:02 PM
daasgoot daasgoot is offline
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Teeks. if you failed to strike a pose in your video then Sirken will likely never look at it.

for example: i would recommend the standing splits.

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  #10  
Old 12-02-2014, 02:04 PM
SamwiseRed SamwiseRed is offline
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you may not just be able to pell away a WD or splurt. might take multiple casts. pras.
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