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#1
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Quote:
__________________
Klaatu (RED)- Fastest Rez Click in Norrath
Klaatu (BLUE) - Eternal 51 Mage Klattu (GREEN) - Baby Cleric | |||
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#2
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100-120ish MR made you nearly immune to magic-based non-nuke spells that didn't have negative resist modifiers, including anything from snares and roots to mez and stuns. It never made you completely immune, but it was close enough that you didn't have to worry about getting CCed with any regularity if you had the proper resists, although you might still get tashed/maloed and those spells could land if you didn't have a high enough MR to sit at 100+ after debuffs. Anyone who played EQ back then doesn't need a graph, this was an everyday fact of life.
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#3
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I'm kind of with two minds on the resist thing. I used to be totally against changing that classic resist system we all remember from live.
There's cons for both. Everyone is pretty savvy with EQ at this point, so every known piece of MR gear is going to be camped and utilized by nearly every player that can obtain it. Although there is no boxing (preventing buff bots), most higher up people don't PvP without first being buffed by their pals or whatever. So in a lot of PvP, players are going to be experiencing some players that have upwards of 200MR, (Shield of the Arcane or Magi, GMR) which presents a unique problem. Some classes really don't have the same options in resist gear holistically. Being a monk, I remember that all too well. Plate and cloth classes definitely have a lot more options than chain and leather. But casters do need to have a chance. One thing that bothered me with the TZVZ resist system was the superfluity of debuffs to a large extent. That's a con when those spells become inane in PvP. Most Shaman didn't bother using debuffs of any kind, and some Enchanters (although there were fewer) didn't even mem Tash to get roots or mezzes on even some of the best geared players. This was also directly related to the amount of melee damage produced by even the weakest melee classes (hybrids). Debuffs were risky business when even hybrids hit hard and rarely missed. With the original EQlive resists, debuffs were much more relevant. People took time to actually cast them. But that's just food for thought. It's a hard issue. There's a delicate balance. I found being rooted with 190MR in Kunark pretty hard to deal with sometimes, personally. There wasn't a whole lot of jousting going on on that server. It was a "battle of the immobilization," so to speak. It's pretty clear that immobilization spells (if they land consistently) are either a game changer or flat out ensure that you'll die a good amount of the time. And taking into account the way that the game is built with CR's and such, living means much more than anything else. It's not a WoW situation. | ||
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#4
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Having extra high MR would still help against magic-based nukes. Nukes are harder to fully resist than binary effects like snare and stun.
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#5
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I don't see how there can even be any discussion regarding something as crucial as the resist system. Implement it as close to classic as humanly possible. If we start taking liberties with it, we might as well "fix" classes as well, then items, then mobs...
The only thing they should freely change is the ruleset and things that were nerfed/removed in the same general timeframe as this server. Nothing that crosses expansion borders, for instance, and nothing that has a direct influence on the outcome of a fight. | ||
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Last edited by Bockscar; 10-01-2011 at 07:09 PM..
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#6
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Well the crowd control resists are pretty common knowledge for how they were, the direct damage resists are more of a mystery for full resists vs partial hits, etc.
The game's original intent for class balance should be shot for when implementing direct damage spells. IE: A wizard should do more DPS than a warrior but be more fragile. | ||
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