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  #11  
Old 11-16-2013, 10:31 PM
Bazia Bazia is offline
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Vexenu is incorrect roots and snare are both seeing resists just fine.

I think the only snare with issues is bard snare, I haven't been seeing the shit land unless im tashed or malo'd.

I have been pvping not stop for days so I've seen the resist checks in action, although I would like a more classic like elemental resist. Really sick of seeing wizards ignore lures and druids being rapeface (Although I am playing a druid currently).
  #12  
Old 11-16-2013, 10:31 PM
Kastro Kastro is offline
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Quote:
Originally Posted by Vexenu [You must be logged in to view images. Log in or Register.]
Most important thing to get right is MR.

With an MR of 100 a player should be resisting over 90% of movement restricting spells and blinds/stuns. With an MR over 125 it's like 98%.

PvP on Red where people are regularly getting rooted and snared with 100+ MR is totally non-classic. On Live those spells were basically never used unless the target was Tashed, simply because they almost never landed against a decently geared opponent.

Movement/positioning is really the only skill-based aspect of EQ PvP, so eliminating that by allowing roots and snares to land reliably dumbs down PvP a great deal. I mean, a caster who can root/nuke or snare/nuke a melee to death is displaying zero skill. It's literally the same exact tactic for a PvE kill against a mob with no intelligence. Allowing that sort of thing to take place regularly with geared characters and calling it "PvP" is a complete joke.
Yeah on RZ the only thing I bothered using was clinging darkness... since it was a low level spell it landed easy even with decent MR... but it did not last long at all.. maybe a few ticks... If Clinging landed I would try a higher level... especially if we had a chanter tashing... but yeah most players werent smart enough to use clinging darkness...
  #13  
Old 11-16-2013, 10:43 PM
Vexenu Vexenu is offline
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Quote:
Originally Posted by Alecta [You must be logged in to view images. Log in or Register.]
Re: Roots - this still happening?

Snares are on my plate for next patch, but roots should have been taken care of.
I've not played since before you started making changes, so I'm not sure how it is now.

But anything approximating the percentages that I quoted would be close to how resists were on Live, which I'm assuming is the goal.
  #14  
Old 11-16-2013, 10:59 PM
dogbarf dogbarf is offline
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Quote:
Originally Posted by Alecta [You must be logged in to view images. Log in or Register.]
I thought people might want a break from the item loot posts.

Effective next patch, we will be able to tweak the PvP resist parameters without a patch. And as a part of that, we are going to be modifying the values a bit.
Any plans to fix spell durations? Ensnare Lasts 18 seconds rather than 14 minutes.

I know a shit ton of melee fags on these forums probably think that is a good thing but If we are going to have classic resists we should try to have classic duration yes?

Casters are going to suck some serious balls with the nonclassic dmg nerf and nonclassic duration once kunark rolls around.
  #15  
Old 11-16-2013, 11:03 PM
Alecta Alecta is offline
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Kunark's out, guessing you mean Velious. Part of the reason for making things tweakable without patches is that these nerfs can be rolled back a bit when things swing too far in one direction or the other.

Anyway, the pvp snare duration is baked into the client, so it's outside of my skillset to fix it.
  #16  
Old 11-16-2013, 11:10 PM
dogbarf dogbarf is offline
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Any chance on reducing mana cost of CC spells if cast on players? If Rapture for example lasts half as long as It should on players can we at least get the mana cost reduced when using it on non-npcs?
  #17  
Old 11-16-2013, 11:21 PM
Alecta Alecta is offline
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Quote:
Originally Posted by Kastro [You must be logged in to view images. Log in or Register.]
Will it work like on live back in the day... as in if you had High MR, root and snare wore off faster?..
A while back, I asked about reverting Null's removal of partials on root / snare and didnt get much input.
  #18  
Old 11-16-2013, 11:25 PM
Bazia Bazia is offline
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alot of these people dont seem to be actively playing

guys dont shit up the thread asking for changes that are already made

fix elemental resists please, to start seeing good partials at 150 is not classic and requires anyone not in full VP gear retarded gear sacrifices (HP/Mana/STA/PR/etc) to accomplish.

When wizards are using draughts you know it isnt right

and now i will shut up a say thanks for all the great changes alecta
  #19  
Old 11-16-2013, 11:25 PM
Alecta Alecta is offline
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Quote:
Originally Posted by Vexenu [You must be logged in to view images. Log in or Register.]
I've not played since before you started making changes, so I'm not sure how it is now.

But anything approximating the percentages that I quoted would be close to how resists were on Live, which I'm assuming is the goal.
You should come back and give it a whirl.

Those percentages are what we should have next patch, i.e. 125 mr = 98% resist on all roots and snares. (Currently it's just roots.)
  #20  
Old 11-16-2013, 11:49 PM
SamwiseRed SamwiseRed is offline
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roots fixed. i still get bard snared tho. not sure about regular snare, noone's ever casted that on me in pvp.
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