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#1
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Zerging did not really work, hence why the 72 player raid limit was introduced in Planes of Power from the Rallos Zek fiasco. | |||
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#2
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BUT that aside. Zerging will work. If tomorrow BDA, Rampage, and Taken all merged, and had 200 players raiding day 1. I don't care what AE there is. Mobs will be dropping like flies. AEs have set timers and none are able to one shot level 60s. Having raids of upwards of 100 members, which I don't doubt some guilds and alliances will have (Gimpatron, TMO, CSG, Rampage, Taken and BDA have all fielded raids of upwards of 70 members for 5 year old Kunark shit), will be the determining factor in fights where resists become irrelevant due to resist code. I'm classic as shit. I LOVE that resists are hard capped at 255. But there needs to be some balancing when it comes to resists. Both for players being able to land on red con mobs and red con raid mobs sticking every AE on players. Wycca has a few threads on fire resistances. Dain, Vindi, Statue are all resisting far too often for what they should be. Level 70 Raid bosses are sticking their non-Lure/Dragon AEs (those without -Resist checks) every time for full durations at 255 resist on level 60 raiders. This isn't correct. Raev has a post on this. May 30th is a bit too soon to be launching this if we want it launched in such a way that we will be reliving a classic experience. Thus far in beta, they've done a great job with the limited testing that players here have done. But when it comes to resists specifically, there needs to be a major revamp. There has to be a forced beta week with a few different builds of the resist code tested out so that it can be ironed out to a point where at 255 against level 70 mobs, your level 60 raider will be hit maybe half the time and many of those fears are short duration. Where the mobs which were historically easy to nuke with a certain resist are getting hit as they should. And ideally, if bard stacking could be implemented in some manner (I know this is a long shot). Maybe just something as simple as changing the slots on Occlussion such that it conflicts with nothing, like it did back in classic, would be a great start. As said before, these classic raids of a decent balance of players with great gear, resists and strategy could down most all raid mobs with raids of 50 players. On any AE fight where 90% of your raid is getting feared and most of them are getting mad duration fears, even when all are 200-255 MR... That 50 man raid no longer has a shot. It now requires a much larger raid of zerglings who just claw at the mob until it dies. No amount of resist gear will matter when 255 MR raiders are taking full duration fears one after another.
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#3
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#4
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recharging on red
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#5
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I'm sure this won't totally ruin upcoming guild's chances at all vs the people who've farmed for years
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#6
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#7
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Dragon Fear: http://www.project1999.com/forums/sh....php?p=1837980
Avatar of War Cooldown: http://www.project1999.com/forums/sh...3&postcount=38 Quote:
My preference is straight up classic: the sign on the door says "Classic EQ". Contrary to nostalgia-blinded oldschoolers like Treats, true classic = 60 people with Kunark gear smoke everything day 1. If the devs want to make things more challenging, I'm fine with that. I'm all about strategies and planning over poopsocking and FTE. But right now it feels to me like the devs are trying to have their cake and eat it to: pretending to be classic while in reality sneaking in as many adjustments as they can to things that aren't well documented. I feel like this is the worst of both worlds. Most importantly, we lose out on a true classic server. It's one thing to say 'hey, we have the code/data to make a true classic server, but we're choosing to dial up the difficulty'. But right now we don't have that. And secondly, it means that the relative difficulty of mobs is hugely skewed. Tormax is *way* easier than Klandicar right now. | |||
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Last edited by Raev; 04-19-2015 at 02:14 PM..
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#8
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As far as HP values are concerned. Before the mod rod nerf, all the mobs had way jacked up HPs in classic.
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#9
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Unless you have direct quotes from the devs saying they intend to go non-classic, this just seems like more evidence that people didn't test enough during a year-long Beta.
We need Blue closed down and Beta forced for a few weeks with constant respawns of raid mobs and patches to modify mob stats/resists.
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#10
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So because some bug reports aren't address yet it is a conspiracy by the devs to ramp up difficulty on Velious bosses?
Recall Kunark, e.g. the first Trakanon kill on blue was bugged all to hell: 1) did not have a working AE and 2) charm was freaking OP. Then over the next four years Trak casted spells, then he didn't, then he did, then he didn't see invis, then he did, Shroom touch fixed and broken again, blinding, not blinding, aggro radius fixes, model size fixes, etc. Venril Sathir was the same deal his class had to be modified and we had to fix NPC riposte procs, both years after Kunark released. Whether or not mobs are "classic" or "tuned" (for four years of Kunark farming and complete guilds of level 60s), the kills and raids won't mean much since Blue and Red will essentially be beta testing all this content for years even though the actual beta server has been up for over a year now. | ||
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Last edited by Ele; 04-19-2015 at 04:54 PM..
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