Project 1999

Go Back   Project 1999 > General Community > Rants and Flames

Reply
 
Thread Tools Display Modes
  #1  
Old 08-18-2024, 12:17 AM
Reiwa Reiwa is offline
Planar Protector

Reiwa's Avatar

Join Date: Dec 2021
Posts: 6,000
Default

Quote:
Originally Posted by Naethyn [You must be logged in to view images. Log in or Register.]
Monks no longer get block and war/pal/sk block with shield equipped.
Fiddle with dodge breakpoints to make proper avoidance tanks out of rng/rog/mnk.
__________________
Talleyrand banana
Reply With Quote
  #2  
Old 08-17-2024, 12:08 AM
azeth azeth is offline
Planar Protector

azeth's Avatar

Join Date: Jun 2010
Posts: 3,030
Default

rogue poisons stay applied to your primary weapon til your character dies or the weapon is unequipped
__________________
Quote:
Originally Posted by Endonde View Post
Yea well you know, 6 years of Velious everything has been killed, only thing left to do is speedrun killing Detoxx guilds.
Reply With Quote
  #3  
Old 08-19-2024, 09:56 AM
7thGate 7thGate is offline
Sarnak


Join Date: Dec 2015
Posts: 369
Default

Quote:
Originally Posted by azeth [You must be logged in to view images. Log in or Register.]
rogue poisons stay applied to your primary weapon til your character dies or the weapon is unequipped
Rogue poisons need a buff, but probably not this. Wearing off usually isn't the issue. Unless you mean they proc every swing in which case that would be wildly overpowered in some situations.

Really, they need at least two of the following:
--Effects stack with spells
--Cost reduction in plat/farmable materials
--Instant Application, or a lower uninterruptable application.
--Poisons stack in inventory
--Less resistable

If poison stacked with everything, the lower resist line would become highly desirable against certain raid enemies even if nothing else changed. Right now some of the strongest poison effects don't stack with stronger spells; the cripple equivalent does not stack with cripple, and the malo equivalent does not stack with malo.

If poisons were very cheap, they would be worth using to some extent while XPing. A lot of the high DPS poisons are acceptable for applying in a combat group, especially if there is down time at all between pulls, but noone is going to spend 10 plat to get 500 damage done over and over in an XP group situation unless they are spectacularly wealthy.

If poisons applied instantly, they would give rogues tremendous burst damage capabilities and allow for rooting/snaring in emergency situations, which would make them viable even with all the other issues. If they applied in a short duration that was uninterruptable, it would allow rogues to attempt a root or snare when they have aggro, and possibly make it worth attempting damage poisons in some circumstances if the duration was short enough.

If poisons stacked in inventory, it becomes viable to keep a collection of utility poisons around for emergency situations to snare/root/stun.

If poisons had a strong -resist modifier or some mechanic like consuming multiple doses for stacking -resist on the effect, it would be worth applying certain poisons in raid situations to get a debuff effect that is too resisted by the target.

Personally, I would make it so you craft a 20 dose poison when you craft instead of a single dose. That addresses the bag space and cost issues. Then I would probably change the application time to 6 seconds and make it uninterruptable as opposed to a sit, so a root could be attempted during combat or a chain of high DPS poison uses could be tried on a low-resist target.

Right now, there's just a little too much going against them in too many ways to be useful. There's still some niche applications, but not a lot.
__________________
Jayya - 60 Rogue, Officer <Auld Lang Syne>

Sanctum Low Man Vindi Kill: https://www.youtube.com/watch?v=xyZfNjvsDRE
Reply With Quote
  #4  
Old 08-17-2024, 12:38 AM
Swish Swish is offline
Planar Protector

Swish's Avatar

Join Date: Nov 2010
Posts: 20,281
Default

Quote:
Originally Posted by Wakanda [You must be logged in to view images. Log in or Register.]
Shadow Knights get lich line of spells (I'm sorry but pulling/tanking as an SK is frustrating because I never have mana). I also think Harm Touch should be resisted less, and should work as a life-tap instead of flat damage.
Pull with a level 1 lifetap (or bow), manage aggro with a few disease clouds spread across the mob's health percentage as it dies or as you lose aggro. It's next to zero cost <3
Reply With Quote
  #5  
Old 08-17-2024, 01:54 AM
Jimjam Jimjam is offline
Planar Protector


Join Date: Jul 2013
Posts: 12,878
Default

Bash stuns generate aggro like spell stuns - archtypical fighters in history and fantasy use sword/spear and shield.

Remove the 4 sec duration cap on player cast stuns. Just unnecessary nerf to the Markars (and to a lesser extent Tishan's) spell line.

Unbreak ranger mitigation. They seem to be running a completely different worn ac cap or returns system to other classes - even shamans seem to mitigate better?

Un-nerf lifetap so it returns to being unresistable.

Make Rune gen big aggro again.

- honestly so many un-classic nerfs due to recharging imo just remove recharging cos it was just an edge case bug not intended to be a cornerstone feature of raiding.

Maybe fix gimicky FD stuff too.

Sorry.
Reply With Quote
  #6  
Old 08-17-2024, 05:35 PM
Schmandis Schmandis is offline
Sarnak


Join Date: Oct 2014
Posts: 249
Default

Druids should get an Animal Mem Blur
Reply With Quote
  #7  
Old 08-18-2024, 12:50 AM
Vivitron Vivitron is offline
Sarnak


Join Date: Apr 2020
Posts: 496
Default

Quote:
Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
Remove the 4 sec duration cap on player cast stuns. Just unnecessary nerf to the Markars (and to a lesser extent Tishan's) spell line.
What's the deal with that, anyway? The wiki note says some stuns are capped to 4 seconds, but never specifies whether the given spell counts. Which stuns are capped if any, and was it an era nerf or a p99 specific thing?
Reply With Quote
  #8  
Old 08-17-2024, 11:24 PM
Troxx Troxx is offline
Planar Protector

Troxx's Avatar

Join Date: Jun 2014
Location: The sands of DSM’s vagina
Posts: 4,284
Default

One change that helped balance all classes:

Luclin

As much as much of the community hated kitties on the moon, Luclin went a LONG way to helping balance things … everything from some much needed and well placed needs (monk tanking) to alternate abilities which helped each class become a little more refined/defined.
__________________
Quote:
Originally Posted by DeathsSilkyMist View Post
There is no fail message for FD.
https://www.project1999.com/forums/s...43&postcount=2



.
Reply With Quote
  #9  
Old 08-18-2024, 10:52 PM
Zuranthium Zuranthium is offline
Planar Protector

Zuranthium's Avatar

Join Date: May 2011
Location: Plane of Mischief
Posts: 1,978
Default

Quote:
Originally Posted by Troxx [You must be logged in to view images. Log in or Register.]
One change that helped balance all classes:

Luclin

As much as much of the community hated kitties on the moon, Luclin went a LONG way to helping balance things … everything from some much needed and well placed needs (monk tanking) to alternate abilities which helped each class become a little more refined/defined.
Luclin itself didn't balance anything. Those changes are something that could already be put into the game. Luclin sucks!
__________________
Reply With Quote
  #10  
Old 08-17-2024, 11:25 PM
Troxx Troxx is offline
Planar Protector

Troxx's Avatar

Join Date: Jun 2014
Location: The sands of DSM’s vagina
Posts: 4,284
Default

“Well placed nerfs”

Damn autocorrect
__________________
Quote:
Originally Posted by DeathsSilkyMist View Post
There is no fail message for FD.
https://www.project1999.com/forums/s...43&postcount=2



.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 12:10 PM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.