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| View Poll Results: Classic Resist System or Custom? | |||
| Classic Everquest Resists. |
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63 | 77.78% |
| Null's Custom Resists. |
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18 | 22.22% |
| Voters: 81. You may not vote on this poll | |||
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#11
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I can't wait.
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#12
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so if classic resist system is implemented, as an enchanter should I just gate after doing a couple dispels?
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#13
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tashanian (-39 MR) Most non-warrior classes running around w/ 80-120 MR unbuffed in resist gear == you can still land stuff Mythd killed me on TZ using rapture-nuke-rapture-nuke-rapture-nuke. No root required. Rapture being the unresistable mez spell you get at 59. Think there's one in the low 50's too. You also have charm spells. | ||
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#14
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Early pvp change. All spell debuffs take away 70% more.
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#15
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Quote:
Even without the bug, classic system was just better hands down for all the reasons you stated.
__________________
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#16
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I still can't fathom that classic resists worked the way you folks have described. Not saying they didn't cause I wasn't playing pvp then but using the explanation and Lucy data the following would be true:
Immune to Ice Comet at 117cr Immune to Lava Bolt at 107fr Immune to Venom of the Snake at 96pr Immune to Anarchy at 71mr Was that classic? If not, then your appeal to Lucy is wrong.
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#17
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can confirm cleric/enchanter nukes never landed not sure bout all that other stuff
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Griefer of Greenie, 1999-2003
PvP Champ, 2003-2005 Senior Vice President, <PvP Champs> 2006-Present | ||
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#18
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also can confirm enchanters rly dont need nukes to play i'm sure lethdar would still destroy 3/4 the server without nukes
__________________
Griefer of Greenie, 1999-2003
PvP Champ, 2003-2005 Senior Vice President, <PvP Champs> 2006-Present | ||
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#19
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Why is it bad if some spells become useless in pvp? Some spells are next to useless in pve (STR-debuffers, gravity flux, etc.) and we don't change them on the blue server to make them more balanced. Snares/roots/stuns are enormously gamebreaking in pvp and give huge advantages to players who have less experience with classic and are overall worse at the game. Moreover, Null seems to have no problem making whirl resist 100% of the time at a certain MR value, why should it be different for root and snare if that's how it was in classic? When people come to a classic server they expect to be able to reliably use strategies that worked throughout the classic period, like stacking lots of MR to become more or less immune from CC spells in pvp. They also expect that some strategies that didn't work (like spamming root over and over again) will still not work. It frustrates players when they invest a lot of time into a "classic" server only for one aspect of the server to be intentionally not classic.
I mean no respect to Null, he's devoted a lot of his time for this server and his work is great. I just don't see why we are forced to play with a resist system most of us hate because, in his opinion, the classic resist system was unbalanced. It makes no sense to me that a dev can unilaterally remove an important classic feature just because they personally dislike it.
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Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | ||
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#20
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Quote:
Wizard and Druid nukes still hit me plenty on 120+ FR | |||
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