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#21
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Quote:
__________________
Current Games:
Naw | |||
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#22
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asking for a nuke to never be fully resisted and asking for them to have a chance to land for full regardless of resists is absolute insanity
i sure love itemizing entirely against fire nukes and having some droolcup level player land a 1100 damage sunstrike on me best implementation? classic resists with item loot and a +4/-4 level range realistic implementation for the thin-skinned playerbase here? discouraging the use of nukes on every class that has them especially if the player is focusing on that resist | ||
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#23
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resists are fine as they are aside from the currently broken mezzs and slows
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#24
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I specifically remember playing my mage and getting full red resists on PDM players. Only after mala would i even get at scars around 200dmg. The mage was solely about pet control. Then occassionally casting scars for quick damage.
This was during mid velious though. I like how the current system is. With 117 base cold i get partials all day long. | ||
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#25
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i can get 97 base cold and still take full damage draughts consistently, maybe a high partial 1 in every 4 casts
4 draughts and i'm dead if i'm unbuffed which is pretty silly in group/mass pvp | ||
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#27
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Quote:
Instead of scaling resists with level (which helps twins even more) I think resists should scale with server timeline. Also in general I'm afraid of casters getting too gimped. In general | |||
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#28
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Back in classic/beta, there was a change that made it very easy to interrupt spells. Melees were given a 5% chance to interrupt a spell with each hit which stacked. Melee damage was also increased. This worked in classic because melee weapons sucked and melee haste was hard to get.
This was never removed after kunark, and with monks with epics, and rogues with ragebringers, it has become incredibly easy to chain interrupt any spell over 5 seconds if a melee is hasted or multiple melees are on the same caster. More to the point, melee one handed damage is way too high on this server. http://www.project1999.org/forums/sh...d.php?t=105838 I have a druid (60) and a shaman (60), I rolled a shaman because I thought the extra AC would mitigate the damage from melees that the druid was taking in pvp, and when that didn't work, I rolled a warrior (57) to benefit from the same broken code. One on one, my warrior destroys casters, all my pvp points on the leaderboard are from killing casters 1v1. For some reason, this does not seem to affect 2handed damage. Last thing I'll mention, as part of the context of melee damage being too high, is that rogue backstabs are landing for full too often. I played a rogue with a ragebringer during kunark/velious on live, and as a woodelf with low str (because i ran around in full resist gear), i rarely hit people for full damage unless they were sitting. | ||
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#29
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i posted that here because any discussion about changing classic resists should include a discussion about melee damage at the same time, because they're both broken
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#30
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agree nukes are landing way too hard, melee 1 hand damage does seem too high, and melees in general hit way too much; even against high AC classes like warriors i consistently hit them. it seems like monks are the only class with good avoidance(insane avoidance if you ask me)
2 hand damage seems okay, though | ||
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