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#21
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__________________
~ give me a large old school fantasy MMORPG, make it PVE, and hold the voice chat ~
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#22
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I do agree that root and charm were far too reliable before, in a way that was both too safe for balance reasons and not in line with classic EQ live. However what seems like a change to magic-based spells across the board has made them far too resistant, affecting a lot of spells that were not part of a safe, overpowered or un-classic strategy. Personally I feel that the change to resists needs to be partially softened, and in turn an increase to the breakage chance per tick of root/charm needs to be applied. In classic root, snare, insect dot, lifetap, str tap, etc were not hard to apply to blues. They resisted some (except tap), but generally landed well. What made root and charm risky was that often they landed but broke within 1-2-3 ticks. Here, I am seeing the opposite. They either land or don't, but if they do, very often they will last full duration (particularly root).
__________________
Blue Server || My WTS/WTT/WTB list
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#23
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#24
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#25
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after reading this im kind of glad I don't play ranger anymore. My ranger pre kunark dominated id have to delete and reroll if i tried and it was like this.
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#26
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that melee solo life
on my warrior, who had full enchanted dwarven cultural, wurmy and lammy, i was pretty much unable to solo dark blues.. ever | ||
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#27
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AC is completely out of whack. When I would solo specters in Feerrott on my necromancer in the 40s they would hit me for 50-60 damage melee. Now if I run through there on the way to Fear my level 60 necromancer gets hit for 70-80 damage and for max damage more often. AC should be > than any other stat for most classes. There was a reason that high AC items (Targsins Mask) were in such demand during classic EQ. On p99 it doesn't seem necessary to focus on anything other than your primary stat for dps classes and hp for tank classes.
__________________
Scrubosaur - Necromancer
"Living my life 6 seconds at a time." - Unknown | ||
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#28
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#29
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this is one of the long term issues that will eventually get tackled, i'm sure. | |||
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#30
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As much as it pains me/us in the meantime, imo we all have known ac and resists have needed adjusting for some time. We are now seeing them adjusted. The devs improved it, but did not get it exactly right on the first try. I am going to wait and see how (the very classic) patch-of-the-patch does on second adjustment. The mobs hitting you *way* out of melee range is something I think Haynarr has been workin on, a propos mob/pet ghosting and such. But devs, these guys are right; there is a bit more adjustment to do. Really hope to see that next patch, thanks.
And oh yea, Haynarr, gimme back my damned color con target box =P | ||
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