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#1
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Whirl Til you Hurl needs to be removed from the game. It is an almost unresistable 12 second Stun. No PvP game would ever allow something like this.
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#2
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im sure they will nerf whirl like they did on blue here if not thats just stupid .. they made it like a 1-3 sec stun on blue
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#3
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It disables you after it fades. That's broken point #1.
Point #2 this spell wouldn't even land on people with just shielding up on Live, and rightfully so. It's a stun which has a duration longer than its recast. Enchanter still has a castable 4 slot dispel (good luck trying to dispel block it, no spoiler sorry), a very comparable nuke to the wizard's at 44, an unresistable magic debuff, fear for pets, group magic resist.. Did I mention castable runes on other prevent life taps from giving hp back to the caster? Well they should prevent it at least if they don't now. | ||
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#4
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Quote:
Anyways. Fact is everything but MR seems to be useless. It would be nice if GMs could respond to this. | |||
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#5
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seems? it is entirely useless
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#6
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So... when snare and root wear off, you're claiming, you still can't move? I'd say that's not the case.
Try casting after the whirl debuff fades and get back to me. It's been posted before that Null is currently MIA handling issues. When he returns, we'll go back over all of this stuff. It does need a look. | ||
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#7
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Quote:
Also, I can't move while rooted. For 48 seconds. | |||
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Last edited by Silikten; 01-13-2012 at 07:04 PM..
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#8
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Quote:
spells and abilities (see: gate, harmshield, divine aura, greater healing, yonder, blind, ice comet, fear, whirl til you hurl, etc) items (see: crystallized pumice, vial of swirling mist, lizard blood potion, golem wand, cloudy potion, etc) While Whirl til you get fucked you can use: chat /yell /q During the stun period after whirl you're fucked wears off you can use: chat /yell /q your feet to try and book it because YOU'RE STILL FUCKING SILENCED AND STUNNED AND DEAD WHAT THE FUCK | |||
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#9
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If they have a robust random number generator it's pretty easy to develop a good resist system. The problem is getting someone or some group of people with authority to define some numbers to resist levels.
Assuming an unresisted spell lands for 1000 dmg, what should be the expected damage at resist 100, 200, 300, etc? Once some consensus is reached on that question it's simple to define an appropriate regression to map out the rest of the possible resist values. Then you use the expected resistance at X resist as the mean for random number generation when a spell is cast on someone with X resist. The mechanics are relatively easy, the bolded part is what needs to be answered first. You can generalize this to debuffs or groups of debuffs or multi-effect spells too, you'd just need different resist tables for each group. | ||
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#10
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Quote:
Doing ten results for each breakpoint to illustrate the example. 1000pt nuke with no resist modifiers or secondary spell component that affects resist check. At 100 resist: 1000, 800, 1000, resist, 600, 900, 1000, 400, 850, 1000 At 200 resist: 400, 200, 750, resist, 600, resist, 1000, 500, resist, 800 At 300 resist: resist, resist, 400, resist, 750, 500, resist, resist, 250, 300 By the way, the people who say that full resists were impossible? Wrong/lying. Simple as that. | |||
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