![]() |
|
|
|
#1
|
|||
|
ya there's nothing exclusive about logging onto the beta server to test stuff then post about it in the 30 threads about this stuff in the pvp bugs section
| ||
|
|
|||
|
#2
|
||||
|
not sure how many people i have to bring to this box to be one of those that qualifies as "giving a fuck"
either way, is there a test server i'm unaware of where the changes to live prior to the live boxes?
__________________
Quote:
Wipe it clean. | |||
|
|
||||
|
#3
|
||||
|
so velious beta is pvp test, gotcha.
didnt even know pvp code went into that box
__________________
Quote:
Wipe it clean. | |||
|
|
||||
|
#5
|
|||
|
ya just the normal velious beta server has all the red pvp changes
it's not pvp enabled, but you can /duel someone or find an arena to do the testing | ||
|
|
|||
|
#6
|
||||
|
good stuff gonna to some deep analysis with everquest scientists slathar and smallmee
__________________
Quote:
Wipe it clean. | |||
|
|
||||
|
#7
|
||||
|
Quote:
debuff bonus is 100% as haynar stated, so tashanian should remove.. 78 MR? dispel mechanics will be more similar to live, where higher level buffs had more counters, different dispells had different strengths, there's a chance to simply not remove a buff and so it may appear to be "random" at times which buffs/debuffs get dispelled. pumice will be much, much weaker now and conversely enchanters will become much stronger. resist code regarding fire/cold nukes is much more classic-esque. no longer are the days of lure of wildfire and lure of draught of ice. anything but actual lure spells casted on high level, geared players will most likely get partial'd to hell or flat out 100% resisted. AC was not working whatsoever on red, but it's now working in pvp. melee damage in pvp is lowered across the board because of this, even on casters. | |||
|
|
||||
|
#9
|
||||
|
Quote:
Thank you for this I was really curious and appreciate the response. Still interested to see the melee skill changes.... I'm really happy to see resist changes and I simply hope that the melee nerfs and AC fixes will balance out the classes accordingly. Hooray for dispel changes. Shouldn't make a huge difference in mass pvp but I think this is awesome. Looking forward to trying some of this stuff out during the extremely important and critical weekday KC zoneline pvp events. | |||
|
|
||||
|
#10
|
||||
|
How much was the resist curve tweaked? On live you would resist almost 100% of magic based stuff (snare,blind, root etc) running at 90mr, you'd be completely immune at 120. has this curve been tweaked at all? getting tashed and having the unclassic resist curve might kill mass pvp more than we would want lol, its a snare/root fest again, what we all want is that classic long lasting mass pvp that was so addictive and actually took some skill and organization to deal with
__________________
Quote:
Wipe it clean. | |||
|
|
||||
![]() |
|
|