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#1
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please make roots snares and shit hard to land, i hear thats how classic was if you had decent MR. even on VZTZ with 230+ MR you would still get rooted and snared pretty easily
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#2
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However I like the idea of all spells having a "chance" to land, and by chance I mean a very slim chance. Like you may burn 2 bubs of mana for that 1 root to land in pvp. Rexx what up, heard u been playin but havt seen u o box or in vent. Been a long time hope Alls been good. | |||
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#3
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#4
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#5
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#6
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ALL CAPS, OMG!
FYI I had to push the cap button for every letter from my iPhone! Lame. Xantille what is this monk business I'm hearing of omg! And how u been foo? | ||
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#7
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#8
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I've been busy with school, otherwise I'd help with testing.
Don't cry about MR not working as intended with 10 casts on 25MR. Hardly anyone is going to run around with 25MR. Test people with actual MR gear and who have levels over others, visa versa. How do these spells land on players who are 8 levels below another? What about 4 levels below? Is it harder to land on people who are higher? Aside from the current tests going on, I'm conflicted about the resist ideas. I get that live made CC spells virtually irresistible after a certain point. There's an inverse to that, though. That can promote more grouping in PvP, just like having a different resist system could. It could be argued for either side. With spells not landing as much, people are likely to ask for help from classes with debuffs. This isn't VZTZ. If some of you aren't familiar with that environment though, debuffs were almost entirely unnecessary in PvP. Root/ snares landed after a few casts despite being geared well. That definitely went hand in hand with the overpowered melee system-- stopping to attempt a debuff could be the difference in half of your life as a caster. It was pretty fucked up all around on VZTZ. Just be careful to consider all the variables in changing resists. Some classes have a difficult time finding MR gear. That's something to consider. I'm not saying it's anything like that on beta now, but I would avoid situations where debuffs are superfluous to PvP. There needs to be some balance there, a system that encourages the use of all the spells used in classic to win or survive in PvP. If the resists aren't classic, at least the PvP environment could match it to a certain degree. Maybe it already is that way. I'm curious. | ||
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#9
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Most of you are fucking idiots. You sit here and write about things you haven't even tried. Half of you that bitch probably dont even have a 50 char on the beta.
Sure you hit a few roots and snares at 100-150, but have you actually experience how short they last? They last like 0.5-2 second max most of the times. So in the end if you spam root, you'll hit it SOMETIMES and when it hits it's gonna last like no time at all. Yeah RLY overpowered, you'll be way better off dispelling and dealing dmg or you'll never kill anyone. The only thing that the current resists helps with is if you're in a 3v1 situation and 1 or 2 ppl are dedicated on only spamming cc while the last guy do damage. Other then that CC is pretty damn useless. 100 MR is super easy to get for any class. You can get it all by pwning lowbie instances where mobs die in 1 nuke. | ||
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