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#1
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The z axis issue makes pvping very painful as a melee
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Checkraise Dragonslayer <Retired>
"My armor color matches my playstyle" | ||
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#2
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AOE groups will be badass.
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Last edited by Potus; 10-21-2014 at 02:55 PM..
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#3
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Allowing no z axis check is easy. With the coming reduction in combat range, this would be important to resolve.
Let me know more, if that is how it should be. H
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Haynar <Millennial Snowflake Utopia>
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#4
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it is classic for there not to be a z-axis check on melee attacks
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#5
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Colgate absolutely on the money.
Also just digging this up again: http://www.project1999.com/forums/sh...&postcount=360 8] If resists are done right, aoe'ing will be possible. | ||
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#6
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AOEing will be possible.
Part of my non-classic gift, is spells like root/mez/stun, will not be subject to the max resist rate cap. So above a certain resist level, you will get 100% resists. Not a game breaking deviation from classic, but I think its one that will open up aspects of the game on red that are currently not available. If you dont like it, meh. Give me something more important to work on. H
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Haynar <Millennial Snowflake Utopia>
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#7
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Quote:
Taking a chance on casting a root or whatever is someone's gamble. Is a 1 in 50 chance (that's what it is currently, right?) really too much? At that point it is practically out of the question to cast and would only be a last ditch effort to stop someone from getting to a zone line. But it's still too OP? Mez was also one of the CC spells that landed more easily than root even. (Yes a i know mez usually got casted after a tash. Still was easier to land mez than root at the same mr) can't give it a 2% chance? Stuns.. Same thing. Most are already harder to land because they have 2 resist checks.. The stun part and the damage part. And straight up stuns should remain easier to land than the damaging ones. Also some low level damage + mini-stuns for enchanter and wiz should be unresistable/extremely rarely resisted. These were used to reliably interrupt other ppl casting. Again, there should not be any way to achieve complete immunity from an important part of many classes pvp spells. Removing these features takes away a part of the game that added complexity and gambling into the PvP mix. Please don't remove parts of the game that make it fun (and sometimes maddening!) for the players. I could understand going for straight up non-classic mechanics if this wasn't Project 1999. Or even, maybe if you played red over the years it's been up and had your gripes. But it seems you haven't and are armchairing some of these changes, relying on the words of 3 or 4 ppl who are monitoring this thread to support this development. Instead of posing these questions to the greater community/treading lightly by merely nerfing spells, they are being thrown out the window (unless, of course, your enchanter buddy (1 out of 14 classes) happens to be leveling with you. This just makes the game way worse for all other spellcasting classes.. To need an enchanter everywhere in order to have the *possibility* to land a spell. Granted I don't know the resist level you have in mind. But even at 255 there should at least be a 1 in 50 chance that that geared out, velious resist melee could get held up a sec. | |||
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#8
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if you're looking for something else very relevant on red99 now?
look into archery/throwing someone has pointed out that in the stock eq emu archery accuracy equation it multiplies the final result by 0.25 to account for AAs that would have made archery insanely overpowered i believe there was also a buff to either throwing damage or accuracy that shouldn't be there right now on red99, archery is PATHETIC because you miss almost every single shot, whereas throwing(mainly throwing boulders and shurikens of the tranquil) does incredible amounts of damage with very high accuracy also, you can look into the warrior crippling blow stun lasting much longer than it's supposed to on players; right now every single hit from a crippling blow stuns you for 1-2 seconds, when it's supposed to be much shorter, like a 0.1 second ministun right now the metagame with warriors consists of them getting sub-40% hp, using their Mighty Strike discipline, and then any character will be stunlock raped for 10 seconds from 100% hp to 0, even raidbuffed warriors can't survive it | ||
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#9
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Quote:
It also seems that all stuns have a minimum duration of 1 second, because even the enchanter nukes that have a correct stun duration of 1 millisecond in the p99 spell file are also stunning for 1 second. Quote:
Quote:
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#10
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Archery was adjusted to remove a damage penalty. Those changes are on beta.
I think it also had another factor in play that made throwing better. So I moved archery to the same model as throwing, which should put them more on par with each other. H
__________________
Haynar <Millennial Snowflake Utopia>
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