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#471
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You're a saint. Keep riding this immersion wave and we'll have a stunning pvp server.
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#472
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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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#473
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#474
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pudge is arguing for a 2% chance to land a root so that it adds more to the game
but when there's a 2% chance to land a root, NO ONE casts root why are you even arguing that? nothing will change other than the one-in-a-million chance that i'm pvping and an earth pet root lands on me | ||
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#475
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It's true it's not a big difference. But why make it impossible?
Heh thinking about it.. actually giving 2% could be a detriment to some casters, because they'll be casting it and trying to fight rather than simply strafe running to a zone line I just don't see the reason to completely remove these over allowing that 2% possibility that they provide utility. On classic it was 5%, I think even haynar posted evidence of this some pages back in this thread. I just don't want to see casters gimped so hard in velious I guess. If this were classic Norrath I'd be all for this level of spell resistance | ||
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#476
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#477
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Yeah we should prob get a separate thread going to help H with all the specialty unresistable interrupt types, i.e, chaotic feedback, shock of steel or w/e for mage, shock of lightening
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#478
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Root could still be used by casters on mobs! that happens in real EQ PVP - (mobs you were fighting before pvp happened, spawned during your pvp, or you ran into while running around trying to avoid your head being cut off, ...). Unless the mobs get despawned, then yeah you will have a ton of spells you don't need and can't use.
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#479
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I think casters need more nerfs, lets just stroll pass rogues doing 1k damage in 4 secs without disc
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#480
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I didn't say chaotic feedback or shock of lightning
I said STUNS Like STUN from cleric GOD | ||
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