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#41
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One thing i like about this fresh start is if you dont put xp loss in, it means those zergs are less intimidating. It means theyll have to actually put in pvp work to get geared up, and it will make for some fun camp control fights so thats something. | |||
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#42
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Can someone explain what FV style no drops are? I'm not at all familiar with that.
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#43
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Last edited by Hughman; 11-19-2013 at 07:22 PM..
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#44
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no its not too harsh us non tanks are sick of eating draughts and suntrikes
shits not classic bro, not even close lure spell gems dusty as fuk | ||
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#45
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#46
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I have a very un-classic idea to fix team balancing. Drum roll please....
. . . . Make the sides with a lower population stronger in PvP. I'm sure that you can somehow scale spell/melee effectiveness in PvP. Server looks like it has a 60/30/10 split? Those 10 percent can pretty much steam roll other teams 1v1. Or we can all be like me and not care.
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Edalse Dwarf Cleric
Eslade Dwarf Paladin (Cazic Thule Server)#elfpals discord | ||
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#47
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Quote:
As a new player those rules were no different for me than RZ rules till I joined Heresy and was gifted some planar... which i guarded jealously... It just keeps the Guilds and Players on Top from using their Gear to an unbalanced advantage... Under Rallos Zek only rules the established guild in No Drop as Nothing to Lose and Everyhing to Win... and the smaller newer guild can Lose Everything and Gain Nothing... That is why everything but epic style items being droppable ( Epic Weps, SKy Quested Haste Belts, Dain 9 and 10 Ring, Dain SHoulders, Jboots if quested, Flux Staff, Eyepatch of Plunder, Keys, Spirit Wracked Cords ( not the rings for quest) Ect... keep it very limited and care should be taken to ensure players arent gearing out over lets say 1/3 in that sort of no drop, Everything else should be droppable) P.S. 6 level range could be pretty interesting... Maybe Remove the Level Advantage in PVP, and make hits, spells, and resists disregard the player or casters level in PVP? And if thats so can Open it up to 8 or 10? Would need to test it of course... but in a Team environment a wide level range is good... allows teams to protect their own players... and allows for very Epic Battles... | |||
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Last edited by Kastro; 11-19-2013 at 09:31 PM..
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#48
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I'm personally almost OK with planar not being droppable but I do like the idea of having a base set for some stats/resist/ac that can't be taken. Even if most of the pieces are less than optimal.
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#49
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the base set would be quest items... ( need to make sure not many OP) shin armor, basalt carapace, banded, leather cloth... enough to group pve some, not really raid or compete pvp at all.... cant let peeps have full TOV and other quest no drop and stomp other players with zero risk... care should be taken that it dorsnt happen... and if it does flag those items droppable... really any non epic 50+ hp or mana item or has big resists should be droppable...so just epics and sky quest haste belts..and for casters pic an item...and spirit cord and dain ring for all...
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Last edited by Kastro; 11-19-2013 at 10:18 PM..
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#50
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we can only hope
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