Quote:
Originally Posted by derpcake2
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They implemented dire charm.
They obviously didn't see charm as an issue, or that would never have made it ingame.
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No, this is your bias concluding such.
AAs were a major selling point to keep people subscribed into another expansion, even though most people hadn't even gotten their kunark progression finished (let alone velious).
Dire Charm was sold by the devs to enchanters as FINALLY a working long duration charm (with a limitation).
If you take a look at the AAs as a whole in Luclin and PoP expansions, you will see that the intent was to fix loose ends and poor viability throughout all the classes.
During live (shortly before kunark -> Luclin) I mainly played enchanter. I gave charming a shot at many points [I was always advised in group/raid to not use it] solo. MR values in live EQ were the absolute devil. Tash resisted, DDs resisted almost 90%, Color stuns resisted, Mesmerize resisted, root broke/resisted, and charm was no exception. << not even talking Charm Duration - but rather what happens after a break - when mes resisted, recharm resisted, color stun resisted, root failed often a charm break left an enchanter with low mana and a pissed off healer.
Yes things resist on p99 - but the resist rates even with tash/malo on live were absolutely brutal in comparison. Part for why I think Wizards get so shafted on p99 is because their Evo nukes were designed to resist much less (8-10% or so) than other classes [not just lures].