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#1
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The server that had the biggest guild disbanded for exploiting then the next guild to fill the vaccuum was disbanded for officer/leader RMTing, on a PvP server where the entire point is to grief other players who are attempting to play the PvE aspect. Where it's the same 150 people logging in every night, many of which bought their gear with blue platinum.
Is that the one whose Integrity is in jeopardy? Managing to Strings charm a mob 15 buffs deep is impressive on a paladin. And if you are fighting said person get some root nets (or cast roots yourself) and you easily neutralize that threat. Or blind or fear it and get it starting a train that will come back and wreck the paladin. And the only guild on Red will already be 80-man herpderp zerging down AoW regardless of where binding happens. You should be able to bind melee in Kael anyways also, just in some designated area.
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#2
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Kael was a poor example of using the locket in PvE. However, it will be done in other zones to gain a PvP/PvE advantage without a doubt. If you think burying 15 slots on a charmed pet is impressive then this shows your lack of understanding of basic PvP mechanics. The fact you're saying you should use root nets is even more laughable. Please keep this thread on topic: The recharging of Lockets of Escape will break Red99 PvP and PvE to a point the server hasn't seen since instant cast Golem Wands and Trakanon's Tooth. | |||
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#3
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No, I am in consensus with Pgerman, recharging should NOT be added back to red.
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#4
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Okay let's go through the 15 buffs a paladin can stack on a charmed pet.
First he's gonna have to use 1 charge to charm the mob. Second he's going to have to cast some junk buffs. Bracer of the Hidden, Ragefire Arms, Endure Disease, Endure Poison, HP, AC, Symbol. (That's only 7 buffs) Third he's going to have to break charm, root the mob, recharm it, and stick something else in top slot when root ends. Paladin can't do that alone, if he is having assistance, it's not really much different than an enchanter charming it and the paladin having a SoulFire. Root nets are fantastic, even with the unclassic cast time red has on them. If you aren't keeping max buffs on the pet or SoW near a top slot, root net would be tough to dispell. Recharging adds a whole new depth to the game. It makes it more dynamic and fun. If your goal is to make a fun and balanced PvP server (which is extremely unclassic), then yes you need to put some restrictions in on clickies usable in PvP. But that doesn't mean Recharging cannot exist to accomplish that style of server.
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Last edited by Daldaen; 03-16-2015 at 03:34 PM..
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#5
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Do not change the topic of this thread: Recharging on red was taken out because it destroys the PvP aspect and diminishes the spirit of of a PvP server. | |||
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#6
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Nothing. That is why the staff of Project 1999 removed it. That is why it needs to remain the way it is. The goal isn't to make it fair or balanced. Everquest cannot ever be fair or balanced. However, you can remove things that will make the population plummet just like it did during the Classic era on the red server. Do you have end-game experience PvPing on the red server? The nature of your posts indicate that you do not. If this is the case, you should remain out of the thread since you're not qualified to discuss PvP mechanics. I repeat: Do not change the topic of this thread. Recharging on red was taken out because it destroys the PvP aspect and diminishes the spirit of of a PvP server. | |||
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Last edited by Slathar; 03-16-2015 at 03:40 PM..
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#7
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While he more mundane things like... Rings of Shadows, Midnight Mallets or WC Caps can be allowed to recharge. They have already done a lot of balancing by adding cast times and class restrictions to many of those items as well...
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#8
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Do you see why? The staff got this right. Keep item recharging off of Red99. | |||
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#9
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My whole point is there are rather benign, utility clickies which can make the game more fun that won't make PvP retarded. And there are also items which make PvE more fun and dynamic, that you can limit their use against PCs. You're rushing to paint all chargeable items with a broad brush and you're prescribing the only solution to be "Don't allow any items to recharge". When they (devs) have many tools in their arsenal to make sure the PvP breaking clickies can be prevented from being used in mass, through a variety of means: 1. Changing cast times 2. Changing buyback values 3. Restricting to only work on NPCs But I'll leave your thread now that I've said my piece. Recharging can make the game more fun and remove platinum from an already inflated economy. And it can be done in a way that won't break PvP. It just takes a bit more thought than "ban it all".
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#10
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Recharging was taken out as a rush job to attempt to balance a horribly unbalanced aspect of EverQuest.
Read my edit - Recharging and unclassic balanced PvP can coexist. You just need to limit the items that can recharge (manually set certain buybacks astronomically high), or set those clickies to be NPC only, or further modify the unclassic cast times you have. And I still can't think of any scenario where a solo'd paladin can buff a puppet strings pet to 14 buffs and charm... Which is what I read your previous comment as. If it was a paladin plus a group, then yes.
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