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  #51  
Old 05-25-2012, 08:38 PM
SearyxTZ SearyxTZ is offline
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Originally Posted by Null [You must be logged in to view images. Log in or Register.]
I am willing to listen to reasons why the current resists put PvP balance in a worse place than classic resists. I will also change things (as I have done many times before) if I am convinced things are not working as well as they could.

However if you just want the resists classic, because classic... thats not going to get very far. The goal was/is to make PvP more balanced than it was on live with as little impact to PvE as possible, which pretty much limits changes to underlying mechanics.
This is a way better response, Null pal. "Resists are intended to be custom" by itself scares the shit out of people.


Most people agreed that CC spells should be classic, and you listened + changed that. That was by far the biggest issue with the resist system. I'd bet it's in a pretty good place right now.

I have a hard time buying that anything else is that big of a deal. Clerics/chanters landing their shitty nukes 10% of the time instead of 2%? I'm fine with that. Clerics not being able to do any damage 1v1 in classic was always kind of stupid.
  #52  
Old 05-25-2012, 08:44 PM
Harr1son Harr1son is offline
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Quote:
Originally Posted by Netresome [You must be logged in to view images. Log in or Register.]
Im just curious as to why this server uses a custom resist system as opposed to the classic resist system? I saw several posts where null just says its a custom resist system and wont ever be classic. Not trolling or anything just curious as to why things are like this.
there is no such thing as a classic resist system. resists were constantly tweeked as EQ was updated, patched, etc etc.

not only that there is little to no data available to emulate any certain "patch period".
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  #53  
Old 05-25-2012, 09:30 PM
bamzal bamzal is offline
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^derp
http://everquest.allakhazam.com/history/patches.html

This thread is spiralling outta control. So much fail on one page.
It's clear certain players & developers have no interest in a classic experience, even though this is advertised as classic (boggling???), so im just done arguing.
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  #54  
Old 05-25-2012, 09:33 PM
Wolfgang Wolfgang is offline
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Pets going crazy when master goes ld is classic. Would like to see this again
  #55  
Old 05-25-2012, 10:37 PM
Null Null is offline
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Quote:
Originally Posted by bamzal [You must be logged in to view images. Log in or Register.]
^derp
http://everquest.allakhazam.com/history/patches.html

This thread is spiralling outta control. So much fail on one page.
It's clear certain players & developers have no interest in a classic experience, even though this is advertised as classic (boggling???), so im just done arguing.
Peace
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  #56  
Old 05-25-2012, 11:32 PM
Dullah Dullah is offline
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Quote:
Originally Posted by Null [You must be logged in to view images. Log in or Register.]
I am willing to listen to reasons why the current resists put PvP balance in a worse place than classic resists. I will also change things (as I have done many times before) if I am convinced things are not working as well as they could.

However if you just want the resists classic, because classic... thats not going to get very far. The goal was/is to make PvP more balanced than it was on live with as little impact to PvE as possible, which pretty much limits changes to underlying mechanics.
This implies things weren't perfectly fine in classic.

Pray tell, what exactly was wrong with classic resists? I bet it will be easily refuted by any competent player who played classic era.
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  #57  
Old 05-26-2012, 12:46 AM
Null Null is offline
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Quote:
Originally Posted by Dullah [You must be logged in to view images. Log in or Register.]
This implies things weren't perfectly fine in classic.

Pray tell, what exactly was wrong with classic resists? I bet it will be easily refuted by any competent player who played classic era.
Complete immunity to CC spells at easy to obtain resists and being functionally immune to spell damage at moderately high levels of resists.
  #58  
Old 05-26-2012, 01:13 AM
lethdar lethdar is offline
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Which is what allowed for the long drawn out battles of everquest where jousting/dodging attacks mattered, rather than mow down rooted targets 1 by 1 which your system is.
  #59  
Old 05-26-2012, 01:17 AM
Null Null is offline
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Quote:
Originally Posted by lethdar [You must be logged in to view images. Log in or Register.]
Which is what allowed for the long drawn out battles of everquest where jousting/dodging attacks mattered, rather than mow down rooted targets 1 by 1 which your system is.
Since the last few weeks?
  #60  
Old 05-26-2012, 01:19 AM
Maze Maze is offline
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Root/Snare gets resisted all the time, system is good null.
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