#51
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Except that is 100% wrong. Snares did not break early. Thats why they were much better than roots in pvp (Which had a high chance to break every tick and after receiving dmg). Unbalanced or not they definitely did last the full duration (14minutes ensnare) despite whatever people here are trying to claim.
I realize this is pointless since apparently there is no way to get around the client changes, but it should be kept in mind when balancing around "classic" resists and spellsystem. | ||
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#52
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Considering on live you could resist snare 100% of the time at 70mr, it was never an issue. People should be happy that snare lands at all on this custom server. It wasn't even a factor in pvp on live.
If Alecta adjusted snare resist to the classic 70mr, I wouldn't mind at all if it lasted its full duration.
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#53
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100% with 70mr is a flat out lie.
98% with 120+mr sure. But when they landed you were pretty fucked. Either way i guess its pretty pointless to discuss. If casters suck so be it they can still be used as buff/port bots. | ||
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#54
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Let's not forget about mezzes too - way too easy to land since last patch.
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Bush <Toxic>
Jeremy <TMO> - Patron Saint of Blue | ||
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#56
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Quote:
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#57
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ITEM LOOT SOO GOOD
cant wait to play
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#58
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The OP is going in with next patch.
Now that this is tweakable, we will probably try to use: Classic: 150/75/0 (for teams, dont laugh at me.) Kunark: 165/60/50 (new values, see spreadsheet for impacts) Velious: 190/270/15 (current values) | ||
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#59
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Nirgon can you translate this for me?
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#60
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so does this function determine if it's a partial, or if it lands at all?
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