#11
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#12
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Hay the god!
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#13
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Pras hph
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#14
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It looks like root in pvp won't break early (cept if ur nuked) in the code.
Is this right? Working on that FR/MR discrepancy. I also need details on what kinds of spells are not resisted correctly. H
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Haynar <Millennial Snowflake Utopia>
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#15
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H
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Haynar <Millennial Snowflake Utopia>
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#16
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bard stuns in general seem to be much more powerful than they should be, most notably denon's bereavement(point blank poison based aoe stun, DoT, and -MR debuff) and bruscoe's bombastic bellow(single target magic based nuke + long duration stun) i also recall bard mezzes landing quite a lot when they shouldn't rogue poisons, most notably the blind ones, also shouldn't be landing as often and at least the blind ones certainly shouldn't be full duration every time(being blinded for 78 seconds is just ridiculous) the largest problem is with pure direct damage nukes being impossible to resist and requiring very high of the associated resist in order to begin partially resisting them | |||
#17
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Ksah <Empire>
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#18
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i'd be careful about nerfing spell resists too hard. the goal is good pvp not melee gods. i think the system is fine right now just needs a tad more randomness and ability to very rarely fully resist a nuke
also some low level (like level 8 or 12 or something) wiz+enchanter nukes with .1 sec stuns were unresistable. ppl still loaded them and used them at high levels to interrupt other casters. they had low cast times. | ||
#19
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#20
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Rogue blind poison durations were already nerfed.
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Technically it's not right/classic, but neither is the fact that the PvP duration of all roots/snares is capped at 5 ticks (in the past it's been said this was due to a clientside limitation, but that seems dubious). As a consequence, DoTs with a snare component (such as the necro darkness line) are also cut off at 5 ticks, which is pretty lame. | ||||
Last edited by Technique; 08-04-2014 at 05:07 AM..
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