View Full Version : Some suggestions to problems and class balance.
Orthureon
05-01-2007, 06:23 AM
<p>Zoning:</p><p>--> When you have engaged someone else in PVP, bells should not be usable. Hell I have used them many times, it is cheap.</p><p>--> Someone should not be able to zone in/out of a zone more than 3 times in a row. On the 4th time they should lose immunity and be on a 30 second immunity regain timer. Once the immunity timer is back up they will have normal immunity as per the zone rules. Meaning if they zone again the immunity timer resets and they must wait the full 30 seconds. It sounds silly but it is a work around.</p><p> Mechanics:</p><p>--> Raids: Have you ever been out there minding your own business and blam a x2 raid kills you. I know this is PVP but as a single person or even a single group you stand little chance, especially with epic immunities. I mean it has happened to me. It is by far the cheapest way to get kills. I agree raiding should be permitted, however mechanics of it need to be changed. I say only an epic group can attack another epic group x2-x4. IE a x4 can attack a x2. You were able to form a raid you should have to fight on raid terms. But a single group or even worse a single person shouldn't be able to be engaged by a raid. Or if they do, you do not lose infamy/fame, coin or items, an exception to the rule could be raiding against a single person that is 10-15 levels higher then the highest person in the raid.</p><p>--> Not sure if they are still doing it, but if the 40% cap gets put in place, they will have to make changes to EVERY class. Honestly, ok HT can only do 40% (if not mitigated by resists) now, but yet LOHs will still heal for 40-45% health or whatnot without a resist check, plus with AA can be on a reduced timer. Same with Decapitate, Rain of Arrows etc. Go ahead and nerf, but adjust reuse timers to say 40-60% less for all big hitters, since max damage would be 40%, it makes sense to me.</p><p>--> Logging: They should set it back to the way it used to be, spells and such only regen the reuse timer while online. Too many people abuse this, I am an SK and I have heard of people HTing then logging. That is as cowardly an action as there can be. This way no one can call for a nerf to HT or Decapitate, which people could also abuse in the same fashion.</p><p>--> Going Linkdead: It is an issue for me, not because I am cheating. It is because whenever my home phone rings my internet goes down lol (same frequency). If you go linkdead and you have not engaged or been engaged in PVP within the last 60 seconds you would have immunity. If you were killed (from PVP) however there would no timer unless you engage someone else, or someone somehow engages you. It is possible for someone to go Linkdead after moving from the res point to where you start losing immunity and get killed again. Nothing worse than getting ganked when you can't do anything about it. An added touch would be when you log back in from going Linkdead you only have 10 seconds of immunity and can not zone for 30 seconds. Sure people may exploit it, but what about killing someone that is (actually) linkdead, that is fair right? </p><p>--> Mentoring: I do not understand the reasoning of Sony on this one. When you mentor; I agree you shouldn't be able to attack people that are now within that range, because level 70s in Fabled would mentor down and put a stomping on everyone that fights them. However, if someone attacks you, you should have the ability to fight back. I mean even if you are a 70 and fully fabled, you are usually mentoring to help a guildie or level up a friend etcetera. That is the case with me, I hate mentoring because I can be jumped, yet I can do nothing about it?</p><p> --> Resists while mentoring: When mentored the percentage that you could resist a given type of magic should be the same. IE you are level 30 and you have 50% mental resists, you mentor to level 15 and your mental resist is now 30% or such. It should still be 50%, only scaled for that level.</p><p>--> Plate mitigation: It is broken in PVE and PVP. As it stands now a Brigand can get as much if not more mitigation and avoidance as a plate tank (I have a 49 Brigand on The Bazaar so I know for a fact, I tank often). I know most other scouts will get close but not as close as the Brigand since they mainly buff Agility, so they will have really nice avoidance regardless. Chain should never, and I repeat never be able to reach the same mitigation as plate, unless it is Fabled chain vs Treasured plate, or T6 chain vs low T5 plate. The real dilemma is not the mitigation itself, it is the fact that any scout should be able to put out atleast 2x more DPS than a fighter. Other scouts far exceed that margin. As most scouts can also cripple a tanks mitigation or avoidance. Summary as of now; Tanks can have decent mit and avoidance with low-medium dps, Scouts can have decent mit and avoidance with medium-very high dps.</p><p>--> Grouping Exploit: Have you ever been ready to take someone on 1vs1. To find out the moment you do they are flagged heroic. I have had it happen many times. Once you have been engaged or have engaged someone in pvp, you should not be able to accept or send invites. Meaning if you have an invite pre-sent to someone else or vice versa , the moment the battle is engaged the invite disappears. If you have encounter locks no one from outside of the group should be able to heal you or them. Obviously another person of an opposing faction can still attack you in the same fashion as a normal PVP fight, yet they cannot heal out of group AT ALL (if encounters are locked).</p><p> Class balance:</p><p>As I understand it now, Swashbucklers and Druids are overpowered. I have only experienced up to Tier 5 PVP thus far. I have heard in T7 Swashbucklers are in their own realm. Druids in lower tiers are grossly overpowered. I have seen it on many occasions. As in a full group of players getting beat by a solo yellow con Druid (be it Warden or Fury). My friend that is a Warden has taken on 2 even con Champs and won. I would assume lowering their HoTs in PVP by a bit would make it a little more on par, and lowering their damage attacks in PVP aswell (atleast in lower tiers). If it makes you feel better, I will call the nerf bat on my own class. The SK's Harm Touch (and upgrades) should do far less damage but with a far shorter reuse timer. The same amount healed as per Reaver line AA spec would be nice though. Last night I hit a Wizard for 70% of his health with it lol.</p><p> --> Items: Only one I can really think of is The Auditor of Silence. I don't even have an Enchanter class and it hurts me. It has a 25% chance to trigger a 9800 mental resist for a short duration (on top of the 500 or so Mental resist it has on it), and is triggered by any mental damage that is done to them. Seeing as how Enchanters use mostly DoTs that thing will trigger constantly.</p><p>Anyways feel free to add to this.</p>
Norrsken
05-01-2007, 06:50 AM
That linkdead idea would be abused so bad. I say remove most of the stupid immunity, lock zoning when engaged in combat all together, remove infamy loss and get to fighting. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />
Bjerde
05-01-2007, 10:59 AM
--> Mentoring: I do not understand the reasoning of Sony on this one. When you mentor; I agree you shouldn't be able to attack people that are now within that range, because level 70s in Fabled would mentor down and put a stomping on everyone that fights them. However, if someone attacks you, you should have the ability to fight back. I mean even if you are a 70 and fully fabled, you are usually mentoring to help a guildie or level up a friend etcetera. That is the case with me, I hate mentoring because I can be jumped, yet I can do nothing about it? Mentoring was abused in the beginning, hence the changes. People would stand around and then mentor as soon as the fight engaged so they could attack. There never was this long timer on mentoring, but it was to prevent exploiting it. It sucks but mentoring does not really bring the person down to the current level of the player they have mentored, they are much stronger. This is also true on PvE, and it needs to be tweaked again if they were to bring it back on PvP servers where you could attack. --> Going Linkdead: It is an issue for me, not because I am cheating. It is because whenever my home phone rings my internet goes down lol (same frequency). If you go linkdead and you have not engaged or been engaged in PVP within the last 60 seconds you would have immunity. If you were killed (from PVP) however there would no timer unless you engage someone else, or someone somehow engages you. It is possible for someone to go Linkdead after moving from the res point to where you start losing immunity and get killed again. Nothing worse than getting ganked when you can't do anything about it. An added touch would be when you log back in from going Linkdead you only have 10 seconds of immunity and can not zone for 30 seconds. Sure people may exploit it, but what about killing someone that is (actually) linkdead, that is fair right? This was a big problem in the past, people pulling the plug to LD. Don't expect a change here, change providers maybe? lol --> As I understand it now, Swashbucklers and Druids are overpowered. I have only experienced up to Tier 5 PVP thus far. I have heard in T7 Swashbucklers are in their own realm. And Brigands aren't?
<p>the 40% thing is stupid as hell, the most deadly classes are rogues, they hit for about 10% of your life a hit max but they hit FAST. assassins are a much harder scout class to play, and for that they deserve a skill like decap, which btw, it counterable by any class.</p><p>i lol at your suggestion to nerf loh. loh is a HEAL, it doesnt kill you in any way. its just like any emergency that healers get. brigands need nerfs like swashies do, in some cases, brigs are even more ridiculas than swashies are, dont throw stones when you live in a glass house.</p>
Kaleyen
05-01-2007, 01:00 PM
<cite>Orthureon wrote:</cite><blockquote><p>but yet LOHs can heal for 75% health or whatnot, plus with AA can be on a reduced timer </p></blockquote>1. Since when is 3k 75% of 9k HP? This is self buffed, give me a shaman alone and I'm at 12k HP 2. Yay it's now a 10 minute timer after throwing 5 AA into it? Err?
Wytie
05-01-2007, 01:09 PM
Liluk@Venekor wrote: <blockquote><cite>Orthureon wrote:</cite><blockquote><p>but yet LOHs can heal for 75% health or whatnot, plus with AA can be on a reduced timer </p></blockquote>1. Since when is 3k 75% of 9k HP? This is self buffed, give me a shaman alone and I'm at 12k HP 2. Yay it's now a 10 minute timer after throwing 5 AA into it? Err? </blockquote> 12k huh pfffff iv seen bigger..... freakn pallys and there health. bahh
Orthureon
05-01-2007, 07:02 PM
<p>Well all good responses. Someone said I was basically being hypocritical of the classes: "Throw stones when I live in a glass house". Yet the Brigand I stated I have was 49 is the one on PVE, how does that relate to PVP? I could care less if they nerf the Brigand in PVP, I played a Brigand to 28 on PVP and I wasn't impressed, go ahead make suggestions of balance. Do NOT however presume that I am saying this in order to make the Brigand or any other class the king of PVP or what not. </p><p>As for looking at CT vs PT: we will use 9k health as a reference:</p><p>Max allowed hit for PT (critical hit or not) 3600HP can heal for around 1500 (if we put 11 points into the reaver line), if it is NOT mitigated by resists.</p><p>CT Master 1: 3326-4066 no resist check, if you crit you can heal for about 4500. Plus your timer is 10 minutes (which anyone smart would upgrade) compared to 15 minutes for PT.</p><p>So can you see what I mean now. They are both crusaders yes HT and its upgrades should be atleast toned down in damage, but to say that Paladins would not have an unfair advantage then.</p><p>Whoever said heals do not damage you are obviously correct. However, what good is doing damage if it can instantly be healed and at that for more than was done? And this is not speaking of SK vs Templar or something silly, this is SK vs Pally which are both crusaders.</p><p>EDIT: Actually to make it fair, why not max heal be 40%? So if I can do 40% damage to you, you can instantly heal 40%.</p>
treebouncer
05-01-2007, 08:15 PM
my thoughts i had from another thread. 1. take away [I cannot control my vocabulary] immunitiies after zoning.and put in something that wont let people hop back and forth 2. fix the way you are put into combat, if someone engages you your food,drink, and runspeed cancels, but you can still use griffons etc. 3. NO SPRINTING IF YOUR ENGAGED IN PVP. 4. remove immunity to CC spells after you have been hit by one, make them easier to break or something. 5.Put in something that if your grouped with a high lvl you have a cannot attack debuff put on you for 20 or so seconds after dropping group. low levels sit there with their 60's in the group then disband so they can start the fight on their terms. 6. put in a system so that if your in a group of 6 players, it changes the con of solo players. aka your a 20 and you see a 16 but your in a full group so they appear grey. 7. Put in a totem potion thing etc that makes you untrackable.
ZhouYu
05-01-2007, 08:37 PM
<cite>Orthureon wrote:</cite><blockquote><p>Zoning:</p><p>--> When you have engaged someone else in PVP, bells should not be usable. Hell I have used them many times, it is cheap.</p><p><i><span style="color: #ff3333">I got no comment about this, it has as many flaws as it has good points. So i'm indifferent. </span></i></p><p>--> Someone should not be able to zone in/out of a zone more than 3 times in a row. On the 4th time they should lose immunity and be on a 30 second immunity regain timer. Once the immunity timer is back up they will have normal immunity as per the zone rules. Meaning if they zone again the immunity timer resets and they must wait the full 30 seconds. It sounds silly but it is a work around.</p><p><span style="color: #ff3333"><i>I disagree with this, a lot of times couple of my friends load slow, and I load really fast, i'm forced to zone in and out a few times until they fully load in.</i> </span></p><p> Mechanics:</p><p>--> Not sure if they are still doing it, but if the 40% cap gets put in place, they will have to make changes to EVERY class. Honestly, ok HT can only do 40% now, but yet LOHs can heal for 75% health or whatnot, plus with AA can be on a reduced timer. Same with Decapitate, Rain of Arrows etc. Go ahead and nerf, but adjust reuse timers to say 40-60% less for all big hitters, since max damage would be 40%, it makes sense to me.</p><p><span style="color: #ff3333"><i>Last I heard they finally took this stupid idea out.</i> </span></p><p>--> Logging: They should set it back to the way it used to be, spells and such only regen the reuse timer while online. Too many people abuse this, I am an SK and I have heard of people HTing then logging. That is as cowardly an action as there can be. This way no one can call for a nerf to HT or Decapitate, which people could also abuse in the same fashion.</p><p><i><span style="color: #ff3333">Totally agree, I'm a SK and I know how people exploit this, specially in lower lvls when HT is a one hit kill.</span></i></p><p>--> Going Linkdead: It is an issue for me, not because I am cheating. It is because whenever my home phone rings my internet goes down lol (same frequency). If you go linkdead and you have not engaged or been engaged in PVP within the last 60 seconds you would have immunity. If you were killed (from PVP) however there would no timer unless you engage someone else, or someone somehow engages you. It is possible for someone to go Linkdead after moving from the res point to where you start losing immunity and get killed again. Nothing worse than getting ganked when you can't do anything about it. An added touch would be when you log back in from going Linkdead you only have 10 seconds of immunity and can not zone for 30 seconds. Sure people may exploit it, but what about killing someone that is (actually) linkdead, that is fair right? </p><p><i><span style="color: #ff3333">Not a good idea imo for far too many reasons.</span></i></p><p>--> Mentoring: I do not understand the reasoning of Sony on this one. When you mentor; I agree you shouldn't be able to attack people that are now within that range, because level 70s in Fabled would mentor down and put a stomping on everyone that fights them. However, if someone attacks you, you should have the ability to fight back. I mean even if you are a 70 and fully fabled, you are usually mentoring to help a guildie or level up a friend etcetera. That is the case with me, I hate mentoring because I can be jumped, yet I can do nothing about it?</p><p><i><span style="color: #ff3333">Totally agree, it is completely stupid that when you mentor you cannot fight backeven if you are attacked. A good way of doing this would be to make it so that you cannot invite to group or disband once a player attacks you, regardless of if you fight back or not. If someone decides to attack a player that is mentored or anyone in his/her group they take the risk on their own. As it is right now, a mentored person can lose fame if he dies, yet he cannot do anything to defened himself. Very dumb.</span></i></p><p>--> Plate mitigation: It is broken in PVE and PVP. As it stands now a Brigand can get as much if not more mitigation and avoidance as a plate tank (I have a 49 Brigand on The Bazaar so I know for a fact, I tank often). I know most other scouts will get close but not as close as the Brigand since they mainly buff Agility, so they will have really nice avoidance regardless. Chain should never, and I repeat never be able to reach the same mitigation as plate, unless it is Fabled chain vs Treasured plate, or T6 chain vs low T5 plate. The real dilemma is not the mitigation itself, it is the fact that any scout should be able to put out atleast 2x more DPS than a fighter. Other scouts far exceed that margin. As most scouts can also cripple a tanks mitigation or avoidance. Summary as of now; Tanks can have decent mit and avoidance with low-medium dps, Scouts can have decent mit and avoidance with medium-very high dps.</p><p><i><span style="color: #ff3333">I cannot stress enough on this topic, personally i have made 2 seperate threads about this. Plate armor needs a fix, VERY soon.</span></i></p><p>--> Grouping Exploit: Have you ever been ready to take someone on 1vs1. To find out the moment you do they are flagged heroic. I have had it happen many times. Once you have been engaged or have engaged someone in pvp, you should not be able to accept or send invites. Meaning if you have an invite pre-sent to someone else or vice versa , the moment the battle is engaged the invite disappears. If you have encounter locks no one from outside of the group should be able to heal you or them. Obviously another person of an opposing faction can still attack you in the same fashion as a normal PVP fight, yet they cannot heal out of group AT ALL (if encounters are locked).</p><p><i><span style="color: #ff3333">This change and the mentor change u suggested go hand in hand.</span></i></p><p> Class balance:</p><p>As I understand it now, Swashbucklers and Druids are overpowered. I have only experienced up to Tier 5 PVP thus far. I have heard in T7 Swashbucklers are in their own realm. Druids in lower tiers are grossly overpowered. I have seen it on many occasions. As in a full group of players getting beat by a solo yellow con Druid (be it Warden or Fury). My friend that is a Warden has taken on 2 even con Champs and won. I would assume lowering their HoTs in PVP by a bit would make it a little more on par, and lowering their damage attacks in PVP aswell (atleast in lower tiers). If it makes you feel better, I will call the nerf bat on my own class. The SK's Harm Touch (and upgrades) should do far less damage but with a far shorter reuse timer. The same amount healed as per Reaver line AA spec would be nice though. Last night I hit a Wizard for 70% of his health with it lol.</p><p><i><span style="color: #ff3333">Disagree with HT issue, yes it needs a nerf in lower lvls, but in t7 it is balanced as it is.</span></i></p><p> --> Items: Only one I can really think of is The Auditor of Silence. I don't even have an Enchanter class and it hurts me. It has a 25% chance to trigger a 9800 mental resist for a short duration (on top of the 500 or so Mental resist it has on it), and is triggered by any mental damage that is done to them. Seeing as how Enchanters use mostly DoTs that thing will trigger constantly.</p><p>Anyways feel free to add to this.</p></blockquote><i>Fantastic post, I don't agree with everything you posted but it is always good to see contructive and well writting posts about the major issues. I will add my own opinion o nthe topic you brought up in the quote window. </i>
ZhouYu
05-01-2007, 10:56 PM
<p><i>I would also add the following : </i></p><p><i>- Spell resists should be changed so that any spell that deals less that deals anything less than 10-15% of target's max should not be resistable. Which includes all the debuffs, dots ect. It is extremly annoying for a caster with low defence and high casting times to try to cast a debuff ...just to see it get resisted. </i></p><p><i>- Spell resists of ALL non-tank classes shoud be reduced. Absolutely no reason for a dps class or a healer class to have the same spell resist as tanks. </i></p><p><i>the 2 points are brought up are the major reason why mages are so under-powered in pvp. Resists need to be looked at. </i></p>
Cocytus
05-01-2007, 11:57 PM
<p>No classes are overpowered, learn strategies. Paladin lay hands? Stun, run away, wait to regen, fight again, win. (I do this with shadowknight harmtouch since I'm a good guy)</p><p>Druids? Get em on a cliff iff possible. Use lots of knockbacks since there's no knockback immunity and it interrupts. Use pure interrupts. time stuns. lots of ways to handle it. Generally I would recommend not burning anything that consumes power except combat arts that are a chain of hits. Otherwise, use your power to interrupt their nukes.</p><p>Swashbucklers? Don't let your guard down. Same with brigs. If they (swashbucklers) get their short duration stuff off? Stun em, SPRINT it off to get out of possible reach range, attack when it's down.</p><p>Brigs? Stun ASAP. If you have an AE stun or knockback, wait until they get in melee range and try to use their root/nodirectionchange CA.</p><p>Really you just have to practice and strategies come to you *shrug* no class is invincible</p>
Orthureon
05-02-2007, 12:14 AM
<p><b><u> @ Treebouncer:</u></b></p><p>--> Well I feel you should be able to sprint in PVP, I mean it does use a lot of power and it is not an exploit, so if they catch you, you are most likely dead lol.</p><p>--> I like point number 6, which actually brings up another thing I wanted to say but I didn't, I will also add this to my main post.</p><p>--> Raids: Have you ever been out there minding your own business and blam a x2 raid kills you. I know this is PVP but as a single person or even a single group you stand little chance, especially with epic immunities. I mean it has happened to me. It is by far the cheapest way to get kills. I agree raiding should be permitted, however mechanics of it need to be changed. I say only an epic group can attack another epic group x2-x4. IE a x4 can attack a x2. You were able to form a raid you should have to fight on raid terms. But a single group or even worse a single person shouldn't be able to be engaged by a raid. Or if they do, you do not lose infamy/fame, coin or items, an exception to the rule could be raiding against a single person that is 10-15 levels higher then the highest person in the raid.</p><p>--> 7. Hmm, this is nice and in the same way cheap. You know people would stock up on these. I mean as a scout you kind of need the element of surprise. Perhaps if they did incorporate these, they would be very short duration like 1-2 minutes per cast and would require a rare to make them.</p><p><b><u>@ZhouYu</u></b></p><p>--> I don't agree with the spell resist idea. However anything that can debuff someone should not be resistable, kind of defeats the purpose.</p><p>--> This would be a VERY hard work around, because all Healers (unless the player is battle specced) have really high wisdom which in turn grants high resists. Though as of now I really don't see a problem with resists. Sure you can get them high but until you get Fabled for that tier or get to T7 legendary and Fabled. You have to sacrifice resists for stats and vice versa. The only thing I have is when you mentor down your resists should scale to the same amount as they were at the higher level, if you had 50% resist against mental when you mentor it should still be 50% for that level.</p>
Orthureon
05-02-2007, 12:44 AM
<p><b><u>@ Cocytus</u></b></p><p>Well you have a point, PVP is all about strategy. But there are some flaws with your line of thinking. If you are a tank class especially an SK we have 2 stuns and 1 AoE stun from AA. We have 0 interrupts. Yet Swashies and Brigs both get plenty of interrupts brigs are loaded with stuns, plus both have an interrupt proc offensive stance. </p><p>Now a healer especially a druid can heal through the DPS most tanks put out, though Paladins have a slightly higher chance of survival due to their 4 interrupts and 2 stuns plus a third AoE one if they spend AP. Not to mention druids can root and snare the hell out of you, and they aren't to shabby with decent nukes that take little power and have a decent recast time. I do look for cliffs but what happens when you are in Feerrott, Everfrost etc. And that is if you can even get to high ground. Because not many people run over mountains unless it is the short route, and if you are rooted and low on health you aren't going to get far. Especially when you have a snare on you. Don't talk of strategy when some classes just have far more utility than others, some being able to put out a lot of DPS aswell.</p><p>"Paladin lay hands? Stun, run away, wait to regen, fight again, win. (I do this with shadowknight harmtouch since I'm a good guy)" I have no real idea what you mean by this, so basically you being a scout and all, you will stun them, snare them run away go stealth regen health and power then track them down? I presume you then tear them down with ease knowing they used the only thing besides their 10s damage absorbtion skill (if they finished the sta line) that could hope to counter you? That is not strategy, that is being overpowered, if the only thing that can save a class is their long recast skills then the other said class is obviously overpowered.</p>
Kaleyen
05-02-2007, 01:58 AM
<cite>Orthureon wrote:</cite><blockquote>CT Master 1: 3326-4066 no resist check, if you crit you can heal for about 4500. Plus your timer is 10 minutes (which anyone smart would upgrade) compared to 15 minutes for PT. </blockquote>Really, I'll have to let all the Paladins know this since we have basically stated that wasting 5 points into CT is just that...wasting. But you know, it's the only heal we can really get off in PVP since our other heals are on a 2-3 second casting timer. Now for those mages out there that have long casting timers they might say 2-3s isn't that bad...yeah well the thing is that in PVP we are TRYING to get everyone on US, so getting the living hell beat out of us in PVP should be every Paladin's goal.
Groma
05-02-2007, 03:26 AM
<cite>ZhouYu wrote:</cite><blockquote><p><i>I would also add the following : </i></p><p><i>- Spell resists should be changed so that any spell that deals less that deals anything less than 10-15% of target's max should not be resistable. Which includes all the debuffs, dots ect. It is extremly annoying for a caster with low defence and high casting times to try to cast a debuff ...just to see it get resisted. </i></p><p><i>- Spell resists of ALL non-tank classes shoud be reduced. Absolutely no reason for a dps class or a healer class to have the same spell resist as tanks. </i></p><p><i>the 2 points are brought up are the major reason why mages are so under-powered in pvp. Resists need to be looked at. </i></p></blockquote>I like the sound of that, but my suggestion would be to flat out remove outright spell resists, and make your % resistance actually mean something. I don't care if my biggest nuke hits for 500 damage in pvp due to resists, but its a slap in the face to have it resisted completely 3 times in a row, THEN land for 500dmg. It should be all or none in my opinion. Either outright resist the spell by their % resist, or never outright resist a spell but have their resistances effect the maximum damage that can be done. The latter would be the smartest decision, but i also have to add that these should be pvp changes only, so SOE doesn't bork up pve any more than they already do with pvp changes.
knowheres
05-02-2007, 04:01 AM
<cite>Orthureon wrote:</cite><blockquote>--> Going Linkdead: It is an issue for me, not because I am cheating. It is because whenever my home phone rings my internet goes down lol (same frequency).</blockquote> <img src="http://www.rockaroundtheblock.com.au/img/productImages/large/ADSL1_out_big_big.jpg" border="0"> Get a DSL filter and your phone frequency won't cause interference with your data frequency. I know it is a complicated device and I am sure you can find them color coded. I know life is so easy to just sit back and come up with a million thing for someone to change when you don't have to do anything. How about you fix your s hitty DSL set-up rather then sit there and expect SOE to change their LD system to one that people will exploit. I believe the phrase is RTFM.
Norrsken
05-02-2007, 05:05 AM
<cite>knowheres wrote:</cite><blockquote><cite>Orthureon wrote:</cite><blockquote>--> Going Linkdead: It is an issue for me, not because I am cheating. It is because whenever my home phone rings my internet goes down lol (same frequency).</blockquote> <img src="http://www.rockaroundtheblock.com.au/img/productImages/large/ADSL1_out_big_big.jpg" border="0"> Get a DSL filter and your phone frequency won't cause interference with your data frequency. I know it is a complicated device and I am sure you can find them color coded. I know life is so easy to just sit back and come up with a million thing for someone to change when you don't have to do anything. How about you fix your s hitty DSL set-up rather then sit there and expect SOE to change their LD system to one that people will exploit. I believe the phrase is RTFM. </blockquote>Nah, the phrase is [Removed for Content]?!
Orthureon
05-03-2007, 12:32 AM
<p>Thanks for the information man, if I get DSL I will remember that. </p><p>Anyways, anymore responses feel free to revise the stuff I said or whatever. </p>
Deancs
05-03-2007, 01:03 AM
<p>Bashing each other will get the problems fixed really fast.</p>
Orthureon
05-03-2007, 01:14 AM
You got a point Deano, edited.
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