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View Full Version : PvP resist - need to be fixed ( a red players view )


10-25-2002, 03:57 PM
The resist change has dropped the effectiveness of monk / melee class PvP off the charts.



A class survivablity in PvP depends on the mobility of there character. If you can't keep moving you will Die in a PvP fight. Prior to the changes in resists on red servers a tank could almost assure that they would not be snared or rooted with vs magic resists of +100. Currently I have no clue at which point you can resist any root or snare consistently. I play a 56 iksar monk on Sullon zek and 2 days ago I was rooted and then snared by a level 23 ranger when I had +160 vs magic. You and I both know a level 23 shouldn't be able to stick much of anything on a 56 in the first place... its the fact that this person landed root type spells on me without a single resist on my part that pisses me off. In another similar insident 3 rangers fought off 12ish +53 level players for over 2 hours.... by running around sow'd, snaring / rooting people and bowing people down. Once they rooted a Pc in the open they moved in and finished that person off. They where running around with 30 dmg bows and effectivly staying out of range of all the attacked them while landing caster interupting +150 damage arrows with little risk to themselves. Any one that was able to cast on these individuals was promptly targeted and bowed down from a safe distance. In the end It was 2 rangers vs .... 10 melees and there was nothing we could do to kill these 2 for everytime they got low in health they just ran away. During this fight I was repeatedly snared and rooted with ease. Its one thing that I have NO EFFECTIVE way of fighting a ranger / druid in the open but it is completely unacceptible that I have NO ESCAPE from these individuals as well since they can run faster than me and can easily snare me without blinking an eye. If one of these even con or red snaring classes catches you in the open .... your dead.



These are just 2 examples but I can give many more. Before the changes to resists ... dd damage was pretty nasty even with +100 resists. A solo +50 wizard could still run up to a group of 3 or 4 characters .... Kill 2 of them and still have mana left over to .... gate and giggle. What kind of ballance is this I ask you? With a full bar Of mana a caster can sneak up kill 1 or 2 people and be off before anyone can respond. Since the changes they can now hang around.... ensnare / root the other players with easy and take there time wipeing out the entire group with higher damaging DD spells.



It makes me wonder why resists where changed at all. Yes prior to the change anyone with +100 resists could resists almost all low level root and snare spells which made things slightly harder for a caster to kill someone and gave tanks a small chance. I only use slightly here because all they have to do is stay sow'd stay out of range of melee dmg or spell and run in an nuke / dot here or there then run out of range again. Not very hard mind you it just took effort. Now they can treat melees like any other mob .... root / snare and have there way with them.



How to solve this problem?



Bring resist closer to what they where before the change and Institute a level limit again on which spells have a chance of sticking. A level 20 should be lucky if they stick a root / snare on a +50 player not confident that they can stick it with ease. A vs magic stat of +120ish should seriously hinder magic based spells such as root and snare. I use +120 as a base because its still quite a hard level of resistance to reach. Your red server typicaly has fewer players that blue servers and vs magic items are much rarer and as snatched up by high level players as they become available. Your casual sub 50 player may never reach this level of resistance but if they are luck enough to get to this level they should be rewarded with not having to worry about rooting / snaring. Currently, I'm not sure there is ANY WORTH in resists anymore and I just spent the last 5 months getting gear together so ther I had....a chance to PvP. With the change all I have worked for is completely worthless.



Hell I challenge any Verany employee to try and PvP as a solo 40's warrior, monk, or rogue. Using gear that this level of character could obtain you will not stand a chance in PvP. Just think about it. Thats 34 ( minus the first 6 levels ) levels on your life on a server in which you stand absolutly NO CHANCE in a 1 on 1 PvP fight of winning. If your a blue server player please don't answer to this because dueling is not PvP. Sorry to put it out like that but it isn't. In PvP there are no rules while in a duel there are.



To all other red server players out there please add your comments and suggestions.



Ironmokey

56 monk

Sullon Zek




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10-25-2002, 07:17 PM
bump


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10-25-2002, 07:44 PM
this isnt the thread for this subject, goto general, or it will probably be moved there eventually. I would answer ya but i hardly ever pvp.


<div style="text-align:center">Sionistic Triplefist (http://www.magelo.com/eq_view_profile.html?num=139385)

58 Monk

Veeshan</div></p>

10-27-2002, 06:22 PM
I agree with you to some degree ... but an evil complaining about pvp on Sullon Zek? .... <img src=http://www.ezboard.com/images/emoticons/wink.gif ALT=";)">



Heck ... I used bare fists until lvl 31. My MR at lvl 49 in full MR gear was 47 (before resist change). I carry at least three crimson potions and fully charged pumice and cure poison potions and cure disease potions and dmg shield potions and greater null potions with me everywhere I go. I use all those tools and I still die often, but if you have the right friends, anybody rooted in front of you = dead.



~Faelen Doun

Good Grandmaster of Sullon Zek


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10-27-2002, 06:36 PM
bump


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