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General discussion Topics related to various aspects of Champions of Regnum |
View Poll Results: Do you think resist rates have increased? | |||
Yes | 20 | 54.05% | |
No | 11 | 29.73% | |
Uncertain | 6 | 16.22% | |
Voters: 37. You may not vote on this poll |
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12-25-2012, 07:05 PM | #11 |
Initiate
Join Date: Mar 2011
Location: Bs As Argentina.
Posts: 153
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In battlezones from all my skills half are resisted. I dunno why!
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12-26-2012, 12:01 AM | #12 | |
Baron
Join Date: May 2009
Posts: 747
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Quote:
This idea started when one of the devs posted something like, "Random resists exist to give people with poor connections a chance to respond." That does not in any way mean that people with worse connections resist more, it just means that they often get a chance to break free of CC chains because of them. |
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12-26-2012, 02:30 AM | #13 |
Baron
Join Date: Dec 2008
Posts: 886
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In theory this would be true; the flawed part of NGD's logic here is that often resists work against the person trapped in the CC chain too, or sometimes they are even more brutal to the trapped person, because as soon as the enemy gets a resist and the player is finally freed from the chain, the player tends to also get a resist on their (one and only chance) to CC the enemy as well, then get locked in either another CC-chain or resist hell.
This kind of stuff is way too common, anyone having played a Warlock is probably very familiar with it. I feel like resists just turn fights into nothing but haphazard spell spaghetti and the developers should really try to think up other ways of de-powering CC chains (besides MOAR random resist chances like UM and the like). Unfortunately this seems to be the limits of their programming/creative/business capacity as its all they do. Warmaster beacons proved as much. One suggested fix a long time ago was to make it so that players who keep getting CC'ed would constantly fill a (rage?) meter, which would in turn make them immune to CC or gain some other benefit for a short time after getting free from the CC chain, allowing them to kill their opponent. I don't remember well... I can somewhat understand the rediculous base resist rates on mobs, in order to overvalue XP scrolls. But on players, it's pure BS. |
12-26-2012, 02:35 AM | #14 | |
Baron
Join Date: May 2009
Posts: 747
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Quote:
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02-03-2013, 10:42 AM | #15 |
Master
Join Date: Nov 2010
Posts: 322
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Push!
I understand that resists should have some noticeable value ingame, but it's too damn high at the moment. I mean - let two warlocks make some 1vs1. Every round will be determined by resists since at least one spell will be resisted. This is so bloody unfair and everybody hates it. Please reduce the resist rate, it's just not reasonable anymore
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Keep goin
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02-03-2013, 10:49 AM | #16 |
Baron
Join Date: Jun 2010
Location: Czech Republic
Posts: 769
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Random resists is an aspect of the game, that should be removed imho. They are too common in the present, and usually result in ridiculous situations. I hate them.
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Kharbon
Proud member of CZ/SK WM - WM - WM - 56 - 53 - 50 |
02-03-2013, 10:55 AM | #17 | |
Baron
Join Date: Feb 2012
Location: Nowhere
Posts: 765
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Quote:
Sometimes I loose 1k hp because of esists AND evades.
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