The new resist tables have somewhat fixed pvp in my mind.
Why? Because part of the reason PvP was "broken" in EQ is that you have to spend 95% of your time doing PvE stuff to gear yourself up for PvP. You have 10% of each PvP server that is totally maxed out in the best resist, ac, hp, gear you can find, and those people got that way, not by PvPing, but by PvEing 95% of their time in this game.
Then the other 90% of the server population sees these monsters who are maxed out in everything and think "if I want to compete, Im gonna have to get some of that type gear, or close to it." So the other 90% of the servers end up PvEing constantly in order to somehow "catch up" so that EVENTUALLY, they can actively PvP.
With the resists the way they are NOW, if you are looking to PvP, you can do so much earlier in the game. Now, rather than the guy who sat in front of his computer 300 played days being able to kill anyone in PvP, regardless of whether he is a moron in PvP or not, doesnt have quite as much weight as it did before. Now, I THINK, it will come down to tactics, rather than played time. Someone who has played 50 days, and is level 60 with just decent gear, might actually have a chance, if he plays his cards right, against another char who is decked out in the nicest gear.
I agree that melees are at a disadvantage here. They always have been though. I just wish they would give melees SOME chanelling skills, and put a few more "items" in the game that proc charges of snare/root (maybe shaman made in alchemy or something), and cut down the cost of gate potions by 1/10 of what they are now, and it wouldnt be such a big issue.
Why? Because part of the reason PvP was "broken" in EQ is that you have to spend 95% of your time doing PvE stuff to gear yourself up for PvP. You have 10% of each PvP server that is totally maxed out in the best resist, ac, hp, gear you can find, and those people got that way, not by PvPing, but by PvEing 95% of their time in this game.
Then the other 90% of the server population sees these monsters who are maxed out in everything and think "if I want to compete, Im gonna have to get some of that type gear, or close to it." So the other 90% of the servers end up PvEing constantly in order to somehow "catch up" so that EVENTUALLY, they can actively PvP.
With the resists the way they are NOW, if you are looking to PvP, you can do so much earlier in the game. Now, rather than the guy who sat in front of his computer 300 played days being able to kill anyone in PvP, regardless of whether he is a moron in PvP or not, doesnt have quite as much weight as it did before. Now, I THINK, it will come down to tactics, rather than played time. Someone who has played 50 days, and is level 60 with just decent gear, might actually have a chance, if he plays his cards right, against another char who is decked out in the nicest gear.
I agree that melees are at a disadvantage here. They always have been though. I just wish they would give melees SOME chanelling skills, and put a few more "items" in the game that proc charges of snare/root (maybe shaman made in alchemy or something), and cut down the cost of gate potions by 1/10 of what they are now, and it wouldnt be such a big issue.

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