Silosobi
Dalayan Pious Diety
I think a lot of people agree with your general sentiment, but you are picking the wrong battle.
This resist change does nothing except remove some deaths because of bad luck and wins because of good luck.
SoD retains huge levels of randomness that most people probably would be opposed to changing - our systems of how dps is dished out and how tanks mitigate damage is hugely random, we can still lose a fight to a tank getting 1 rounded, or win because casters got a bunch of lucky crits.
You keep bringing up soloing/grouping in a dungeon verse a group of normal mobs... the resist change wont really effect that. Mez/root/snare can all still be resisted. Who cares if your damage is more steady, it wont have an effect 99% of the time. If anything, this change will make the skilled groups stand out even more than before, since the bad group is less likely to win due to luck, and the good group is less likely to lose due to luck.
Nearly everyone here loves old EQ. A huge part of the issue always has been and will continue to be that when games first come out and lots of content is yet undiscovered there is just a feeling of wonder and excitement. You find a white con named mob and you have no clue what cool treasure it will drop. You turn a corner and there are a bunch of monsters and you have no clue how to deal with them.
Most of that stuff inevitably changes with time. There is no way to stop the change, it is going to happen whether people like it or not. Eventually, people know exactly how do deal with a pull of 6 mob in a dungeon. At some point, in every MMO, a large portion of the population will get to a point where they are no longer excited by standard mobs, and you need to add scripted raid or group encounters to keep players challenged and excited.
Everyone is getting so off topic though, the change we should be discussing here just makes caster dps a bit less random, it doesnt make the game easier or harder. Most people, even people who love oldschool exp loss corpse run EQ can see that this is a good change.
This resist change does nothing except remove some deaths because of bad luck and wins because of good luck.
SoD retains huge levels of randomness that most people probably would be opposed to changing - our systems of how dps is dished out and how tanks mitigate damage is hugely random, we can still lose a fight to a tank getting 1 rounded, or win because casters got a bunch of lucky crits.
You keep bringing up soloing/grouping in a dungeon verse a group of normal mobs... the resist change wont really effect that. Mez/root/snare can all still be resisted. Who cares if your damage is more steady, it wont have an effect 99% of the time. If anything, this change will make the skilled groups stand out even more than before, since the bad group is less likely to win due to luck, and the good group is less likely to lose due to luck.
Nearly everyone here loves old EQ. A huge part of the issue always has been and will continue to be that when games first come out and lots of content is yet undiscovered there is just a feeling of wonder and excitement. You find a white con named mob and you have no clue what cool treasure it will drop. You turn a corner and there are a bunch of monsters and you have no clue how to deal with them.
Most of that stuff inevitably changes with time. There is no way to stop the change, it is going to happen whether people like it or not. Eventually, people know exactly how do deal with a pull of 6 mob in a dungeon. At some point, in every MMO, a large portion of the population will get to a point where they are no longer excited by standard mobs, and you need to add scripted raid or group encounters to keep players challenged and excited.
Everyone is getting so off topic though, the change we should be discussing here just makes caster dps a bit less random, it doesnt make the game easier or harder. Most people, even people who love oldschool exp loss corpse run EQ can see that this is a good change.