| I agree with a previous poster. It's not so much of a sploit as horrible, horrible design.
CH was designed to be used after combat, not during. Is it a sploit to use during battle?
There are many spells / skills which we now take for granted but should never have been included:
* Mez
* CH
* Snare
* Root
* Fear
* Slow
* Charm
* Feign Death
I'm sure I could go on. EQ should have been designed with none of these elements from the beginning as they can trivialize situations. Was screwing around on my baby necro the other day killing needlites in Echo. It came to my attention when they ran .. er flew .. away, they didn't path into their friends, save 1. Up until that point I was stacking Darkness / Heat Blood / Poison Bolt, and by the time I had cast all 3 my pet had already lost 40-60% of his health. So I usually tapped to get aggro and tried to kill it fast enough that I wouldn't die then spend a while resting.
But after I realized their path pattern, I pulled with darkness. Sent pet. Did Heat Blood, then fear. Pet had only lost about 10-30% hp at that point and with maybe a tap or refear.. the mob was as good as dead. Less than half the mana used, less than half the pet damage taken, all because of one spell.
Things like that were taken into account when balancing things, so its not as if they make things imbalanced, but this game would have been much better without them. Spending X mana should net you pretty much the same amount of power no mana how you spend it, with that amount increasing gradually with levels. Taking snare / ensnare as example, throws off the entire curve. Sure it's situational, but in many situations, it's true, 30 mana can prevent as much as 100% damage. Something like that should never have been an option. |