Quote (Goomshill @ Mar 23 2020 06:02pm)
pvp gm rules mostly follow a sensible bit of logic, at least on east
as a rule, no using precasted spells/abilities that rely on you switching gear at stash or using limited resources like charged skills, breakable ethereal items, monster corpses, potions, etc. Skeletons are only bm because you can't cast them without corpses available. Golems are gm because you're free to recast them. Valk, druid summons, shadows, decoy, hydras, golems- all gm. Skeles, revives, mages, converted monsters- all bm. The only real exception is mana potions being allowed, and some tolerance towards limited buffs like stash bo or chant but those are already controversial. Beyond that, there's just a somewhat ambiguous blacklist of forbidden abilities like slow missiles, bone prison, iron maiden, with everything being gm unless otherwise specified bm
fpk on the other hand is the opposite, everything is bm unless its specifically allowed. fpk declares that you must adhere strictly to allowed builds and caps on them, to the point of saying that max block is bm and only 4 total builds are event allowed to be played, only allowed to use certain subsets of their skills and cannot hybridize. fpk is like a molten boulder druid league, where the only skills allowed are molten boulder and oak sage. It would be balanced because everyone is forced to do the same build, but its still retarded. Much like fpk.
I'd rather play a tron sorc league than fpk (only allowed skill blaze, no resists/sorb allowed, chars must be minimum life/no energy shield, no teleporting, duels take place in inner cloister with door closed)
100% agree.
FPK was/is a blight on D2 pvp, having to duel people that only have like 28% DR and 85 light res and refuse to carry swap gear so fun.