The traditional cap of not exceeding 40% life in a single hit we all remember being limits on ManaBurn, Harm Touch and LifeBurn has been far exceeded by many skills now, causing the Zek server population to be convinced DBG doesn't care nor do they even test anything anymore for PvP, probably for years. Some single melee hits can do over 400 k damage, best example is Warrior rampage. Some single lucky critical dot ticks can do over 400 k damage, best example would be Druids Nature's Wrath. There are many others that exceed 40% or even 100% of a players life. In the past Zek or PvP players have focused on complaining about specific spells, abilities, items etc, addressing those items one at a time usually resulted in a lot of time involved to get them addressed so that they didn't effect PVE, eventually resulting in nothing being addressed, ever, for years. Solution: If a straight 40% cap to all hits dot ticks, DDs can't be implemented and even if it can be implemented, some classes such as Rogues, Monks, Berserkers and others do so much damage so fast(most hits not exceeding 40%) that even with a 40% cap on everything, people would still be dying way too fast. In general, that is the problem Zek has had. Kills happen so fast that many things aren't even an aspect in PvP anymore, like heals, mercs, or in some case as I play a Monk, even having enough time to click mend since I am dead instantly. *note if caps can be implemented, one might wanna consider having multiple caps. 40% for things like harmtouch, which still has this cap, and perhaps 20% cap on melee hits like rampage or on all melee hits(ramp can hit you more than 5 times) e.g. warriors could still one round an entire group with a 40% cap on each hit, they would just see 3-5 hits register before death instead of only seeing 1-3 hits. Final Solution: Caps are good. MOD 2s! What the Zek server/PvP really needs is a doubling of the MOD 2's(Spell Shield, DoT Shield and Melee Shielding) in PvP. A halving of the MOD 2's strikethrough, combat effects and accuracy could also be considered and work well. Making a change like this that would fix most all retardedly fast kills at once, across the board, would be a much better way to fix PvP on Zek than by addressing one spell, disc or other item at a time. Doubling mod 2's like avoidance and stun resist could potentially really mess things up, but the server and PvP in general needs flat out mitigation of all damage types. With such a change, EQ PvP could once again thrive. Doing something just to drastically increase the "mitigation MOD 2's" in PvP would be the best decision you ever made for PvP in Everquest. Now, especially with the luck stat, it IS NEEDED. It's not fun playing a Shaman or Cleric on Zek when you don't even have a chance to heal an ally once you notice they started taking damage, cause by then, they are already dead. It's up to you to provide us the sandbox on Zek that's fair enough we can(anyone could) all enjoy it. I've pointed out a few simple things that could be done to widely fix PvP. We on Zek want to have raid forces as well, and enjoy all the content PVE has to offer(most of us spend over 90% of our play time on PvE content here also). If your game has a PvP server and your job is to maintain your game's services to it's subscribers, considering for how long you have completely IGNORED Zek, I'd hope you'd take a little responsibility and do you job for once. I've pointed out a few easy ways you can do that. I've facilitated a conversation here on how to adequately address it. Stop being a disservice to part of your paying subscribers by just putting us on the back burner for another decade. Sure, it's fine for 1, 2, 3, 4, 5 years in a row. But not this long it isn't. You really should do something this time.