I think people may have jumped on my theory that this might be a trial balloon for a wider system. Sorry.Wait... no one said anything about poison and para did they?
Am I missing something?
I think people may have jumped on my theory that this might be a trial balloon for a wider system. Sorry.Wait... no one said anything about poison and para did they?
Am I missing something?
This update doesn't have anything to do with those faction issues.This is what was previously posted:
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Five on Friday - December 5, 2008
"The faction bandaids have proven themselves to be over powered. With dexers combining an apple every 10-15 seconds along with a 4-5 second bandage it makes it nearly impossible to kill one on a decent connection (For mages and dexers). Are there plans to balance them?"
We will be adding a cooldown to the bandages. They will either have a 30-second cooldown OR will share the same 15-second timer as the apples so players cannot use both at the same time. This will be adjusted in Publish 58.
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This was a faction issue. Why not just remove or reduce some of the uber faction items?
hmmm now if we just had a houlacost cloak.Inconceivable!
I agree. I have always been a hater of bleed and strangle, they take the skill out of mage PvP, if you are a tactics mage vs a tactics mage, whoever hits the other person with bleed the most wins. Necro mage v necro mage, whoever chugs the most apples win.Not another damage over time ability. How is a mage supposed to even play without protection on anymore. Every time you turn around another damage over time ability if being added to the game.
I actually like this idea, but the CHANCE for distruption should be based on your RESISTING SPELLS skill (duh)...wouldnt that be an interesting concept for a skill so adeptly named?I agree. I have always been a hater of bleed and strangle, they take the skill out of mage PvP, if you are a tactics mage vs a tactics mage, whoever hits the other person with bleed the most wins. Necro mage v necro mage, whoever chugs the most apples win.
I have always been a supporter of bleed and strangle not disrupting you. They would still be effective spells but wouldn't completely ruin a character's ability to cast.
In short: Damage over time spells or moves should NOT disrupt you
Maybe they could make DoT not stack.. or stack with diminishing returns or whatever. Second DoT does half the damage, third DoT does a quarter, etc.I agree. I have always been a hater of bleed and strangle, they take the skill out of mage PvP, if you are a tactics mage vs a tactics mage, whoever hits the other person with bleed the most wins. Necro mage v necro mage, whoever chugs the most apples win.
I have always been a supporter of bleed and strangle not disrupting you. They would still be effective spells but wouldn't completely ruin a character's ability to cast.
In short: Damage over time spells or moves should NOT disrupt you
I have always been a supporter of bleed and strangle not disrupting you. They would still be effective spells but wouldn't completely ruin a character's ability to cast.
In short: Damage over time spells or moves should NOT disrupt you
Explaining it all depends on the young players mentality. You can't assume a young player is always a kid.......Can you imagine explaining this cr@p to a new, young player?
Heh, uh oh, we keep hiring paying UO subscribers as our designers! Does this mean if I put two of you in a ring I can expect a proper deathmatch? Because I'd pay for that.See devs???
That wasnt so hard. A paying customer of yours came up with a better idea then pretty much all the ideas youve produced thus far.
*REPEAT* A-paying-customer-came-up-with-a-better-idea-then-all-of-your-so-called-ideas-and-yet-you-get-paid-and-he-does-not
Such a mad world this is.
I'm just glad we don't have to explain 8x8 anymore.. "I'm on a boat because of what now?"Explaining it all depends on the young players mentality. You can't assume a young player is always a kid.......Can you imagine explaining this cr@p to a new, young player?
Imagine how it was for us, explaining it to new members of the team.I'm just glad we don't have to explain 8x8 anymore.. "I'm on a boat because of what now?"
I'm all for keeping things simple to explain and understand, regardless of the underlying complexity.
Based on your testing, does it appear that the immunity period applies for purposes of drinking ANY type of potion, not just heal potions?I went to Test Center and verified the effect of Immunity on Greater Healing Potions... Quick summary of my findings below:
- Every potion you drink will heal a bit less than the previous
- Eventually, you will get a message that you cannot drink potions anymore at all, and you will have to wait ~30 seconds (instead of the normal 10 second timer)
- If you wait some time (~30-60 seconds) before drinking a new potion, the effect of immunity gradually wears off. The next potion will heal a bit more than the previous. The effect of immunity will wear off completely if you don't drink anything for some time - at most, it takes ~5 minutes.
The actual effects depend on your Alchemy and Enhance Potions in this way:
Human character with 0 Enhance Potions and 0 real Alchemy skill:
- First potion heals ~23 HP
- Each subsequent potion heals 2 HP less (21, 19, 17, 15, 13) (actual amounts vary randomly slightly)
- After drinking 7 potions, you reach full immunity and cannot drink anymore for ~30 seconds
Human character with 0 Enhance Potions and 100 real Alchemy skill:
- First potion heals ~31 HP
- Each subsequent potion heals 1-2 HP less
- Full immunity is reached after drinking 12 potions
Human character with 50 Enhance Potions and 0 real Alchemy skill:
- First potion heals ~34 HP
- Each subsequent potion heals 4 HP less
- Full immunity is reached after drinking only 4 potions
Human character with 50 Enhance Potions and 100 real Alchemy skill:
- First potion heals ~37 HP
- Each subsequent potion heals 2-3 HP less
- Full immunity is reached after drinking 7 potions
Overall, the idea is interesting, and the times to gain and recover from immunity are reasonable.
- Yes!!Heh, uh oh, we keep hiring paying UO subscribers as our designers! Does this mean if I put two of you in a ring I can expect a proper deathmatch? Because I'd pay for that.
Kidding aside, the items being put on TC1 are a portion of future changes, not the whole kit and kaboodle. We'd have to be mad not to look at other serious concerns.
I went to Test Center and verified the effect of Immunity on Greater Healing Potions... Quick summary of my findings below:
- Every potion you drink will heal a bit less than the previous
- Eventually, you will get a message that you cannot drink potions anymore at all, and you will have to wait ~30 seconds (instead of the normal 10 second timer)
- If you wait some time (~30-60 seconds) before drinking a new potion, the effect of immunity gradually wears off. The next potion will heal a bit more than the previous. The effect of immunity will wear off completely if you don't drink anything for some time - at most, it takes ~5 minutes.
The actual effects depend on your Alchemy and Enhance Potions in this way:
Human character with 0 Enhance Potions and 0 real Alchemy skill:
- First potion heals ~23 HP
- Each subsequent potion heals 2 HP less (21, 19, 17, 15, 13) (actual amounts vary randomly slightly)
- After drinking 7 potions, you reach full immunity and cannot drink anymore for ~30 seconds
Human character with 0 Enhance Potions and 100 real Alchemy skill:
- First potion heals ~31 HP
- Each subsequent potion heals 1-2 HP less
- Full immunity is reached after drinking 12 potions
Human character with 50 Enhance Potions and 0 real Alchemy skill:
- First potion heals ~34 HP
- Each subsequent potion heals 4 HP less
- Full immunity is reached after drinking only 4 potions
Human character with 50 Enhance Potions and 100 real Alchemy skill:
- First potion heals ~37 HP
- Each subsequent potion heals 2-3 HP less
- Full immunity is reached after drinking 7 potions
Overall, the idea is interesting, and the times to gain and recover from immunity are reasonable.
Looks very niceOriginally Posted by Sir_Bolo View Post
I went to Test Center and verified the effect of Immunity on Greater Healing Potions... Quick summary of my findings below:
- Every potion you drink will heal a bit less than the previous
- Eventually, you will get a message that you cannot drink potions anymore at all, and you will have to wait ~30 seconds (instead of the normal 10 second timer)
- If you wait some time (~30-60 seconds) before drinking a new potion, the effect of immunity gradually wears off. The next potion will heal a bit more than the previous. The effect of immunity will wear off completely if you don't drink anything for some time - at most, it takes ~5 minutes.
The actual effects depend on your Alchemy and Enhance Potions in this way:
Human character with 0 Enhance Potions and 0 real Alchemy skill:
- First potion heals ~23 HP
- Each subsequent potion heals 2 HP less (21, 19, 17, 15, 13) (actual amounts vary randomly slightly)
- After drinking 7 potions, you reach full immunity and cannot drink anymore for ~30 seconds
Human character with 0 Enhance Potions and 100 real Alchemy skill:
- First potion heals ~31 HP
- Each subsequent potion heals 1-2 HP less
- Full immunity is reached after drinking 12 potions
Human character with 50 Enhance Potions and 0 real Alchemy skill:
- First potion heals ~34 HP
- Each subsequent potion heals 4 HP less
- Full immunity is reached after drinking only 4 potions
Human character with 50 Enhance Potions and 100 real Alchemy skill:
- First potion heals ~37 HP
- Each subsequent potion heals 2-3 HP less
- Full immunity is reached after drinking 7 potions
Overall, the idea is interesting, and the times to gain and recover from immunity are reasonable.
If that ring really did exist, I don't see how you could be amazed. That's a god-like ring.Anyways I was amazed that a 1FC 50EP 15hci 14dci 24di ecru ring was sold for a billion gold on atl......
JC is entirely correct here. An overall addition to the game as dramatic as this is a bad idea. The game can be balanced by making useless specials BETTER, making other 2 handed weapons BALANCED (aka you can use pots), and if people think heal pots are broken somehow then just extend the timer a few more seconds.I thought this balance pass was going to be about making unused weapons, especially two handed (War Hammer, Bardiche, Halberd) useful again. Perhaps even fix the situation with armor so that something other than Leather/Samurai Mage Armor is useful.
Instead they are going in and messing with..............heal potions? When was the last time someone complained about that. There has been a 10 second timer in-game forever. What about the heal potion dexers get every second with Close Wounds which has been complained about for years? This isn't a good start.
the items being put on TC1 are a portion of future changes, not the whole kit and kaboodle. We'd have to be mad not to look at other serious concerns.
Not being able to use potions on your character is your own fault tho. The best pvpers are using potions of some kind and to agree w the nerf just because you don't "rely" on potions isn't a good reason. Ten seconds is more than enough time in between use to get a kill off if you know what you're doing. If the devs are THAT worried about potions instead of a REAL CONCERN like pets then why did they invent the seed of life? That's just an EXTRA greater heal pot!!!!I must be dense, because to me it looks as if these changes are aimed at people who sit there spamming the same thing over and over for hours - ie scripters. Anyone using them in normal game play, ie a couple of times in one fight and then not again till the next one, won't have a problem?
Do people really use heal potions every 10 seconds with no break between them for ages? or do they use maybe 3 in a fight and then no more for several minutes till the next fight?
I never did learn to rely on potions, I never seemed to have a hand free to drink them.
oh and a quote from Draconi that seems to be being conveniently ignored.
You need to stop jumping the guns. At least in my test yeaturday only specials are affected this means, mage buff? You should actually jump on to TC and try it before you call it end of the world. Seems like they are putting DR on weapon specials with special effects.Do you guys realise how badly diminishing returns will screw over mages in particular? You won't be able to sync three EXP fs's on a target to kill them, nor will you be able to IPY spam to disrupt. Come to think of it... nearly all of the recent publishes screw over mages. What was so overpowered about the good old days when a character had a scribe mage who could bleed or parablow/mortal while having med? It was actually skillful back then. Now it's just whoever casts strangle first or has a better weapon wins.
Not to mention its neigh impossible fighting a dexxer on a pure mage.
You know what i'd pay(kill) for? A team of UO devs who dont add more items/complicated systems when theres bugs/hacks etc to be fixed, a team that listens to the crowd of people that they are designing the game for. Greater dragons anyone? Speed hacking anyone? tile hacks anyone? Yet the devs go off and tinker with heal pots??? HEAL POTS! When has anyone complained about heal pots on here?Heh, uh oh, we keep hiring paying UO subscribers as our designers! Does this mean if I put two of you in a ring I can expect a proper deathmatch? Because I'd pay for that.
Kidding aside, the items being put on TC1 are a portion of future changes, not the whole kit and kaboodle. We'd have to be mad not to look at other serious concerns.
If memory serves, there are a fair number of complaints/rants around here about balanced bows.When has anyone complained about heal pots on here?
Then the complaint would be against balanced bows, with the mod "balanced" in question....nothing to do with heal pots.If memory serves, there are a fair number of complaints/rants around here about balanced bows.
No one complained about heal pots, its the EP on items that's ********. As ******** as GD and Dread instant killing people, as ******** as WoD AI instant kill.You know what i'd pay(kill) for? A team of UO devs who dont add more items/complicated systems when theres bugs/hacks etc to be fixed, a team that listens to the crowd of people that they are designing the game for. Greater dragons anyone? Speed hacking anyone? tile hacks anyone? Yet the devs go off and tinker with heal pots??? HEAL POTS! When has anyone complained about heal pots on here?
So tell us what you think about all the new items(consumables) they keep implementing into this game? More and more and more........I am looking for more skill oriented PvP not ******** item PvP.