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[UO Herald] TC1 Balance Testing Changes

Lynk

Grand Poobah
Stratics Veteran
Stratics Legend
My feeling on conc will depend on what the constant damage is.

Everything else is garbage. Messing with heal pots?

Immunity? People will just sit there and spam **** on themselves before going out to a fight it will be SOO abused unless the time for immunity to fade is that short, in which case why even have it?
 
G

Gwendolynne

Guest
This is what was previously posted:
___
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.
___

This was a faction issue. Why not just remove or reduce some of the uber faction items?
 

Garen

Journeyman
Stratics Veteran
Stratics Legend
This is so lame. PvP is unbalanced because you made the game item-based. Work on reversing that instead increasing the complexity that will just require debugging later on.
 

Flutter

Always Present
Alumni
Stratics Veteran
Stratics Legend
Awards
1
This is what was previously posted:
___
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.
___

This was a faction issue. Why not just remove or reduce some of the uber faction items?
This update doesn't have anything to do with those faction issues.
 
A

Azmira Zalof

Guest
So instead of upping the mana and reducing the damage on concussion blow, they build a whole new system (which will be implemented broken and/or full of exploits/bugs) to tackle an issue that seems only tangential to the real problem?

Maybe they should fix the bug that gets rid of the double mana penalty for spammed specials? Or up the mana cost on all specials to eliminate the chaining effect? No unnecessary "system", just a simple fix.

And wtf? Heal pots and talon strike? Who is complaining about heal pots and talon strike? I've never even SEEN anyone use talon strike. And why are we reducing the effectiveness of potions while completely IGNORING overpowered tameables? Seems like they just threw a dart at a board, hit Heal Potions and decided "BY GOD WE'RE GOING TO FIX THESE! WITH AN EXCESSIVE PROBABLY BROKEN SYSTEM!!!111ONE" Seriously, do the devs even play this game?
 

DevilsOwn

Stratics Legend
Alumni
Stratics Veteran
Stratics Legend
I would take your bet, Fox, but Flutter has not given odds yet
 

Gheed

Certifiable
Stratics Veteran
Stratics Legend
So did hit dispel not actually do anything before? I would think it would be hilarious if hit dispel actually dispelled random de-buffs.
 
L

Lord_Deimos

Guest
Does someone have a link? Or can post all the changes??

The link from uo.com just takes me to only the pub57 changes
 
A

Asahina Yajinden

Guest
Inconceivable!
hmmm now if we just had a houlacost cloak.

why are you smiling? .... because i know somthing you don't
...... i am not left handed.

no one's scared of a dread pirate wesley..
 

Crysta

Babbling Loonie
Alumni
Stratics Veteran
Stratics Legend
How many times does everyone have to say "diminishing returns won't work" before the idea gets dropped?

Adding even more stuff we have to take into account/keep track of will only make players more frustrated. I know you're trying to find ways to make people NOT want to use these kinds of tactics, but adding in a confusing system that they'll find the best ways to exploit before it even makes it to real shards isn't exactly an ideal solution. All they will do is find the best way to build up a perfect immunity to the specific moves and go out and prey on everyone else like they always have, since only the ones that insist on being "uber gankers" will actively focus on doing such a thing.

If anything, all I can see this system doing is completely removing the flow of non-pvpers into Fel (especially if you spread it out to other skills), aside from a few exceptionally curious people in guilds, as Trammel people have no reason to build them up and would be sitting ducks for "immunites" the moment they step through the gate; as if they wouldn't be helpless enough already if they have no experience in such situations.

It would also limit the options of people trying to kill unattended macroers in Fel, as i'm sure they'd build the immunities up as well.
 

Petrify

Lore Master
Stratics Veteran
Stratics Legend
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 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
 
D

Dirty Mindz

Guest
This whole new "balance" is stupid, lets think on this seriously...

becomming "imune" to healing potion's??

Greater dragon's do 60 point fireball's, 30 point hit and bleed at same time, also spam small spells... and hit you 10 screens away...

How do mages heal through all this?? potions is about the only way, when you get fizzle spammed.

Do these people who make these idea's even play uo??...


My perdiction is.. uo will be comming to a end, because the dev's are going to screw things up, make the game to technical for new players, and the current players are going to quit..


How about the people who paid 100+ millions for there enchance potion jewels?? or the xbows... or any other gear thats been nerfed...

Nerf pets, make them so you cant use them on people. do something thats fair, not nerf potions that ANYONE can use..

Trapped box's nerf them, make people NEED resist..

Duping, take care of these duped items, delete them who cares if someone has a duped item and didnt know it was duped, they see all the event items that been duped so they should have known it was duped.

.....

Good luck uo.
 

Arcades

Sage
Stratics Veteran
Stratics Legend
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 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?
 
O

Ozymandies

Guest
I have always thought that fighters needed a way to lower opponents mana, so I like the conc blow change.

For Talon Strike, using hiding and stealth seems redundant, maybe a bonus for tracking if it's an opponent you are actively tracking.

Immunities will need to be tested. I think the effects should be subtle (small).

Hit dispel could dispel (reduce) your opponent's immunities, though.

Good luck

OZ
 
F

Fink

Guest
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.

At any rate, I think they should just increase the delay or mana cost or something with use, makes more plain sense.

If you spam special moves they cost more mana for the second one, but the third or fourth doesn't cost any more than the second (as far as I can tell?).

You can chug heal pots every 10 seconds.. why not have it go up by a second 10..11..12 until you wait out a cooldown. This info could be put in the status bar, a heal-pot icon with a delay/countdown on it.

I think if the limitation is applied to the attacker/user instead of the opponent, it would be less open to exploitation by building immunity, etc.


From those notes, am I to understand Enhance Potions gets a penalty but having Alchemy gets a bonus? Do you come out on top if you have both? Thinking chiefly of bombers here, although I know damage potions weren't discussed, just them using heals etc.
 
E

ElRay

Guest
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

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.
 
W

Willie_Nelson1

Guest
After reading these proposed changes and talking to my guildmates...we have come to the conclusion that all this will do if implemented is add

Immunity to playing UO to PvPers...

this is one of the worst ideas ive heard in all my years of UO
 
M

Magneto2272

Guest
i welcome these changes, but i must concur with several replies in calls for reduced greater dragon damage output. this is a much higher priority than Talon Strike or heal potion issues...

on immunity/diminished returns: a few replies have implied a potential abuse of the immunity dynamic. a group of guildmates/same-faction members flamestriking/deathstriking/evil omening/armor ignoring/etc/etc/etc each other right before a battle would be an unequivocal advantage. so if this system is implemented in any form whatsoever, it must be coded/set in such a way that it does not register friendly fire, meaning my guildies or faction friends cant be doing the damage. if my guildmate flamestrikes me, thats it, its just a flamestrike. the result is he/she becomes flagged, and i need to heal and/or counterattack for whatever reason. no more.

otherwise it will absolutely be abused.

also, i strongly urge you to alter trapped boxes that relegates them unuseful to break the paralyze spell, or remove them altogether. come on guys. this is a gamebreaking 'feature' here. enough is enough. a singular item should never, ever replace an entire skill's singular useful attribute. i cant imagine that it is such a complex item to recode/alter/remove that it could not make an upcoming publish.
 
U

uoBuoY

Guest
Can you imagine explaining this cr@p to a new, young player?
 

the 4th man

Lore Master
Stratics Veteran
Stratics Legend
Can you imagine explaining this cr@p to a new, young player?
Explaining it all depends on the young players mentality. You can't assume a young player is always a kid.......

Also, potions are like a medicine, and you can indeed become imune to them after awhile. I know it's a game, but players are the ones implementing some of real life into the game......take the "tamer issue" as of late.....overpowered.

Guess what?....they're dragons, they're not supposed to be easily defeated.
PvP's, sorry, handle it or get a xbox game with cheats.

If players need to quit over something this trivial, I feel sorry for them.

later
 

Draconi

Most explosive UO Legend
VIP
Stratics Veteran
Stratics Legend
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.
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.
 

Sir_Bolo

Sage
Stratics Veteran
Stratics Legend
UNLEASHED
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.
 
F

Fink

Guest
Can you imagine explaining this cr@p to a new, young player?
Explaining it all depends on the young players mentality. You can't assume a young player is always a kid.......
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.
 

Draconi

Most explosive UO Legend
VIP
Stratics Veteran
Stratics Legend
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.
Imagine how it was for us, explaining it to new members of the team.

New person: "They're on a boat because of what now?"
Designer: *mumble*because of bad anti-macro code*mumble*

Mr. Tact: "Huh. You know, we can just pull that out. Oh, there, done. No more 8x8'ing." *publishes*
 
L

Lia

Guest
Diminishing Returns - Same answer as I gave then - For Pete's Sake - NO!

Too complicated!
 

Tina Small

Stratics Legend
Stratics Veteran
Stratics Legend
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.
Based on your testing, does it appear that the immunity period applies for purposes of drinking ANY type of potion, not just heal potions?
 
A

AesSedai

Guest
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.
- Yes!!
Swiftly players, to the Umbra Arena for an official duel in the pit!
Huzzah!
A duel in front of the Royal Council of Britannia & other onlookers!

(Well, spectators wouldn't have to pay, or maybe they would, as another option. But the npc arena fight boss would require the duelers, even the x versus x teams, to pay it forward; if a wager was agreed upon.)

Oh wait, that hasn't been implemented; Yet ;)

---

Interesting changes. I believe I will make my way to TC1 to check them out soon. So did we already scare the new Dev. away from UHall? J/k, I hope we'll be able to discuss with, soon; perhaps after the weekend when some have had a chance to investigate this round of additions for ourselves rather than just draw conclusions from the initial blueprints & perhaps after we swallow the fact that these are just a portion of the changes.
 

Frarc

Stratics Legend
Alumni
Stratics Veteran
Stratics Legend
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.

Finaly a smart person that test things first before they react like its the end of the world :)
 
T

tassloff

Guest
Originally 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.
Looks very nice ;)

I was thinking about that imune thing, don't you guys think it could help against pets ?
I mean if you got immune against fire, the 60hp fireball fron the greater dragon will be less than that, maybe you will get hit by 30hp or less .....
And the same thing about everything else. I mean if it really work that way (repeat source of damage being lowered), a lot of things will change ! No ?
 

WarUltima

Babbling Loonie
Stratics Veteran
Stratics Legend
Great change on the EP part indeed, now expect to see those godly ecru rings drop from 300million to hmm I dont know, but people will still buy them. 4 chugs with 50EP is still very powerful but I smell item PvPers flame coming...

Anyways I was amazed that a 1FC 50EP 15hci 14dci 24di ecru ring was sold for a billion gold on atl......
 
F

Fox (Europa)

Guest
Thanks for the testing that gives the real numbers.

But what exactly are we fixing here with this overly complicated mechanism? So people use a lot of pots, so what? The balance to them is that you need to keep restocking them, that they get looted and that its another bunch of keys to mash to use them. They also keep some vendors in business at a time when player-made items are otherwise in low demand.

And lets not forget the point that they are more effective on some templates than others. Mage characters already have two quick heal spells and adding pots too is a luxury but for healers with just 4-5s bandages GH pots are essential and this change penalises them a lot more.

Fox
 

spoonyd

Seasoned Veteran
Stratics Veteran
Stratics Legend
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.
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.

The way to make more diverse templates available is to make other specials/skills useable. This diminishing returns is gonna be SO complicated and exploitable. New players aren't gonna wanna learn about all that crap. It's not that moves like AI are broken. They just LOOK broken because other specials are so bad that it's all you can use to compete along with a couple others.

I don't know how other people feel about this but I will definitely consider quitting if all these changes go on about dimishing returns. The mechanics/mathematics of the game are enough to keep up with to make the best temps.
 
G

Gandie

Guest
I can't understand why so many are against this system? If they do it right it would be a very good and balanced system!
Also they mentioned PvP tamers in FOF if i remeber right, so the nerf will come np ;)

Btw does this mean Mr Tact are back? :D
 

WarUltima

Babbling Loonie
Stratics Veteran
Stratics Legend
I jumped to TC and tried a little.
Talon strike is no longer a nagative hp regen, it's a 3-second-a-tick type of damage works like bleed and strangle and it does interrupt casting last anywhere from 6 ticks to 1 depends on target resistance/immunity. Bandage can heal thru it but you cant stop it. I am not sure if remove curse would work (i forgot to test it). TS is pretty good slower damage dealt but more total dmg. Note: the RESISTANCE/IMMUNITY that kept being mentioned in the patch note.... the RESISTANCE part has nothing to do with MAGIC RESIST skill at all.

EP change is also great, helps level item pvp greatly. Interesting note, chugging lesser heal heals you anywhere from 10 to 4 and I was unable to go to immunity (the point where you cant chug anymore) with 35 lesser healing pots (im not a paticent man).

I only tested out some of the most popular special moves and here's the result.

Concussion now deals 10 SET bonus damage but it halves target's mana pool for 6 seconds. If your CURRENT mana is 160 it will drain it right down to 80. If your current mana is 10 it will mana drain you to 5 for 6 seconds. Cannot stack mana drain effect. And target starts gaining resistance after 2 to 3 consective shots the mana draining effect gets lowered from 50% to (approx) 33% then 25% 10% 5% but the bonus dmg stays at 10 and initial shot dmg is unchanged.]

Armor Ignore is NOT subjected to diminishing returns.

Disarm, Bleed seems to have no change.

As far as I know the only few moves that's subjected to diminishing return are:

Talon Strike
Concussion Blow

and that's it......

Also what happened to Frenzied Whriwind(deals like 5dmg), Force of Nature(crushing blow that also harms you for 20-30dmg), Block, Defensive Mastery ect nearly worthless moves if not completely. Can you please make them more useful? I mean when is the last time you were hit by someone with wild staff by force of nature?
 
G

Gandie

Guest
Sounds all good. 50% EP and pots have been lame for a long time now anyways nice to see some changes there.
 

Petrify

Lore Master
Stratics Veteran
Stratics Legend
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.
 

Petra Fyde

Peerless Chatterbox
Alumni
Stratics Veteran
Stratics Legend
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.
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.
 

spoonyd

Seasoned Veteran
Stratics Veteran
Stratics Legend
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.
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!!!!
 

WarUltima

Babbling Loonie
Stratics Veteran
Stratics Legend
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 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.

Whenever an attack is affected by DR it ACTUALLY says in system message. "You have been recently blah blah blah" something like that. I dont think they are going to mess with mage even more. Cheer up, its not end of the world.
 

GalenKnighthawke

Grand Poobah
Stratics Veteran
Stratics Legend
Random thoughts.

1. Badly-written documents are not good. Please proof-read extensively next time. Please.

2. Was anyone complaining about heal potions?

3. Now that I think about it, maybe I should have....Just about every kill I make has 50+ potions on them.

4. The one person who actually tested the healing potion changes basically showed that the changes weren't all that bad by any means. Just kind of removes a crutch.

5. However....I have to wonder, with all of those crowded templates out there, were there people who depended on healing potions as their only, or nearly-only, means of healing? (Single-player game style.) Do any of you play this way?

6. Talon Strike? I had to look that up on UOGuide. I kept thinking, "isn't that an artifact?" I have never seen the weapon that has Talon Strike in actual use, not once. And from the document I can't tell if the change is a boost or a nerf.

7. Diminishing Returns is an idea whose time has come. We already have it in-game (Man Regeneration nerf). The key to it, however, is to not actually tell us the math. Just tell us "there are diminishing returns" and we'll say "ok" and kind of work it out. It's not the math that screws us up. It's knowing the math, and trying to work it out to the last detail, that screws us up. One good thing about the old days for sure: Not knowing the math.

8. Dispel on a weapon did work on summons, at least in PvM.

9. I would love for Dispel Evil to work in a similar way. But I don't get this: "Players must now combat flag summons to dispel innocent summons"

10. Hey, isn't Dispel Evil supposed to work on pets at high chiv levels? I think it maybe has for me once.

11. Seriously guys....Proof-read. We're a bunch of nervous crazy nellies here...Some of this is rational, some isn't. But either way, you know your audience. Express yourselves in clear, unambiguous terms. Hell, read manuals on dog-training if you have to. I won't mind being treated like a pet if the result is clearer documents.

-Galen's player
 
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UOKaiser

Guest
I know this is all mostly for pvp. But How about the majority of the UO players PVM. While fighting a 3 hour run or whatever on a never ending spawn wont losing the major ability in using healing pots to live be gone lets say in the first 10 minutes of a 3 hour hunt. Why are pvp changes effecting pvm?
 
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ElRay

Guest
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.
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?

I know you want to add ideas to the game, nothing wrong with that. But when theres multiple things that need fixing, YOU choose to ignore the playerbase telling you about these things, and instead implement more ideas that will most likely be unbalanced and overpowered/underpowered, and were not asked for, by the playerbase.
 
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Goodoljoe

Guest
Id settle with seeing new stuff added on SA page.I find all this overcomplicated,i simply find what someone else suggested of not allowing dot specials to interrupt mages totally fine.As far as GDS,reduce dramatically their firebreathe damage on players with 70 fire resist or at least dont allow them to do it from 5 screens away.Maybe cut their melee damage in pvp a bit too,leave them alone for PvM.
 
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ElRay

Guest
If memory serves, there are a fair number of complaints/rants around here about balanced bows.
Then the complaint would be against balanced bows, with the mod "balanced" in question....nothing to do with heal pots.
 

WarUltima

Babbling Loonie
Stratics Veteran
Stratics Legend
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?
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.

50EP is so effective that many gimplets also lives on it. Combined with 4sec bandaids 4/6 casting and possibly speedhack when they have to run away... a gimplet can be nearly impossible to kill. I will hate the day that my ecru rings dont work as effective as is now, but if that means leveling the playing field of haves and have-nots I am all for it. I am looking for more skill oriented PvP not ******** item PvP.
 
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ElRay

Guest
I am looking for more skill oriented PvP not ******** item PvP.
So tell us what you think about all the new items(consumables) they keep implementing into this game? More and more and more........

Anyone ask for these items? I dont recall ANY threads on asking for more item consumables, yet here they are, all 35 variations of em.....
 
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