And one quick extra question - casting spells on myself, can they reflect? To whom?
You should probably test the content on Test Center. On TC, if you successfully cure DP it significantly lowers the damage healed, especially with curses applied. For the purposes of PvP, the poisoning skill is much more important now if you intend to take down a mystic ... however, GCures are still instant, heh.As far as cleansing winds goes, the heal should not be some godly heal for 5 people- removing curse, poison, and healing. If it does remove curse and poison, it should heal for like 15 damage. If it removes multiple curses and poison it should heal for close to nothing.
After some testing I can conclude that the LJ bonus is still 30% and you get 5% chance to get the 60% bonus. This bonus is still arguably too small to be useful it's average of 2 extra dmg (with an ornate axe) against 70 resist.These changes sound great so far =D.
Lumberjacking - change sounds good, But is that Doubled From 60% to 120%? or from 30% - 60% ?
Now there needs to be changes made to - 2 handed melee weapons & Plate Armor so that they would become useful again.
Another thing i was wondering is the mention of Items with Charges, are you referring to the old pre-aos items with spell reflection Or will they be coming back as loot on mobs and/or T-maps ?
If it takes into account both Hiding and Stealth, then it should be low, as they've invested more points than the Detect Hidden player.Also the detect hidden blocking rehide restealth is NOT FUNCTIONING. It goes like this 100 Detect Hidden vs 100 Hiding/120 Stealth you have around 20% chance to target reveal the stealther. This chance is very low considering there's a 6 second reuse timer during targeted reveal.
After you have successfully revealed the target, they get a 1 second delay (currently display a megacliloc error on the stealther screen when they try to hide again) and they can immediately hide AND stealth again no problem. We tried to do reveal while in stealth mode (1 second rehide delay), hidden but not stealthing (1second delay). Also we tried to do it with 2 stealthers at the same time 1 guilded one un-guilded. Same result. Let me rephrase this, detect DOES BLOCK rehide... for One (1) second.
Ok discuss.
You can cast Thunderstorm in guard zones.Speaking of revealing stealthers. How does a mage go about doing this in guard zone? You cannot cast any area affect spell that would hit a hidden player. If someone was hiding and a hailstorm went off on top of them, shouldn't they be hit with that? Also what exactly is the reveal spell supposed to do vs a hider? I invest 240 skill points (mage + eval) to cast that spell. It should go up vs their 220 skill points (hiding + stealth) and you should at the VERY least be able to reveal them 50% of the time. Right now you will never reveal them. On top of that, you have NO chance of revealing a stealther without a conflag pot. Even if you hit the stealther with a conflag, majority of the time, they can walk out of it (staying hidden) then you need to wait 45 seconds to even attempt to throw another pot. And what if you get a revnent on a stealther? Even though it does not do much, it lets you know where they are. Any competent stealther runs it to guards, gets it whacked, and then continues on with his day. Why do devs cater to crappy stealthers?
Speaking of revealing stealthers. How does a mage go about doing this in guard zone? You cannot cast any area affect spell that would hit a hidden player. If someone was hiding and a hailstorm went off on top of them, shouldn't they be hit with that? Also what exactly is the reveal spell supposed to do vs a hider? I invest 240 skill points (mage + eval) to cast that spell. It should go up vs their 220 skill points (hiding + stealth) and you should at the VERY least be able to reveal them 50% of the time. Right now you will never reveal them. On top of that, you have NO chance of revealing a stealther without a conflag pot. Even if you hit the stealther with a conflag, majority of the time, they can walk out of it (staying hidden) then you need to wait 45 seconds to even attempt to throw another pot. And what if you get a revnent on a stealther? Even though it does not do much, it lets you know where they are. Any competent stealther runs it to guards, gets it whacked, and then continues on with his day. Why do devs cater to crappy stealthers?
I am well aware that hailstorm does not hit hidden players. I was asking where the logic in that was.Hailstorm doesn't hit hidden players.
If a player is in guard zone, there are several things you can do.
Poison Strike yourself within 1 tile of where they are standing.
Throw an explode pot.
Supernova pot.
Thunderstorm works very well.
Equip a hit area weapon and attack something green or grey to get the hit area affect to go off.
Outside of guards the list goes on...
Actually all of my tactics work. I'm sorry that you're not good enough to make them work.Now lets assume that this stealther has an IQ above 10 and keeps on the move. None of your above tactics will work, except a poison strike (which usually does not even reveal them) and you must be necro. The point is you should be able to cast meteor/eq, etc in guards. Meteor/chain would be the best way to reveal a stealther as you can target where you think they will walk (especially if you have them tracked).
I'll answer your stupid question with another stupid question: Why doesn't my character with 100 hiding and 120 stealth have a separate spellbook with offensive spells and healing capabilities.Edit: and why doesnt reveal work what so ever vs a stealther?
Your tactics would work vs a terrible pvp stealther (or possibly vs a hider without stealth lol), that is about it.Actually all of my tactics work. I'm sorry that you're not good enough to make them work.
Thunderstorm has a huge range with a level six circle, and can be casted with JoAT. It reveals almost every time. That is the best reveal method.
Meteor/Chain are not the best ways to reveal a stealther. The cast time is too slow.
I'll answer your stupid question with another stupid question: Why doesn't my character with 100 hiding and 120 stealth have a separate spellbook with offensive spells and healing capabilities.
Agreed, lack of consistency really annoys meI was wondering about this too. Hit spells does proc spell plague so I thought "well cool I guess they ARE spells" then I tried to hit a target with magic reflect... no reflection... then my 13 yr UO experience just tells me "well this is UO nothing has to make sense".Hit Spell does count. However, Hit Spell does not count as something that can be reflected by Magic Reflect spell, which is pretty lame. Seems inconsistent.
If devs are going to turn Magic Reflect back on, it should reflect weapon Hit Spell procs too.
If I was on a stealther, you would not be able to reveal me with any of those methods.Already posted whats incorrect. You have no idea how to reveal stealthers.
I play just about every type of template, so way to call me out on playing a stealther.
You're just some chump hiding behind an anonymous screen name. I'll gladly spank you 1 v 1 full template in a confined area any time you want. You can even pick which PvP char I use..
Sorry, I don't follow your argument. Are you saying that if you don't resist the sleep you should still not get slept? Lol? Regardless of what you believe, even if you don't resist the sleep you can always eat an apple. Good for you because you are no longer slept - good for the mage because now you can't apple the curse he has coming. But yes, we can all agree MA/NB was stupid and will not be missed. A good mystic mage shouldn't need it anyway.none of the other stuff matters to me, just have to run them out of heal stone interupt the cleansing winds.. rest of mystic spells you can deal with but the spell plague barrage and netherbolt magic arrow was stupid.Hate to disappoint some of you, but myst mages will still be very competitive assuming what is active on TC right now doesn't change. Spell Plague is still deadly and Cleansing Winds still wipes out everything. Oh, and there's still these things called Purge Magic, Sleep, Hailstorm, Healing Stone, and Spell Trigger aka Insta-boulder.
If anything the biggest and best change which will hurt bad myst mages is the Magic Arrow/Nether Bolt spam which all too often follows Spell Plague. As of right now on TC anyway, you can no longer cast one right after the other - Way to go dev team!!!![]()
imho sleep needs looked at more, i dont think there has ever been a more unblanced spell. or atleast modified, if you dont resist it at 120 it still slows you for a few seconds.. long enough for a archer to get you ganked on foot etc. just think its too much. and it forces templates now. the way it is until the caster does a certain amount of damage it wont break, how is that fair to other templates?
Agree. Add a cure pot timer and this might be the greatest PvP patch in UO history.New weight on pots is ok... but the real problem is the fact there is no cooldown on Cure pots. Apple cooldown isnt long enough either.
After all, you get a message saying (You can not use that potion while paralyzed) whenever you try to use an apple while stunned/casting spells, this should also affect cure pots & heals?
Spellplague should also be removed along with ALL Curses when useing an apple
This is why there are little to no 4/6 chiv players anymore.
changes that should be added now that their doing something for pvp IMO ?
Melee = AI cap should be increased to 40
Archers = should be capped at 25-30 (wont do so much since they get 2 hitspells)
Mystic's = Bombard should have a chance to stun based on the difference between (Mystics Focus/Imbuing vs targets Resisting Spells) 120 vs 120 should not be stunnable!
as a read above the LJ damage bonus isnt enough apparently it shouldnt be hard to tell when it goes off... meaning it should be a noticeable amount of extra damage done, i have a char with 120 tact/anat/swords 100 LJ +100% Di and i cannot make bandages slip without using (crushing blow with an Ornate Axe) to someone with 70 physical.
Seems the only (dexers) that are played anymore are either Nerve strike spammers Or Disarm/bleed - archers... if your a good mage its pretty hard to die to most of these even if they dont miss you almost at all.
Melee needs a buff !!
Archers need a slight nerfing more than just hld !!
Mystics are the real OP, but the changes that are in effect with that seems to be fine so far...
The heal might need to be slightly nerfed a bit more.
I use LJ on my sampire for hard hitting AIs. I'm curious to see how this double damage bonus affects that, but I am way too lazy to rebuild my suit and template on test.At cost of 100 skill point for 30 more DAMAGE INCREASE is not worth it. You cant even chug. Its like spend 100 extra skill points to gain 2 extra dmg and lose the ability to chug. The ability to chug in current UO is HUGE.
Bug confirmedAttention Devs Please Read:
Whatever you guys did to magery on TC1 has completely ruined it. You can cast any spell on the run you want to, and mage dueling is impossible because you can't overcast anymore. This patch will ruin magery completely. You've been warned.
Advantage to Mystics? lol i think you're forgetting about the 55dmg Ai's from archers! Both mystics and archers are OP.Feedback: It is very bad! Very VERY bad!
It might seem like a slight change, but right now, PvP is pretty much balanced with maybe a slight advantage to mystics. With this change, no warrior type template (except maybe stealthers) stand a chance against a mystic-mage.
Please consider very carefully if you want this to go live.
Me and very likely several other people would be more than happy to form a focus group for some days/weeks and test this thouroughly.
Wow... You know, making changes just for the hell of making changes is what got pvp into this mess in the first place. As you can tell by the reaction already, this needs to be thought a little harder on.It was mentioned in the TC1 notes. The portion about consecutive casting leading to words of power and gestures coming out, but no spell coming out. It was a bug in the code, but fixing it also changes the dynamic of spell casting slightly for something that's been that way for so long, which is why this was put onto TC1 this early. We'll keep monitoring and we'd like to hear some constructive feedback on this.
So if I run in circles around your melee dexxer on my mage casting wither over and over until you are redlined, pull up a lightning, and drop you without 1 swing on your part, you'd be cool with that? And, yes, I've been on test to see how fast people get owned to a running wither stack. Can you imagine when 2+ mages get that in sync?People shouldnt be paranoid without actually testing it.
Only thing this casting on the run bug/feature only really works on spells that does NOT have a cursor when cast. eg, wither, essence of wind
...
It will tilt the battlefield in favor of ANY Necro/SW not mages. Mages gets EQ EQ EQ EQ EQ but it does scaled dmg (like 40 dmg at full life and 2 dmg when you have 10hp left) and rarely kills ANYONE.
You need to read. I am talking about people talking about running FS FS FS FS FS FS FS FS and I have made the statement that wither would work. And saying mages will be god. In fact a nerve wither necro DEXER w/ resist and 150 int will wreck anything even faster than a necromage.So if I run in circles around your melee dexxer on my mage casting wither over and over until you are redlined, pull up a lightning, and drop you without 1 swing on your part, you'd be cool with that? And, yes, I've been on test to see how fast people get owned to a running wither stack. Can you imagine when 2+ mages get that in sync?
I think it only removes the weapon switch delay... I could be wrong.umm, here is another iron in the fire...
devs, ya ever gonna fix the bug for casting "create food"? people using that to avoid mana cost of specials is getting annoying.
Indeed. Did not know whom you were addressing. And yes, wither will become the new spell plague.I am talking about people talking about running FS FS FS FS FS FS FS FS and I have made the statement that wither would work...
Running AOE seems pretty awful for PvP, and overpowered in PvM as well. I'll have to test it though.1. You CAN follow people and "moving" wither/wither/wither/wither him down. (basically like holy light spam BUT the first wither will still freeze you in place).
Isn't that sort of apples and orange petals? One does solid damage, other gives bursts. I'd be more concerned about spellweaving AOE coupled by mystic sleep.Indeed. Did not know whom you were addressing. And yes, wither will become the new spell plague.
It's a metaphor. I wasn't comparing the damage type of the two spells, I was comparing the effect each of the two spells had/will have on pvp. This running wither will be just as abused as spell plague was. I'm sure essence of wind will also get its fair share of use against other mages.Isn't that sort of apples and orange petals? One does solid damage, other gives bursts. I'd be more concerned about spellweaving AOE coupled by mystic sleep.
And theres too many of those. Seriously, you shouldnt have to go to uoguide or some other webpage to know how to use certain skills/templates... it's like a hidden game mechanic.