I agree their work has gone a long way in helping me understand this refinementing thing more! I am still confused but I think I have sort of an idea nowYou 2 are doing 1 hell of a job. Keep up the good work.
I agree their work has gone a long way in helping me understand this refinementing thing more! I am still confused but I think I have sort of an idea nowYou 2 are doing 1 hell of a job. Keep up the good work.
Dude, NEVER a pvp powerhouse? lol. I learned how to play a garg thrower in about 5 minutes, and I was killing decent mages who've been playing their template for years. Even stealthers have a learning curve. Now I'm not saying Throwers should completely suck, just because it's easy, but it shouldn't be so easy. If you're not good at playing a thrower, you must be the worst UO player to ever step in felucca (no offense). And the weapons aren't slow, when you consider that every thrower stacks stamina and SSI, and hitfireball closes the gap on a mages ability to cast. And wings catching on terrain? wtf? I play tons of gargoyles and never once have I ever gotten stuck in a tree lol. Yes, there's a lot of things throwers can't do. They're not a versatile class. but the versatility is often WHERE THE SKILL IS. Throwers are overpowered because they have 5 abilities and they STILL wreck face. Just because they have less though, doesn't mean the few things they do do should be so overpowered that no one else could compete. Sure, they should be pretty solid at gross damage output, and dismounting. If they weren't good at what they do, they wouldn't be a viable class. That doesn't mean they should be able to spam moving shot at practically no mana cost, while still doing 35+ dmg a shot (with fireball and velocity); and 2-3 second bandage timers while running nonstop (including pots and confidance if they have bushido). They shouldn't be able to throw a weapon that does 25 dmg a hit with a fireball and hit velocity on top of it WITHOUT USING ANY MANA at 2 second intervals, with the fireball hitting on the one second mark, While using bandages and pots at the same time! that's crazy. I don't think throwers should have one really hard nerf, I just think they should have a few small ones. If those hits did 15-20 damage instead of 20-25 or if they threw their weapon once every 2.75 seconds as opposed to 2.25 they would still do really good damage, still be good dismounters, and still be good at staying alive.Considering the Gargy thrower template was NEVER a pvp powerhouse (ex.. Missing EVERY first time throw, NEVER being able to PARRY even tho you have to carry 120 parry skills in order to hold a shield, have all of 2 useable weapons, NEVER being able to poison the weps, having a GRAND total of 5 special moves *mortal/ai and moving shot/para/dismount*, having very SLOW useable weapons 3 & 4 seconds, having to deal with wings catching on terrain, range of weapons being shorter distance than mage casting distance, having to be in the sweet spot or risk having damage reduced, missing one entire armor slot, etc. ).
Since I have played a gargy thrower for pvp since SA's launch, I can tell you with complete expertise, that gargy throwers were support not main damagers. And UO has just eliminated them as a viable play style despite repeated feedback to the developers. For more specific examples...
1) since gargy's only have 4 pieces of armor the bonus to stamina loss which comes from having 5 pieces of armor is not available to them
2) 1 of the 4 special moves has now been nerfed .. mortal strike.. with the apple macro that most hackers run, it's a waste of mana
3) Losing the HCI racial bonus is a huge loss....gargy's only have 5 and now it's 4 and 2 of them are worthless.
Now the 15 bluebies can sit at the gate and wonder why they have absolutely no one to fight what so ever. I for one will not fight outnumbered after this nerf nor will I play my reds at yew gate (Unless its even numbers) ever again until this is fixed.Total animal form nerf = no one fights outnumbered ever again
Looks like the trammies that couldn't kill 2 ppl with 6 blubies whined enough to make them change this to the point where ppl will engage even less often.
I for one will not be pvping outnumbered on a faction character anytime soon if these changes are put forth. Less pvp = good for UO? If there are some actual faction pvpers in this thread that wish to speak up, now would be a good time.
Unfortunately your math isn't even accurate as they throw much faster than 2.25 with the glaive you've indicated. This coming from someone who has a thrower and 4 mages and been on both sides of that fight many times. Try 1.5 with 150+ stam and 60 SSI. Let's not even get into 1.25 when you stack stam to 210.Dude, NEVER a pvp powerhouse? lol. I learned how to play a garg thrower in about 5 minutes, and I was killing decent mages who've been playing their template for years. Even stealthers have a learning curve. Now I'm not saying Throwers should completely suck, just because it's easy, but it shouldn't be so easy. If you're not good at playing a thrower, you must be the worst UO player to ever step in felucca (no offense). And the weapons aren't slow, when you consider that every thrower stacks stamina and SSI, and hitfireball closes the gap on a mages ability to cast. And wings catching on terrain? wtf? I play tons of gargoyles and never once have I ever gotten stuck in a tree lol. Yes, there's a lot of things throwers can't do. They're not a versatile class. but the versatility is often WHERE THE SKILL IS. Throwers are overpowered because they have 5 abilities and they STILL wreck face. Just because they have less though, doesn't mean the few things they do do should be so overpowered that no one else could compete. Sure, they should be pretty solid at gross damage output, and dismounting. If they weren't good at what they do, they wouldn't be a viable class. That doesn't mean they should be able to spam moving shot at practically no mana cost, while still doing 35+ dmg a shot (with fireball and velocity); and 2-3 second bandage timers while running nonstop (including pots and confidance if they have bushido). They shouldn't be able to throw a weapon that does 25 dmg a hit with a fireball and hit velocity on top of it WITHOUT USING ANY MANA at 2 second intervals, with the fireball hitting on the one second mark, While using bandages and pots at the same time! that's crazy. I don't think throwers should have one really hard nerf, I just think they should have a few small ones. If those hits did 15-20 damage instead of 20-25 or if they threw their weapon once every 2.75 seconds as opposed to 2.25 they would still do really good damage, still be good dismounters, and still be good at staying alive.
Totally agree I am so happy about this change!Hit Lower Defense: should be slightly tweaked, so it allows a negative defense on targets that have 0 DCI. (the current changes, make HLD completely useless in PvM?)
^^^ don't blame us PvPers for this change btw. ^^^
Ninjitsu>Animal Form: Is now interruptable & is No longer effected by Faster Casting. Couldn't be better, I absolutely love this change. amazing. !!!!!!!!!!!!!
overall, very good publish. HLD vs DCI, does need a slight tweak though.
Good points, but protection is not hard to beat. Mana Vamp + Paralyze Spam and watch how hard it is for them to spam cleansing winds. But to add to your point cleansing winds is slow and doesn't heal through higher lvl poisons, or mortals. I think if anything the diminished returns on group heals should just be increased for when people stack and spam it during grinders. That way the individual heal wouldn't be nerfed any further, but spamming it in grinder fights would. the point is not to make it useless, just not overpowered and it's only very slightly overpowered if you ask me.I find it interesting that no one is complaining that Gargoyles can only wear 4/5 pieces of any "Armor Type", due to only Earrings/Necklace slots not being occupied by any forms of non-med armor types.
Special Ingot types: need to get something better bonuses from enhancing/crafting.
Woodland armor: as some suggest, since it's not medable should be treated as Metal armor, and receive +1% lmc bonus per piece.
Chivalry>Divine Fury: as I've said before, needs to stop getting nerfed on Already useless-spells, If anything Divine Fury needs Buffs.
Mysticism>Cleanse Winds: why do people complain about this being so overpowered? If you can't kill someone because they are casting this, it's because you're not interrupting them. in which case it's because you Allow them to cast it... (Interrupt them....) if you can't interrupt them, it's because of Casting Focus (12%-cap/maybe 17% w/scribe?) or Protection... Protection is the problem, always has been.
*Taken from the initial pub 81 thread*
Does the Stamina protection still apply for armor types that have the "Mage Armor" property?
Yes, but I was just giving those numbers as an example for arguments sake. The real point is that nerfing their speed or damage by a little bit will make them less over-powered, but still a viable class.Unfortunately your math isn't even accurate as they throw much faster than 2.25 with the glaive you've indicated. This coming from someone who has a thrower and 4 mages and been on both sides of that fight many times. Try 1.5 with 150+ stam and 60 SSI. Let's not even get into 1.25 when you stack stam to 210.
Well they won't be a viable class outnumbered I can assure you of that. lol Dexxers find it hard enough to cram skills as is let alone get 105+ ninja to be sure never to fail animal form assuming no interruption with 0 FC. Viable class? More like class dismissed bc all the solo reds are dead and gone.Yes, but I was just giving those numbers as an example for arguments sake. The real point is that nerfing their speed or damage by a little bit will make them less over-powered, but still a viable class.
With the Animal Form nerf, the only classes that aren't going to get worse at surviving outnumbered are the one's that already suck at it. The Animal Form nerf is going to hurt all people (with ninja) in regards to surviving ganks, not just throwers. So it doesn't really unbalance it at a throwers expense, because throwers have ninja for the same reason that mages do. But when you combine this with the stamina nerfs, it is going to be a lot harder for throwers to survive solo, but it's not like they aren't currently PRO at it. Look at exploit, he's impossible to kill. And yes they will still be viable, because they'll still do awesome damage, have pretty good survivability, and still be super leet at dismounting. Although, a lot less useful than a good mage. but with a class so easy to play, shouldn't it be that way?Well they won't be a viable class outnumbered I can assure you of that. lol Dexxers find it hard enough to cram skills as is let alone get 105+ ninja to be sure never to fail animal form assuming no interruption with 0 FC. Viable class? More like class dismissed bc all the solo reds are dead and gone.
Welcome to Yew Moongate Luna style!
I donlt think we have been given exact numbers but there have been a couple posters here that have tested it. Plate apparently gives very good stamina protection but one complaint I heard from a couple people is that once you get low on health the stamina hits get pretty high. Like 20 stamina loss per hit even in plate I think. So it sounds like that could be adjusted a bit. I need to hop on test and test all of this myself lol. Just been busy making a new template.I may have missed it in here, but was their detailed info of how much stam reduction plate/metal and studded/bone gave? I know the lmc difference, but was there a big stam difference?
Total animal form nerf = no one fights outnumbered ever again
Looks like the trammies that couldn't kill 2 ppl with 6 blubies whined enough to make them change this to the point where ppl will engage even less often.
I for one will not be pvping outnumbered on a faction character anytime soon if these changes are put forth. Less pvp = good for UO? If there are some actual faction pvpers in this thread that wish to speak up, now would be a good time.
You 2 are so funny. Fellies do more whinning about PvP then anybody else. LOLNow the 15 bluebies can sit at the gate and wonder why they have absolutely no one to fight what so ever. I for one will not fight outnumbered after this nerf nor will I play my reds at yew gate (Unless its even numbers) ever again until this is fixed.
Trammies who came in post tram and have no idea what the true aspect of this game is make me laugh. The only thing UO is good for is PVP, anything else and you can play a 3D game with better graphics and content. A lot of the changes in this publish relate to PVP. Obviously people who play in the real part of UO "Fel" are going to discuss it more than anyone else. Next time, think before you type please.You 2 are so funny. Fellies do more whinning about PvP then anybody else. LOL
i dont mind the interuptable part at all, but i think they should of kept the fc part.Total animal form nerf = no one fights outnumbered ever again
Looks like the trammies that couldn't kill 2 ppl with 6 blubies whined enough to make them change this to the point where ppl will engage even less often.
I for one will not be pvping outnumbered on a faction character anytime soon if these changes are put forth. Less pvp = good for UO? If there are some actual faction pvpers in this thread that wish to speak up, now would be a good time.
Protection by itself isn't hard to beat, I agree with you.Good points, but protection is not hard to beat. Mana Vamp + Paralyze Spam and watch how hard it is for them to spam cleansing winds.
I have no idea what this patch is about and all I see are tons of numbers being thrown about. My biggest problem is that it's very likely this patch does next to nothing in the way of positive gameplay, and yet will cause everyone to relearn and rethink UO. Too many negatives, not enough positives for it to be worthwhile.
If I'm not mistaken admins and such can login without folks seeing that they are on, and therefore probably wouldn't log herEpic, unless she's not logging into the site the last time Bonnie bothered to read anything was Feb 14th. I can't believe that she can't give two moments to read this thread herself but at this point who would be shocked.
http://stratics.com/community/members/mesanna.284/
Granted that is true that we have seen discussion I still feel as the "UO Producer" we should hear some feedback of some sort. At best we have seen lipservice and at worst it's near disregard. Yes they adjusted some things but there has been actually little discussion and no reasoning. Is there a plan?If I'm not mistaken admins and such can login without folks seeing that they are on, and therefore probably wouldn't log her
as "logged on or visited" Besides if anything mesanna has always been involved in keeping us informed. Whether or not you agree with the
direction the developers are going, you cannot deny the fact that they put a lot of work into this. Whether or not you agree
Let's all of us remember it's the idea's that we should be.... voicing our opinions loudly about, notthose that are trying to progress
our game. Besides I doubt this patch goes through as is. If anything I have seen more community activity from devs than I
have seen in a very very long time. Just my 2 cents.
Perhaps instead of her being accused of lipservice, she is waiting to have something solid to give to us. Maybe aliens abducted her.Granted that is true that we have seen discussion I still feel as the "UO Producer" we should hear some feedback of some sort. At best we have seen lipservice and at worst it's near disregard. Yes they adjusted some things but there has been actually little discussion and no reasoning. Is there a plan?
I haven't seen anyone faction fight outnumbered in years. When i actually do see it, it's only a stall method until more can arrive.Total animal form nerf = no one fights outnumbered ever again
Looks like the trammies that couldn't kill 2 ppl with 6 blubies whined enough to make them change this to the point where ppl will engage even less often.
I for one will not be pvping outnumbered on a faction character anytime soon if these changes are put forth. Less pvp = good for UO? If there are some actual faction pvpers in this thread that wish to speak up, now would be a good time.
It's not a text wall okay... It's more of a text garden !~ But either way, that's lame to know. I think this publish is going to suck as is.i pieced through your text wall, you have some points but i'll just reiterate, most of this publish is fairly solid outside of refinements (dci/hld changes) and a few tweaks and adjustments to proposed changes, maybe a slight tweak to animal form, a tweak to how parry works with balanced 2 handers, a little over here and there like any other publish and this thing should be ready to go.
So you think that I am a post-Tram Trammie, now that is funny. UO is a lot more than just PvP even Pre-Tram, just because YOU think it, does not make it so. UO was fun b4 all you PKers came out of the wood works and destroyed it and fourced UO to either do away with non-con PvP or make Tram. Go try BSing someone else about UO Pre-Tram.Trammies who came in post tram and have no idea what the true aspect of this game is make me laugh. The only thing UO is good for is PVP, anything else and you can play a 3D game with better graphics and content. A lot of the changes in this publish relate to PVP. Obviously people who play in the real part of UO "Fel" are going to discuss it more than anyone else. Next time, think before you type please.
I just want to congratulate the developers on having the fortitude to stick to their guns. Normally when a set of changes are virtually laughed off the boards, your first inclination is to go "Okay never mind!" the way MrTact did years ago when he was pushing his diminishing returns idea. But not this dev team.
After the way ephemeral items became such a huge hit...
After the way everyone flocked to be the first to kill Charybdis and claim their very own Mana Burst armor...
After the way they totally revived Factions with their incredibly well-received changes...
Well after all that, and more, they've certainly earned the right to ignore the torrent of garbage hurled at their DCI changes and such. This is an expert dev team that clearly has it's finger on the pulse of what UO players want and need. I mean, it's a good thing they revamped weapon speed/damage, but still left all the slow weapons slow. I really think this is going to be the decade where people decide a 4s melee weapon is worth using for some reason. And I hope they never bother to add real resists to dragon armor and such, because it would clearly be terrible if it were usable.
I hated all those dexer arties with Mage Armor on them being useful. Good call.
Uh, how about they just fix the Curse spell so that it stops being so chained, abused and overpowered?---9. Fix the Curse bug- sometimes I can't recurse people even after their current curse wears out. Curses should be allowed to be replaced without penalty.
Good call on this one for sure. How this ever slipped thru I'll never know.
I tested as well and can confirm the lmc works. I haven't tested the stam reduction. Currently i think you lose more stam the lower in health you are as well pre pub, so i don't think that is much of a change really. But i am curious to see if there is a difference.I wasn't sure if I saw where anyone tested the new LMC changes and whether they were stackable (as in, does 8% LMC studded leggings actually give 11% LMC). So, I went onto TC this morning, and made six suits. Essentially, I crafted two version (0 LMC, and 40 LMC) of leather, studded leather, and a chain/plate mix. I wanted to see if the bonus was stacked on top of imbued values, and....they were. This is good and a great relief.
I could share the math if someone really needed it, but suffice it to say that a 5 piece studded suit with 40 LMC actually gets up to 55 with the bonus, and a 5+ piece metal suit (plate/chain) with 40 LMC actually gets up to 45. I summoned earth elementals (base 50 mana cost) to run the tests. Unfortunately, I couldn't actually make 8% LMC pieces, as I don't know how to get essence on TC (w/o going to the SA). However, a 7% LMC studded piece did act as 10% LMC, so I am making assumptions that 8 = 11 (or, in the case of metal, 8 = 9).
I'm not crazy about the LMC bonus being in the background, but at least it's there and it works. I have no doubts I'll be ignoring the refinement system for a while. I still haven't tested the stamina loss, and this "low health = extra stamina loss" sounds worrisome, but at least the system is a bonus to non-medable armor. I'm glad the dev team finally took on an armor re-vamp, but I just hope the LMC bonus and stamina loss reduction are enough to make a plate/chain suit viable for a sampire (along with the Tough human racial ability).
I was too tired last night to stay on test too long but I tested plate for a few minutes in Destard. The stam protection is VERY nice. I was at less then half half health before I had any noticable stam loss. I didnt let myself get to super low health though so would have to test that since people were saying stam loss was much higher then. But if you keep your health up you basically dont lose stamina. Oh and I should also note that I was just in a basic all 70s plate suit, nothing else on it and no weapon. So there was nothing else like stam regen or stam leech that would be effecting my results. I will have to test studded/boned next since that is what I am thinking of wearing on my abc archerI tested as well and can confirm the lmc works. I haven't tested the stam reduction. Currently i think you lose more stam the lower in health you are as well pre pub, so i don't think that is much of a change really. But i am curious to see if there is a difference.
with the stam leech change i think plate armor will be a big deal on a sampire for sure
You think Curse is overpowered... ? lol. What ELSE do you think is overpowered? Is Magic Arrow overpowered? How about clumsy? Magical Trap?Uh, how about they just fix the Curse spell so that it stops being so chained, abused and overpowered?
Up to 2 minutes of huge percentages of stat and resist reduction for a spammable 4th level spell? Its a complete mage-crutch joke
Ninja was being abused? Well luckily someone called the Ninja Abuse Police. Ninja, might have been designed to work well with stealthers, but NOTHING in this game was designed to be LIMITED to any one template. Focus was originally made for dexxers and Chivalry users, and was later adapted into Mysticism. Saying that Ninja is being abused is like saying that Focus is being abused by Mystic users. No, No, That skill was originally meant for Chivalry Users. Sorry Mystics. F**k Off. That's the wonderful thing about UO, you can combine gear and templates and use your- ready for it?- *CREATIVITY* to design whatever cool and unique templates that you can think of and make work. This is what keeps UO from being a stupid game with class roles and specialization tree's. If only stealthers are supposed to have Ninja, why don't we just make the game levels 1-50, where if you choose to start as one class, you can never adapt the skills of another??Ninja was being abused by every possible template and needed a change. I'd personally rather they tied animal form to hiding and stealth letting true ninjas be the same and stop everyone else from using it as an auto escape with almost 0% chance of being killed.
But I'm far less concerned with that then the armor changes which as I've mentioned are completely idiotic, overly complicated and finally make no F-ing sense even from an RP sense.
While some of us asked to make other armors more useful, this crap is out of left field and is un-needed. There have been and still are so many better suggestions that would improve other armors and would actually make the game less complicated.
For my tests, I had quite a few "expected" mana cost calculations come out with 0.5 fractions (i.e. 22.5 mana cost). To make my math easier, I started with 100 mana. After casting I noticed that the mana cost rounded up to an even 23, as I dropped from 100 to 77 mana.And does mana cost round up or down or both? Just wondering, if you had a special that as going to take 10.4 mana, does it take 10 mana or 11 mana?
Curse is overpowered as there isn't a effective counter for it. The best you can do it toss resist on your temp to reduce the effect but nothing can counter it. Yes you can eat a apple but it gets reapplied. You can cast a chiv spell, if you fit the skills into a cramped temp, but it just gets reapplied. in the case of mage vs mage it's a equal trade off as both players can cast it thus negating the effect but there is nothing a dexxer can do that causes such stat loss to the other player.You think Curse is overpowered... ? lol. What ELSE do you think is overpowered? Is Magic Arrow overpowered? How about clumsy? Magical Trap?
Curse is touchy, because it really is necessary for a mage, as damage spells don't do enough without curse. Adding a timer to curse wouldn't work really, as the first curse people would just apple it, and then the mage would have to wait for the timer, and then it gets reapplied and appled. constant cycle. I agree Curse is strong, but the resist dropping aspect is a neccesity. If they were to do anything with it, it should just be duration and how much stat it drops.Curse is overpowered as there isn't a effective counter for it. The best you can do it toss resist on your temp to reduce the effect but nothing can counter it. Yes you can eat a apple but it gets reapplied. You can cast a chiv spell, if you fit the skills into a cramped temp, but it just gets reapplied. in the case of mage vs mage it's a equal trade off as both players can cast it thus negating the effect but there is nothing a dexxer can do that causes such stat loss to the other player.
Curse should definately not last two mintues against 120 resist and a more reasonable scaled duration is needed, I also don't think it is necessary that Curse lowers all stats (effecting things like bandage time) in addition to altering resist caps. I primarily play mages and will most likely continue to do so for as long as I play UO, but when I ask myself why Curse needs to do so many things in one spell it is hard to answer. Mages still have Clumsy, Feeblemind, and Weaken for altering stats (most mages are already utilizing these spells anyway in skilled caster combat), so I would propose that Curse, which is already heavily utilized for boosting magic damage (Logrus' posts are very informative) should not also continue to reduce stats . However I do agree with Spoony's simple request for Curse to be able to be recasted and "refresh" the duration of the debuff, and could see it being easily implemented with the points I believe are fair compromises.
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If it's a reasonably FAST two-hander AND it has really desirable specials AND it's only PVP you're talking about AND you specifically run a template with no parry or bushido THEN you might use one I guess. But all the war hammers and halberds and bardiches and lances and so forth are garbage and will remain garbage. We don't need them to do an extra whole 2 base damage, we need them to swing more than once an hour. Dragon armor will remain garbage. People have begged them to their faces to add resists to it for a month now, but it's like they can't see us.heavier weapons will be more used, because of the balanced ability, higher intensity, and better base damages.
If it's a reasonably FAST two-hander AND it has really desirable specials AND it's only PVP you're talking about AND you specifically run a template with no parry or bushido THEN you might use one I guess. But all the war hammers and halberds and bardiches and lances and so forth are garbage and will remain garbage. We don't need them to do an extra whole 2 base damage, we need them to swing more than once an hour. Dragon armor will remain garbage. People have begged them to their faces to add resists to it for a month now, but it's like they can't see us.
Plus the whole publish just adds a whole lot of "X unless Y then Z" garbage that there's no call for. Two-handers didn't have some epic thing going for them that demanded they eat a devastating nerf when Balanced. Dexer arties with Mage Armor didn't need to be nerfed, but they're afraid some mage is going to burn 700 intensity getting an extra 15 LMC, and that's just such a terrifying prospect that hey screw everyone with a Heart of the Lion or whatever. It's just pointless. It's like they've never played the game.
But seriously, what bugs me is, do you realize how long it's going to take to ACTUALLY get anything fixed around here, now that these guys have let us know they're only here to cram Refinements down our throat?
We're going to have to wait YEARS until it's probably a different set of developers, then we'll have to bug them incessantly, and listen to them tell us how another overhaul is "on the radar" for a couple more years, and then pray that when the time comes they actually want to fix things this time and not just shove a bunch of PVP nerfs and some mammoth boondoggle of an idea down our necks.
If we're lucky, you'll be able to run around in dragonscale swinging a halberd or whatever (without looking like an idiot newb and getting killed) sometime before 20 year Veteran Rewards come out, but I wouldn't count on it.