4. Yes, but Dueling is just 1 small aspect of PvP. Is a 40 Sdi toon overpowered vs a mixed mage class with 15 sdi, Duh, but that's what they sacrificed to do it. The only outcome that will probably come from trying to change this is they will wind up removing hit splinter proc from happening from all Specials. Which will piss off a lot of players.
Have you even dueled with CF? I have. It screws up my timing, since I expect to fizzle; when I don't, I'm overcasting because my brain is already moving on to the next spell.
As for the OP:
Common PVP issues.
1. Mortal is overpowered. You literally can spam mortal every 6 seconds and someone can be mortaled for 60 minutes if you time it right. Then an enchanted apple is once every 30 seconds? Many suggest putting a 10 second timer on mortals.
2. Frenzied Whirlwind is the same thing as a splinter except 100% of it going off when hit and the primary is toggled. One can chain this whirlwind on a pvper again for 60 minutes if you can manage to stay on the person you are attacking and spamming whirlwind. Many once again suggest putting a 10 second timer on whirlwinds.
3. Disarm splinter is a ridiculous combination that almost insures ones death in the field. Splinter lasts on average 5ish seconds. Many of these dexxers disarm and get the splinter off and switch to their composite bow to AI every 1.25 seconds while the disarmed person that is being forced to walk has a very very low chance of blocking without a weapon and is about to have a funeral. A simple fix is to not allow splinter to be activated when one hits with the disarm ability.
4. Get rid of 40 sdi mages. 30 sdi is plenty enough and 40 is OP and making dueling more pointless. It's a bit ridiculous when one has 140 HP and an explosion flame strike while cursed will do 80 damage almost. Then if one has alchemy they can hit a supernova for 30 damage. Lightning for 20 damage and that's almost an instant kill.
5. Allow the dueling arenas in Khaldun or Ocllo to have an option to now allow casting focus in duels and more pvpers will like to duel once again.
6. When one stealths it is too hard to reveal them with damaging area hits. I've many timers personally casted a meteor swarm 7x on a person for them to die while hidden never once revealing.
7. The spell animal form needs to take a little bit longer to cast or let the recovery time to cast the spell after being disrupted be slightly longer. Too many people rely on animal form and is an easy escape when casting a 1/2 tick spell.
8. Change stat timer to 10 minutes. 5 minutes is too fast and 20 is too long. When a guild pushes an opposing guild off the island at despise it is nice to at least try to start hitting the Barracoon before the opposing guild is already unstat and back in the fight.
9. Some aspects are cool about VvV but many pvpers would enjoy seeing factions reinstated. I mean factions was removed because it was a buggy system but all UO did was replace a buggy system with another buggy system that isn't even used anymore. NO ONE fights in cities for VvV
It's very true. There were more sigil fights than VvV fights because controlling towns with sigils was of way more importance. The least one could do is reinstate some aspects of factions or reinstate factions with VvV aspects.
10. Orc brutes should do 20 damage instead of 30-35. I'm guilty i've used them and they are indeed very over-powerful. A nerve strike that makes the enemy not able to move hits for 30 with the Orc it hits 60 damage. Then a death strike initially hits for 17 and Orc hits for 30 and if you run through the death strike it's another 50 damage. Do the math that's almost an instant kill.
11. Some have proposed to me a stam cap at 190 stam so archers can't swing at 1.25 with a composite bow running shotting a person down in a matter of seconds. Just think about it. A mage heal takes 1.5 seconds while a archer can swing faster than a regular great heal. One might rebuttle with "oh just use mini heals", well when you're being AIed for 35 damage and you can get one mini heal off in between AIs for 14 damage just do the math. The archer is going to win.
12. Don't let guards put VvV players into stat. That's frustrating.
13. Delete Essence of Wind in pvp or drastically change the debuffs. I believe it is +6 ticks to ANY spell and debuffs towards dexxers. That means it takes longer to cast a mini heal while under this spell than an earthquake. Not only does this act like a cursing spell it also damages foes with 17ish damage. It's just really over powered in pvp choke fights.
Like I said if people want to message me and talk about bugs or things they want in this game feel free and I'll add to the list. Also these are not demands of the players wanting ALL of these changes with no questions asked. Just some suggestions and some of these being implement can restore skill to the pvp world and bring more people to this game (returners who quit because of the overpowered features in pvp).
1) I mainly play a necro when I pvp, so I have no problem with Mortal. That aside, it's fine as is.
2) Change it somehow. One of the deathstrikers on LS uses it, DS, and disarm, and smashes my face in, to the point where I run/don't even bother fighting her unless there are other people on screen to help me take her down. In a field fight, that's a death sentence. Maybe reduce the forced-walk timer?
3) I don't have too many problems with disarm/splinter. I have max DCI + a decent chunk of HP regen, 127 HP/130 Str, and I can time mini-heals quite well, even under disarm - even unarmed, people have occasionally failed to hit me. Once it ends, I'm back to running full speed.
4) See my response to Elden
5) On LS at least, pretty much everyone duels without it already. I have 3% on mine (protector of the battle mage), and while it rarely triggers, I still hate it; I'm also too lazy to swap out for another tunic that more than does the job. I do have a max CF suit on a nox/scribe, but both the suit & that template were made purely as a joke.
6) It's moderately annoying, and while I do have access to JOAT Tracking/Detect Hidden, it won't work often enough; I can't really fit investment in either on my template. Poison fields, EQ, meteor swarm, etc don't always reveal. Poison Field will let you know someone is there, but they can still stay hidden.
7) Not familiar with ninja spells at all, no opinion.
8) Hmm. 10 minutes works, I guess, but you can just designate a sampire to solo him. With enough people defending it doesn't take long at all, I need 5 minutes tops to solo him on mine, just with chain AI.
9) Yes. I fought
@CovenantX and his guildmates for a while when vvv was new, but I'd point-farm when they were all logged out, and it only took like a minute to get several hundred points. I like the town fighting, but as it is right now, only stealthers really bother with it. I did some fighting yesterday against 3 others, but that was the most vvv fighting I've seen in a while.
10) Works for me.
11) Necro. Use Blood Oath. They get out of range. Alternatively, max DCI will help you out immensely. I've had guys just whiff like 6x straight, if not more.
12) Yes, this is annoying. In some fighting @ Yew earlier this week, I got guardwhacked (
@CovenantX, I think you were there?) and got put in stat. I don't mind stat at all, but getting it because of a guardwhack pissed me off. No reason why that should happen. I think the wandering Order/Chaos guards can do it too, but I haven't flagged on one in a while (plus that char is no longer Red, so I can't flag on them accidentally with an aoe spell)
13) Haven't seen this spell used very often, I can't comment on it.