This is an exaggeration.If the alchy change goes through, pure mages won't be played.
almost none of my mages have alchemy
This is an exaggeration.If the alchy change goes through, pure mages won't be played.
It does work like that.I think you should be able to stack curse and corpse up to a cap of -15.
Right, at 120/120. I'd like to see it where at maybe 60/60 it lowers it 5, so if you curse and corpse on a necro mage with 60 necro, you could still achieve the -15 without throwing in 480 skill points..I am pretty sure necro alone will get you to -15........
That would not be "stacking"It does that. A 120/120 Necro/Mage (in all 4 skills) will have 70/55/60/55/60 resists. At GM Necro/SS you go down to 58 Fire/Poison.
Ahh I see what you mean...That would not be "stacking"
Meh, i think it would help with template diversity and not be overpowered. 120/120 necro/spirit speak is still a huge hit to skills to get that bonus. Really not worth it. I have played a lot of necro mages over the years and NEVER had 120 necro/spirit speak on any of them.Ahh I see what you mean...
since a 60/60 necro/SS is -5 it should "stack" so that Curse (-10) + the corpse (-5) should = -15 fire/poson.
I don't really see that as necessary tbh.
Yea, I never went 120/120 either.... I've gone 60-100/120 necro/SS... (I still do) but at the same time I don't use necro because of corpse skin... It's just useful without Magery>Curse as mandatory to lower resistances now.Meh, i think it would help with template diversity and not be overpowered. 120/120 necro/spirit speak is still a huge hit to skills to get that bonus. Really not worth it. I have played a lot of necro mages over the years and NEVER had 120 necro/spirit speak on any of them.
I seriously don't see how you could be happy about the tactics "changes" given how little it will do to free up the skill slot and open up more templates. Like Virem said, I cannot think of template that will utilize that 90-120 skill points in an effective way. No dexxer template (deathstrikers included) should be removing tactics from their template given this change, and I can't think of a viable mage template that really improves with it either. All they have to do is un-tie tactics from special cost reduction (which has never been linked until now) and then you would legitimately open up a lot of builds for all types of characters.Yea, I never went 120/120 either.... I've gone 60-100/120 necro/SS... (I still do) but at the same time I don't use necro because of corpse skin... It's just useful without Magery>Curse as mandatory to lower resistances now.
personally I'd rather see all non-focus specs get 20% SDI cap (up from 15%) for pvp, instead of corpse skin affecting cap resistances for non-focus specs, just to narrow the gap a little between focus/non-focus spec. even though you get more spells by having other casting schools, those spells take time to cast and are interruptible... some take certain situations to be used.
either way though, at least the few things that were OP enough to make a lot of templates obsolete are now toned down... some may be toned a little much (Moving shot)... everything else I'm very happy with. especially the Tactics & Alchemy changes.
I'm happy with it just because templates will be possible again without it... the LMC -combat nerf (IMO) is not necessary, but It's not going to be the end-all to stop me from dropping tactics on some templates I have.I seriously don't see how you could be happy about the tactics "changes" given how little it will do to free up the skill slot and open up more templates. Like Virem said, I cannot think of template that will utilize that 90-120 skill points in an effective way. No dexxer template (deathstrikers included) should be removing tactics from their template given this change, and I can't think of a viable mage template that really improves with it either. All they have to do is un-tie tactics from special cost reduction (which has never been linked until now) and then you would legitimately open up a lot of builds for all types of characters.
And think how many more options would be open across all templates if the special mana cost reduction wasn't shoehorned into this change.The tactics removal will open a lot more options for Hybrids.
I feel like thats a different beast all together. I haven't used corpse skin in many, many years. But, if they want to make it viable AND worthwhile- they should not have the 120/120 skill. It should stack but the cap should be 55, not 45.Yea, I never went 120/120 either.... I've gone 60-100/120 necro/SS... (I still do) but at the same time I don't use necro because of corpse skin... It's just useful without Magery>Curse as mandatory to lower resistances now.
personally I'd rather see all non-focus specs get 20% SDI cap (up from 15%) for pvp, instead of corpse skin affecting cap resistances for non-focus specs, just to narrow the gap a little between focus/non-focus spec. even though you get more spells by having other casting schools, those spells take time to cast and are interruptible... some take certain situations to be used.
either way though, at least the few things that were OP enough to make a lot of templates obsolete are now toned down... some may be toned a little much (Moving shot)... everything else I'm very happy with. especially the Tactics & Alchemy changes.
Looks like you didnt read the thread cause those changes were mentioned in that thread. People ask for getting those changes to TC for testing, devs do it and say they will be on TC for a while and first thing people do is complaining about nerfs that MIGHT be coming for their template. Give it some time to be tested and then lets do some constructive arguing.I love it, they throw out a question thread asking about pvp balance then they ignore everything that was said and do their own thing anyways
Honestly, I'd be ok with a fixed reduction of -15 w/out stacking. Real skill for both shouldn't factor in to it - are there any necro templates that would go with less than 120 Spirit speak? If it's just tied to SS (well, 60/120 since 100% chance to cast), and has a guaranteed effect on resists, I'm not seeing a problem.I feel like thats a different beast all together. I haven't used corpse skin in many, many years. But, if they want to make it viable AND worthwhile- they should not have the 120/120 skill. It should stack but the cap should be 55, not 45.
Can you explain to me how this would "Create more templates"? It would make it easier to use specials, not change anything other than someone would have to not time their toggle anymore. Just curious of your logic. Or do you just mean people would play them more because they don't like to have to hit an extra button after casting a spell and that somehow means it is "creating more templates"?Please add specials being toggled while casting. It will create more templates and make uo more diverse than the cookie cutter templates between a parry mage or archer.. Thank you.
I don't ever use 120 spirit speak on mine. Every skill point saved is valuable to me.Honestly, I'd be ok with a fixed reduction of -15 w/out stacking. Real skill for both shouldn't factor in to it - are there any necro templates that would go with less than 120 Spirit speak? If it's just tied to SS (well, 60/120 since 100% chance to cast), and has a guaranteed effect on resists, I'm not seeing a problem.
What is the best parry scribe template?Yes, Parry/scribe or Parry/Poisoning.
It wouldn't create more templates, just Makes it easier to get higher damage bursts.Can you explain to me how this would "Create more templates"? It would make it easier to use specials, not change anything other than someone would have to not time their toggle anymore. Just curious of your logic. Or do you just mean people would play them more because they don't like to have to hit an extra button after casting a spell and that somehow means it is "creating more templates"?
I have a parry Mage with alchemy, scribe and wrestling.What is the best parry scribe template?
I see your point but I think we would have a more variety of mages running out utilizing fencing, swords, and macing through out the game, and not the same limited templates. People would for the most part could choose to play a temp that was an advantage such as dp/mage or bone harvy scribe, or bushido mage. Those template advantages have kind of disappeared since the change many moons ago. However, I could be completely misguided and the change would add nothing to the game and 90% of mages would still use a parry template.Can you explain to me how this would "Create more templates"? It would make it easier to use specials, not change anything other than someone would have to not time their toggle anymore. Just curious of your logic. Or do you just mean people would play them more because they don't like to have to hit an extra button after casting a spell and that somehow means it is "creating more templates"?
That was more because of the "Tactics change"... spec-toggling/casting is more a quality of life change to those who utilize casting & weapon-based skills.I see your point but I think we would have a more variety of mages running out utilizing fencing, swords, and macing through out the game, and not the same limited templates. People would for the most part could choose to play a temp that was an advantage such as dp/mage or bone harvy scribe, or bushido mage. Those template advantages have kind of disappeared since the change many moons ago. However, I could be completely misguided and the change would add nothing to the game and 90% of mages would still use a parry template.
Discussing Balance@Kyronix
Honestly, what are you doing? We've actually had fairly civil discussions between the competent players and this is what you come up with? I would love an explanation on how you reached this conclusion.
Now.. you take out focus spec NO ONE would play a pure. See the issue heresounds like focus spec's are the issue.
Maybe they should just take out the concept of Focus Spec'd template. Makes the game harder to balance around.
not really.Now.. you take out focus spec NO ONE would play a pure. See the issue here
And why should wrestle be nerfed? So you can land your stealth dismounts more often?What you should nerf?
Wrestle, parry, chiv
actually, it's pretty dead NOW. Do you even know why the pvp in UO is dead, outside of a few guilds? Here's one hint: The complete lack of variety in templates and the brokenness of some skills. There are other reasons, but I'll leave it at one ****storm causing statement for now.Another suggestion: get rid of all the ilsh spawns. Fel fighting seems pretty confined just to yew for the most part. Most people aren't red anymore cause of town buffs and vvv. How dead are you devs trying to make pvp?
You don't, but you will if "focus spec" breaks with alchemy, because it's the only way to compensate the loss of 15% sdi =XWhere do you see these Necro Alchy mages running around? That template while sure they could deal a lot of damage they have zero survive ability in fights. I think concentrating on the issues of these changes is more important than thinking up scenarios for a character that would have zero affect in any fight.
Corpse Skin: affecting cap resistances regardless of "focus spec", Alchemy-Necro-Mage = one of the next big things.
But playing a character that has no survive ability isn't giving you the opportunity to take advantage of such damage.You don't, but you will if "focus spec" breaks with alchemy, because it's the only way to compensate the loss of 15% sdi =X
hence
Pure mages don't have superior defense in the least.not really.
I don't really see how it hurts the game if no one is playing a pure mage. I thought the entire concept of balance was to make more templates viable. Wouldn't your template still be superior defensively while sacrificing some damage output?
No survive-ability ? Oh, you mean because there's no room for Parry? lol if the moving shot changes stay as physical damage, you won't need parry anymore, you'd actually be better off running no parry and using a reflect physical suit... I said something to that effect when some of you guys were on TC with Bleak.But playing a character that has no survive ability isn't giving you the opportunity to take advantage of such damage.
You and your guildmate need to get on the same page. Literally the post above your's he disagrees.Pure mages don't have superior defense in the least.