U are the one curse bugging yourself in 1vs1 tournaments or duels. Don't embarass yourselfYou like to abuse the most overpowered things in game and defend them. You also came to stratics claiming 48 damage holy fist that is not interruptible and casts super fast was a fair spell (when you used it).
Listening to your opinion makes me cringe.
You lost a tourney to someone else. Move on. This is not about your pvp ability (or lack there of)- I can do make fun of you for that on the hot boards.U are the one curse bugging yourself in 1vs1 tournaments or duels. Don't embarass yourself
That's not the problem.Can we get a holy fist cap to 20 damage if your "wepskill" is Wrestling please? Queue the age of 5 man fister/wrestle/parry teams.
The issue with a parry mage is you simply cannot hit them. You continuously fail to acknowledge this. I generally miss 5-8 times before I land a hit. In that 6 seconds the 30sdi parry mage has plenty of time to land a combo that can kill. Go ahead and prove me wrong.I don't think parry mages will be overpowered either with 30 SDI with the rest of the changes. Every other class in the game will be getting a buff besides archery, so it should balance out. Mystic mages, necro mages, melee, deathstriker, all buffed. So the idea that parry mages need a nerf WITH other classes getting buffed is wrong.
and obviously remove the SSI thing.
It's progressively gotten worse over the years. They've added game breaking things like splintering, and items that can cap you in 2 pieces basically. The simple changes will just open the door for new templates to complain about next week. Rinse and repeat is a veryyyy bad gameplan. The game CAN be balanced in its current state. Coming up with a base cap number is the key.should it be 35 unmodified? Meaning a basic armor ignore caps at 35 and the other damage stacks? Ok then you leave the door open for omen concussion doing 80 in some instances. So do they nerf omen? No..It's a heavy conundrum that can't be fixed with a bandage..imoI don't know, I haven't thought about it. I just want them to get these simple changes right so I don't have to quit.
Go ahead and prove me wrong.
Sean the 90% of the players who post here never pvp or pvp once every month or more... Or have very bad set ups and suits, no stock etc... I loved the changes that were made but somehow things are going wrong again!!!
Perhaps im just smarter than the average Archer? No one here ever heard of Force Arrow?
I play 1 tile melee. They don't have a force anything for that.
Perhaps im just smarter than the average Archer? No one here ever heard of Force Arrow?
Fact or pure conjecture? Making facts up tends to cloud the issue and call into question any and all of your other statements.Sean the 90% of the players who post here never pvp or pvp once every month or more...
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100% disagree. Parry mages aren't great, there's just no other options.The issue with a parry mage is you simply cannot hit them. You continuously fail to acknowledge this. I generally miss 5-8 times before I land a hit. In that 6 seconds the 30sdi parry mage has plenty of time to land a combo that can kill. Go ahead and prove me wrong.
I'm against the SSI change but the fact will still remain that archers can still shoot 48 arrows per minute with almost unlimited mana at a comfortable 10 tile cushion. Example. With the auto attack on that program I've already been AI 2x before I can even reach an archer. That's 100 damage if both spells hit. That's just not acceptable to me.
So with everything you've mentioned parry mages will still be the go to template and archers will still be the main melee. Why even bother to change anything if you're not getting to the root of the problem?
So? All three of those are archers and you JUST tried to argue an archer has no problem with parry. I'm talking about 1 tile melee vs parry. Get with the program.I'll clip together some bits i have of Trevor, Diddles and Leet, taking down my Parry Mage in a group fight from 150hp to dead in the blink of an eye at some point, which required huge amounts of skill on each of their part "Attack Selected" -> "AI Macro" -> Stand still momentarily.
Wow those parry mages got it so ez.
Its called sarcasm?So? All three of those are archers and you JUST tried to argue an archer has no problem with parry. I'm talking about 1 tile melee vs parry. Get with the program.
I thought we want to balance 1 vs 1. So sure 3-4 archers should kill you instead the other way round. Every got ganked by 3-4 parry mages?Sean the 90% of the players who post here never pvp or pvp once every month or more... Or have very bad set ups and suits, no stock etc... I loved the changes that were made but somehow things are going wrong again!!!
No tactics was good at last so we can have more templates to choose!!
And the ssi nerf is not needed tbh. Also pvm wise it's very bad
It's funny to see people complaining about parry mages but they prolly never got ganked by 3/4 archers in a group fight.
At least you can run and avoid dumps from 3-4 parry mages. Mages have to stop to cast. Moving shot is the reason this is more of a problem with archers.I thought we want to balance 1 vs 1. So sure 3-4 archers should kill you instead the other way round. Every got ganked by 3-4 parry mages?
Mages can dismount? Are you talking about bolos? The mage would have to fit quite a bit of HCI for this to be viable. Archers have moving shot and dismounts as well. It's easy to avoid a gank from all mages, just keep running. Pre cast is not even comparable. All 3-4 mages would have to have precast, and as soon as the curse hits, you know it's coming. Then they can't precast the rest of the fight without having to stop, and by that time you are off screen.Mages can pre cast. But doesnt matter. Against 3-4 enemies you shouldnt survive that easy. And Mages can also dismount.
No stealth archers are not the problem. You can't avoid by running because of moving shot.So your problem are stealth/archers? Cause you also can avoid any archer gank by running too. But this is not about who can avoid fights/ganks easier, but balance 1 vs 1.
Exactly. The person you originally replied to comparing a gank from parry mages to a gank from archers said "It's funny to see people complaining about parry mages but they prolly never got ganked by 3/4 archers in a group fight.". I don't think you even know what you are arguing about anymore. That's the entire reason mages NEED to run parry. I'm simply stating that comparing a gank from 3-4 parry mages is not even close to the same as 3-4 archers.Its already not that hard to survive an archer gank on a parry mage
There are limitations. 60% Swing speed increase cap and as much stamina increase as you can fit, but it comes with sacrifices and requirements to suit and gear, especially for players who want to fit all the swing speed on the suit. With this change you would cap out on a composite at 45% ssi and 150 Stamina. Everything after that would be pointless. Doesn't leave much room for growth.Not saying I agree with the change. But why should every weapon be able to be maxed out?
It really wouldn't be useless to go above for Healing though. I understand the anger career archers are having with this. But I kind of like the ssi change for archeryThere are limitations. 60% Swing speed increase cap and as much stamina increase as you can fit, but it comes with sacrifices and requirements to suit and gear, especially for players who want to fit all the swing speed on the suit. With this change you would cap out on a composite at 45% ssi and 150 Stamina. Everything after that would be pointless. Doesn't leave much room for growth.
I mean, we as UO players will change and adapt. I Just wanted to make sure that they were sure.
If you are at 150 dex (150 Stam) then you can't get any better at healing. Which any end game healer in both pvm and pvp will be running 150 dex.It really wouldn't be useless to go above for Healing though. I understand the anger career archers are having with this. But I kind of like the ssi change for archery
Oh..I always went curse proof. Considering Curse is usually a guarantee.If you are at 150 dex (150 Stam) then you can't get any better at healing. Which any end game healer in both pvm and pvp will be running 150 dex.
That is always a good plan, but that's what +7 dex/-7 Intel with 120 resist. In the end you still wouldn't need any stamina increase on your suit to swing a composite at max and that's just kind of silly to think about.Oh..I always went curse proof. Considering Curse is usually a guarantee.
What?!?!?!?! do you know how hard these suits are to make?!?!?! I have a screen shot of killing Musara it's easy to kill these kind of chars. It's been this way since Aos why change it now? People need to learn pvp am i rite?!?!?!That's not the problem.
The problem is to have ninja with chivalry in my opinion and still cast at 4/6
Days one after this kind of change i play a mystic mage or a tank mageIf you give small buffs to mystic and necro and nerf running shot people will for sure start playing other things. No one actually likes playing a parry mage, its the most boring, horrible, and one dimensional template ever made. Once people start playing other things melee dexers will be relevant again.
The mistake was in ADDING it in the first place - it cut down on the # of templates that could be used in pvp. Mages? Example tank mage template you can make with the requirement removed: Mage/Eval/Resist/Weap Skill/Inscribe/Alchemy. Currently, the only way to fit enough Tactics on that template to use Specials would be with skill increase items. If Tactics isn't needed, you could use skill increase to fit something different, like Poisoning.why are they changing tactics requirements? why give mages a free skill? how many more will quit the game? same old mistakes