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PVP Issues and Discussion Topic

JC the Builder

Crazed Zealot
Stratics Veteran
Stratics Legend
Campaign Benefactor
I wanted to start a topic where we can (try to) discuss various issues and bugs currently affecting PVP. I am just going to begin with a list of things I think should be fixed or changed. This discussion would probably be best if people posted specific issues and respond to people with quotes, rather than say "Dexers are overpowered" or "Tamers shouldn't be able to enter Felucca".

Exploits
  • Attacking Hidden Players - There is currently an exploit which allows one player to perform some type of action on a hidden player they have seen which will reveal them. I have not been able to nail down how it is being done. If anyone knows the specifics please send in a bug report to the development team.

Bugs
  • Health Bar Issues - There are currently two bugs with health bars which I think are releated. The first is when you cross a server boundry while poisoned or mortal struck, it does not update (for poison you cure before getting damaged). The only way to fix this is to either get poisoned/mortaled again or completely restart the client. Another issue is when a player is mortaled or poisoned off-screen and runs on to your screen. You don't see this reflected in their health bar and it makes assisting with cures extremely difficult. This bug was introduced with sticky health bars and is easily reproducible.
  • Despise East Bridge - When the west bridge line of sight issues were fixed there was much celebration. However that was short lived because a few weeks later someone created a second bridge on to the champion spawn island which suffers from the same line of sight issues of the old one. Some players may be unaware of this bridge because it only exists in Felucca. I can't remember if this bridge was created last year or the year before, but it has been at least one year we have been dealing with this. Players love to abuse it in many ways. Either this bridge should be burned down or fixed.

Issues
  • Necromancer Forms Using Jewlery - This has been a hot topic lately and it appears the developers are eventually going to do something about it. Vampiric Form has a high Necromancy requirement due to how powerful it is. However Wraith Form is also a bit of an issue and would not be fixed by what has been proposed because of its low casting requirement (20 skill). Humans with Jack of All Trades ability will be able to stay in Wraith Form. Unless you are a Necromancer these forums should be out of reach for you, so I think that Wraith Form should have the minimum casting requirement bumped to 40 or 50 skill.
  • Evil Omen - A lot of players are expressing that this spell is overpowered and should be resistible. I don't have much to say about it but someone did bring up something I didn't hear before in a chat today. He said why not make it so it works less or can be resisted by characters with high Karma. Which actually makes a lot of sense.
  • Wither - I have made several posts and even an entire topic about how this spell is unbalanced compared to all other area attacks in UO. It hits every valid target in a 4 tile radius (water and lava tiles in picture) for up to 25 damage against each player. It has basically become an "I Win" button for many PVP situations where you are fighting a large group of Necromancers.
  • Moving Shot - Being able to hit a target on the run for sometimes up to 50 damage is too powerful. I am unsure if their is a penalty for using Moving Shot (UOGuide says their is an accuracy penalty but I don't see this mentioned elsewhere), but there needs to be more. For one, there should be a delay between using it of 8 or 10 seconds. An archer should not be able to chain fire it over and over. There should also be a much more substantial accuracy or damage penalty for using it. As it stands right now, there is virtually no difference between Moving Shot and an archer just standing still.
  • Chance to Hit & Mage Disruption - The current system of HCI/DCI is completely outrageous. It gives players such a huge advantage over others who don't use it. For example at 120 attack skill and 120 defense skill there is a 50% chance to hit. With 45% Hit Chance Increase that chance to hit goes up to 72%. Guess what happened when Hit Lower Defense (-25% Defense Chance Increase) is added in? You would be unlucky to miss a single attack. Then on top of this you add the hit spell attacks which are going off all the time. So not only are you hitting all the time, but a mage has no opportunity to cast any spells. Unless the mage is in protection, there is no chance. You have to run. The bonuses from DCI/HCI/HLA/HLD all need to be reduced and hit spells should probably be changed to go off at the same time the weapon strikes. Also I know this is a PVP topic, but this also effects monsters greatly as well. Most monsters don't even have 100 Wrestling and of course they have no Defense Chance Increase. You have an 85% chance to hit anything with 100 skill and no DCI.
If someone brings up another exploit, bug or issue I will add into the original post.
 
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Masumatek

Guest
Necromancer Forms Using Jewlery - This has been a hot topic lately and it appears the developers are eventually going to do something about it. Vampiric Form has a high Necromancy requirement due to how powerful it is. However Wraith Form is also a bit of an issue and would not be fixed by what has been proposed because of its low casting requirement (20 skill). Humans with Jack of All Trades ability will be able to stay in Wraith Form. Unless you are a Necromancer these forums should be out of reach for you, so I think that Wraith Form should have the minimum casting requirement bumped to 40 or 50 skill.
I see nothing wrong with humans being able to use jack of all trades to use wraith form. The jack of all trades bonus is considered "real skill." However, with any form if you drop below the minimum required real skill points because you remove items, you should auto-cast out of it.


Evil Omen - A lot of players are expressing that this spell is overpowered and should be resistible. I don't have much to say about it but someone did bring up something I didn't hear before in a chat today. He said why not make it so it works less or can be resisted by characters with high Karma. Which actually makes a lot of sense.
Overall I think necromancy needs boostings. And I've said it before and I'll say it again...People are always concerned over nerfing necromancy if they see something too powerful in combination with it and never concerned with nerfing the skill in combination with it. I think paralyze is a ridiculous spell evil omen or no evil omen. I understand resists' role in things and I understand that a nerfing of paralyze would make there even less reason to have resist, but I think resist could be made more useful in other ways. I do not see any reason to allow a spell to make you incapable of moving for as long as paralyze does and for it to be capable of doing so again and again and again.

Trapped boxes should no longer break paralyze. Against high resist, paralyze shouldn't stun you at all. Against low resist, the stun should be brief and then you should be immune for a bit so it can't be spammed.

People need to think a little instead of automatically placing all blame on necros and calling for necro nerfs.


Wither - I have made several posts and even an entire topic about how this spell is unbalanced compared to all other area attacks in UO. It hits every valid target in a 4 tile radius (water and lava tiles in picture) for up to 25 damage against each player. It has basically become an "I Win" button for many PVP situations where you are fighting a large group of Necromancers.
There is absolutely nothing wrong with wither. I'd even put back its ability to damage and reveal hidden players. People fail to ask what is necessary and instead ask to nerf necro. Turn on friendly fire. Problem solved. Friendly fire should be turned on even if wither didn't exist.

Moving Shot - Being able to hit a target on the run for sometimes up to 50 damage is too powerful. I am unsure if their is a penalty for using Moving Shot (UOGuide says their is an accuracy penalty but I don't see this mentioned elsewhere), but there needs to be more. For one, there should be a delay between using it of 8 or 10 seconds. An archer should not be able to chain fire it over and over. There should also be a much more substantial accuracy or damage penalty for using it. As it stands right now, there is virtually no difference between Moving Shot and an archer just standing still.
I don't think there is anything wrong with moving shot. Some specials do need nerfing. But many specials people suggest need nerfing do not at all. The real problem is mana. Lower mana cost is a big problem. The special mana cost reduction bonus giving for having a certain quantity of certain skills is also a problem. Being a human granting a ten point reduction in mana cost doesn't help any. That's the problem...low mana cost allowing specials to be spammed. The specials themselves are not the problem. Low mana cost also allows spellcasters to spam and that's a problem too. Remove or severely cap LMC. Remove the special cost reduction bonus, either entirely or just from the human bonus.

Chance to Hit & Mage Disruption - The current system of HCI/DCI is completely outrageous. It gives players such a huge advantage over others who don't use it. For example at 120 attack skill and 120 defense skill there is a 50% chance to hit. With 45% Hit Chance Increase that chance to hit goes up to 72%. Guess what happened when Hit Lower Defense (-25% Defense Chance Increase) is added in? You would be unlucky to miss a single attack. Then on top of this you add the hit spell attacks which are going off all the time. So not only are you hitting all the time, but a mage has no opportunity to cast any spells. Unless the mage is in protection, there is no chance. You have to run. The bonuses from DCI/HCI/HLA/HLD all need to be reduced and hit spells should probably be changed to go off at the same time the weapon strikes. Also I know this is a PVP topic, but this also effects monsters greatly as well. Most monsters don't even have 100 Wrestling and of course they have no Defense Chance Increase. You have an 85% chance to hit anything with 100 skill and no DCI.
Remove or severely cap dci, hci, hla, hld. Remove parry. The samurai skill would also probably need to be changed.


These are just my thoughts on what you posted. There's so much wrong with PvP I could probably fill the first 10 pages of uhall with it. Two absolutely huge problems that you missed are taming and item-based combat. Taming is incredibly overpowered. And the game is incredibly item-based. I'd put those two on top actually.
 
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Sarphus

Guest
I agree that Necro forms should toggle off when necro skill drops below the minimum skill to enter a form.

I agree there are issues with wither. Some people think the fix is to re-add friendly fire. Another possible fix is to just not stack wither damage from multiple casters. Another is to nerf wither (imo a bad idea)

I also agree that necro's spell pool is a little light. It would be nice if they had more damage spells at their disposal. With as few as they have, it makes wither un-nerfable, because nerfing it takes too much of the punch out of the necromancy skill.

I don't have a problem with paralyze as a spell. It should serve a purpose as a crowd control spell. It should not be a chain "freeze in place" move and frankly, I think pop boxes are a pretty stupid game mechanic for a counter. I think perhaps a fix would be to allow remove curse to remove paralysis if it doesn't already (never tried). Then you can remove the effect in a group battle. Also there should be a delay before a player can be paralyzed again and that delay should scale based on the player's REAL resist spells skill level to prevent possible issues with EO. This is just brainstorming... I'd have to think about this a lot more to come up with a solid fix (this is certainly not a comprehensive solution)

I've said it before and will say it again. Tamers aren't broken. What is broken is the ability to control pets with minimal penalty for only a little over 200 skill pts. I think it would be a good idea to tie vet in with the overall tamer profile for both pvp and pvm settings. Some people have suggested that vet should go along with pet control. I think a better solution is to make it so if a pet dies when the owner doesn't have enough vet to res a pet, the pet loses 5 full skill points across the board. The focus in pvp vs tamers would quickly turn toward killing pets quickly (and there are lots of ways to do this). Once pets die once or twice, the gimplate tamer is toast.

I'm not against capping pet spike dmg in pvp, but with the recent nerfs to pet mobility a nerf to damage could really crew up the balance in the opposite direction. In short, pets move so slowly that they basically have to either kill you really fast or prevent you from running away to be effective right now. I think it's stupid for pets to insta-kill. I also think it's stupid for templates to be able to stack damage with pet control to nearly insta-kill. I'm just saying that nerfing the snot out of tamers is not the solution.

I think the issues of HLA, HLD, DCI, HCI are completely linked with issues with LMC, MR and possibly SDI. The balance of casters vs dexers in early UO was based on casters always hitting, but consuming a finite resource (mana) and dexers not always hitting. The reason there are issues with all these mods is that these mods act to change how to original design works, which breaks how it was always balanced. I think the reason you hear some people complaining about the HLA, HLD, DCI, HCI mods and others complaining about LMC, MR is that some people prefer dexers and others prefer casters. If you tend to play a caster, that dexer that never misses you is really annoying. If you play a dexer, that caster that never runs out of mana is annoying.
 

JC the Builder

Crazed Zealot
Stratics Veteran
Stratics Legend
Campaign Benefactor
I see nothing wrong with humans being able to use jack of all trades to use wraith form. The jack of all trades bonus is considered "real skill." However, with any form if you drop below the minimum required real skill points because you remove items, you should auto-cast out of it.
Wraith form is a very powerful ability. One benefit is you can walk through anything without spending stamina. This alone makes Wraith form worth it. But then on top of that you can leech mana. That was nerfed but in certain situations players can still take advantage of leeching without having the spirit speak to take full advantage. You should have to be a Necromancer to use this, not just toss on a few jewels and cast it.

There is absolutely nothing wrong with wither. I'd even put back its ability to damage and reveal hidden players. People fail to ask what is necessary and instead ask to nerf necro. Turn on friendly fire. Problem solved. Friendly fire should be turned on even if wither didn't exist.
All data points towards Wither being unbalanced. This isn't even a matter of opinion. Rank every area attack in UO and Wither comes out at the very top, way higher than other spells and abilities.

Friendly fire would certainly fix Wither. But I doubt that a lot of players will go along with that considering the following spells and abilites can no longer be used freely: Wither, Poison Strike, Any fields, Meteor Swarm, Chain Lightning, Earthquake, Energy Vortex, Blade Spirits, Nature's Fury, Essence of Wind, Thunderstorm, Holy Light, Explosion Potions, Conflagration Potions, Hit Area Attacks and probably a few other things I am forgetting.

Also, Wither has never hit hidden players. That would be a new addition to the spell.

I don't think there is anything wrong with moving shot. Some specials do need nerfing. But many specials people suggest need nerfing do not at all. The real problem is mana.
Moving Shot only takes 15 Mana (9 with 40% LMC). Raising the mana cost by 10 or 15 might help solve the issue.

Two absolutely huge problems that you missed are taming and item-based combat. Taming is incredibly overpowered. And the game is incredibly item-based. I'd put those two on top actually.
The very first thing you responded to said it was fine to cast Wraith form with jewelry. So I don't know why you are saying combat is too item based and then defend Wraith Form having such a low requirement that anyone can cast it with items. As for taming, Greater Dragons probably need their attack toned down but there is really nothing else to do. Short of just disallowing pets in combat, there is no way you are ever going to balance someone using pets to attack another player. The only thing a player can do is call in friends or use smart tactics to win.
 

Draxous

Grand Poobah
Stratics Veteran
Stratics Legend
Necromancer Forms Using Jewlery - This has been a hot topic lately and it appears the developers are eventually going to do something about it. Vampiric Form has a high Necromancy requirement due to how powerful it is. However Wraith Form is also a bit of an issue and would not be fixed by what has been proposed because of its low casting requirement (20 skill). Humans with Jack of All Trades ability will be able to stay in Wraith Form. Unless you are a Necromancer these forums should be out of reach for you, so I think that Wraith Form should have the minimum casting requirement bumped to 40 or 50 skill.
I see nothing wrong with humans being able to use jack of all trades to use wraith form. The jack of all trades bonus is considered "real skill." However, with any form if you drop below the minimum required real skill points because you remove items, you should auto-cast out of it.


Evil Omen - A lot of players are expressing that this spell is overpowered and should be resistible. I don't have much to say about it but someone did bring up something I didn't hear before in a chat today. He said why not make it so it works less or can be resisted by characters with high Karma. Which actually makes a lot of sense.
Overall I think necromancy needs boostings. And I've said it before and I'll say it again...People are always concerned over nerfing necromancy if they see something too powerful in combination with it and never concerned with nerfing the skill in combination with it. I think paralyze is a ridiculous spell evil omen or no evil omen. I understand resists' role in things and I understand that a nerfing of paralyze would make there even less reason to have resist, but I think resist could be made more useful in other ways. I do not see any reason to allow a spell to make you incapable of moving for as long as paralyze does and for it to be capable of doing so again and again and again.

Trapped boxes should no longer break paralyze. Against high resist, paralyze shouldn't stun you at all. Against low resist, the stun should be brief and then you should be immune for a bit so it can't be spammed.

People need to think a little instead of automatically placing all blame on necros and calling for necro nerfs.


Wither - I have made several posts and even an entire topic about how this spell is unbalanced compared to all other area attacks in UO. It hits every valid target in a 4 tile radius (water and lava tiles in picture) for up to 25 damage against each player. It has basically become an "I Win" button for many PVP situations where you are fighting a large group of Necromancers.
There is absolutely nothing wrong with wither. I'd even put back its ability to damage and reveal hidden players. People fail to ask what is necessary and instead ask to nerf necro. Turn on friendly fire. Problem solved. Friendly fire should be turned on even if wither didn't exist.

Moving Shot - Being able to hit a target on the run for sometimes up to 50 damage is too powerful. I am unsure if their is a penalty for using Moving Shot (UOGuide says their is an accuracy penalty but I don't see this mentioned elsewhere), but there needs to be more. For one, there should be a delay between using it of 8 or 10 seconds. An archer should not be able to chain fire it over and over. There should also be a much more substantial accuracy or damage penalty for using it. As it stands right now, there is virtually no difference between Moving Shot and an archer just standing still.
I don't think there is anything wrong with moving shot. Some specials do need nerfing. But many specials people suggest need nerfing do not at all. The real problem is mana. Lower mana cost is a big problem. The special mana cost reduction bonus giving for having a certain quantity of certain skills is also a problem. Being a human granting a ten point reduction in mana cost doesn't help any. That's the problem...low mana cost allowing specials to be spammed. The specials themselves are not the problem. Low mana cost also allows spellcasters to spam and that's a problem too. Remove or severely cap LMC. Remove the special cost reduction bonus, either entirely or just from the human bonus.

Chance to Hit & Mage Disruption - The current system of HCI/DCI is completely outrageous. It gives players such a huge advantage over others who don't use it. For example at 120 attack skill and 120 defense skill there is a 50% chance to hit. With 45% Hit Chance Increase that chance to hit goes up to 72%. Guess what happened when Hit Lower Defense (-25% Defense Chance Increase) is added in? You would be unlucky to miss a single attack. Then on top of this you add the hit spell attacks which are going off all the time. So not only are you hitting all the time, but a mage has no opportunity to cast any spells. Unless the mage is in protection, there is no chance. You have to run. The bonuses from DCI/HCI/HLA/HLD all need to be reduced and hit spells should probably be changed to go off at the same time the weapon strikes. Also I know this is a PVP topic, but this also effects monsters greatly as well. Most monsters don't even have 100 Wrestling and of course they have no Defense Chance Increase. You have an 85% chance to hit anything with 100 skill and no DCI.
Remove or severely cap dci, hci, hla, hld. Remove parry. The samurai skill would also probably need to be changed.


These are just my thoughts on what you posted. There's so much wrong with PvP I could probably fill the first 10 pages of uhall with it. Two absolutely huge problems that you missed are taming and item-based combat. Taming is incredibly overpowered. And the game is incredibly item-based. I'd put those two on top actually.
Leave the PvP discussions to people who are knowledgeable about the topic. You pvp on siege exclusively and your position is tainted by it. Not only that... you're not even a factor on Siege (you don't group pvp, period) so I don't even fathom how you can talk like your an expert.

Considering JC is talking about every other shard, but... siege, JC is pretty accurate even though I disagree with a few of his assertations.
 
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Sarphus

Guest
Leave the PvP discussions to people who are knowledgeable about the topic. You pvp on siege exclusively and your position is tainted by it. Not only that... you're not even a factor on Siege (you don't group pvp, period) so I don't even fathom how you can talk like your an expert.

Considering JC is talking about every other shard, but... siege, JC is pretty accurate even though I disagree with a few of his assertations.
I agree... comparing how things work on a standard shard with how things work on siege is an apples to oranges comparison.

I think there should be a thread where we talk about balance on normal shards and another thread for siege discussion. I didn't realize that was a "siege viewpoint", but it makes sense based on what he said about tamers lol
 
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Masumatek

Guest
Most of the "issues" he listed have nothing to do with what shard you play on, Siege or not. Nor do I feel most PvP issues do. You might have an argument when we're talking about items, though Siege too is becoming increasingly item-based.

On taming, I suggested it was overpowered and that apparently does not differ from normal shards if I were to judge by the posts here about taming.

On wither, it doesn't matter if I normally participate in group PvP or not. That does not mean I'm incapable of understanding it. I know about the so called "problems with wither" and how necros can spam it together to be a very powerful force. My opinion would remain the same whether I group PvPed or not...the solution is friendly fire.

My thoughts on evil omen too have nothing to do with what shard I play on. The paralyze and evil omen spell are no different on trammy shards than they are on Siege.

People use items to go into vamp form on Siege just as they do on normal shards. My guildmate and I were two such people until not long ago.

Hci/dci/hld/etc exists on Siege just as they do on trammy shards. Again, we're becoming increasingly like trammy shards with our throwaway uber gear. I don't see how my opinion would differ any were I a trammy shard player.

The bonus granted to moving shot for having additional skills or being a human is the same on trammy shards as it is on Siege. And plenty of people use high LMC on Siege as they do on trammel shards.


Really BR...it is you who have no clue what you're talking about.
 
L

Lord GOD(GOD)

Guest
I agree that the Health bars not updating should be fixed asap, it makes cross healing very difficult.

I think the bridges in Despise should stay as they are.

I think the Necro forms should be left alone, changes to it just make that template unnecessarily harder to build and pretty much nerfs all necro items. Your not going to have someone playing in vamp form holding the book/mark of trav etc etc because the items and form do not combine well. All it would achieve is nerfing either the spell or the items.

I think Evil Omen should be left alone but that Resisting Spells should be doing a LOT more to reduce the effects of it. Resisting Spells should be doing more against all spells.

I think Wither should be left alone, theres no real reason why it should be changed. Necromancy has few abilities that actually cause damage most of them are curses and forms, people come out with things like "10 people casting wither is deadly" - yeah, it is, but then so is 10 people doing pretty much any attack.

I don't think Archer issues are specific to just Moving Shot but more that specials can be chained, the double mana cost thing solved nothing. I think there should also be a limit on how many times you can perform a heal blocking special such as mortal or infecting thats relative to the various timers on removal methods. There seems to be no balance a dp fencer vs a mage with pots, the dp is useless. A dp fencer vs a mage without pots the mage is dead. Moving shots hit penalty doesn't seem to work.

I agree with Chance To Hit & Mage Dissruption, it pretty much goes hand in hand with the above about moving shot/mortal/dp. Just about everything out there is anti caster. If a Wrestle Mage is against any dexxer they will always be at a disadvantage property wise as there is no way for a Wrestler to use HLA. Maybe they could bring out some glasses with it on but I'd rather see those propertys reduced.
 
C

Connor_Graham

Guest
Necromancer Forms Using Jewlery - This has been a hot topic lately and it appears the developers are eventually going to do something about it.
According to Jeremy, NO, they're not. Vamp form is being left alone. It's also not that much of an issue in PvP (coming straight from PvP'rs mouths so to speak) so I don't understand why it's even on your list unless you just feel you want to jump on the bandwagon. Leave it the hell alone unless you've got a reasonable solution to replace the need for it.
 

Draxous

Grand Poobah
Stratics Veteran
Stratics Legend
Necromancer Forms Using Jewlery - This has been a hot topic lately and it appears the developers are eventually going to do something about it.
Leave it the hell alone unless you've got a reasonable solution to replace the need for it.
You mean, a reasonable solution to people being able to solo the top bosses in this game isn't... to make them acquire friends?

Tell me... what need does this fulfill? You really sound like you should be playing a PS3 or something... MMOs just don't seem for you.
 
C

Connor_Graham

Guest
You mean, a reasonable solution to people being able to solo the top bosses in this game isn't... to make them acquire friends?
No, I mean for meleers to actually BE the tanks they should be and not castoffs from a jousting tournament that would be relegated back to mediocre PvM. You and everyone else seems to think that Vamp form automatically means you're soloing everything in the game, and that couldn't be farther from the truth. Only a select few are actually able to solo the bosses, and that comes with lots of practice and lots of real player skill on playing the character.

Not to mention that once again, the fact is that other classes are doing exactly the same thing, but even moreso, yet no one is calling for nerfs to them.
 

Violence

Lore Keeper
Stratics Veteran
Stratics Legend
Wither has yet to annoy me as much as Omen so I cannot really comment. For instance I've yet to die 1 on 1 from a Wither spam. Anyway you seem to have extensive experience in fighting Wither spammers, wherever it is they dwell, so I rest my case until I have enough personal experience.

Necromancer Forms through Jewels = Honestly lame, usefulness is not the issue under discussion and neither is fairness of Dexxers Vs Other Templates in PvM.
What is unbalanced here and needs removing is the fact you can use Necro's best asset for PvM through items, and that alone is what I find lame. I don't care if it's fair or not "..because other classes do better in PvM..".

Omen has been thoroughly discussed to a point where it's getting boring and the only sane thing left to do is keep repeating and bumping threads about it until the Devs realize this is what really need a kick in the nuts, along with the following subject which is;

Archery, its over-cap damage bugs and its Moving Shot over-cap damage. In general Moving Shot is seriously lame. A lot of threads about this too, especially one I started is quite thorough and comprehensive. Bump them. Nothing else to be said. Devs do not comment on it even on Meetings so I really don't know what to do with this.

So far we agree. Then I saw your protest against HCI.
"It gives players such a huge advantage over others who don't use it."

That's the way of Items. Join the Dark Side. Re-arrange your suit. Not anyone's fault you cannot have it all, sacrifice some other property to get either DCI or HCI.

"For example at 120 attack skill and 120 defense skill there is a 50% chance to hit. With 45% Hit Chance Increase that chance to hit goes up to 72%."

You fail to say that there's also 45% DCI to be calculated and it's not anyone's fault you cannot modify your suit to include this.

"Guess what happened when Hit Lower Defense (-25% Defense Chance Increase) is added in?"

Get a Mage Weapon with HIT LOWER *ATTACK* and counter it. HLD is over-valued. You can't find the weapon or the template space for it? That's -once more- nobody else's problem but yours as a Mage whining over Warriors.

"You would be unlucky to miss a single attack. Then on top of this you add the hit spell attacks which are going off all the time. So not only are you hitting all the time, but a mage has no opportunity to cast any spells."


Very untrue. Let me tear it apart. With the Mace And Shield Glasses and HLD on my weapon and 48% Lightning and 120 skill and 45% HCI I still miss so much so against a Mage with 120 Wrestling or Eval/Anat and 45% (Yes, only 45% despite I HLD them often) that I in fact find it unbalanced on the MAGE'S PART sometimes. Then add PARRY to the equation and you have a VERY, VERY HARD TO HIT opponent. Now add that top-of-the-line suits incorporate over-cap DCI to help with HLD.

"Unless the mage is in Protection, there is no chance. You have to run."

No. Mage under Protection spell in PvP = A Very Dead Mage. People who have been PvPing for years on a mage have no trouble fighting Dexxers, healing through damage and dishing out more than enough to kill. You are doing something wrong and I cannot bother to give you advice here or now, I have limited net time where I currently am.

"The bonuses from DCI/HCI/HLA/HLD all need to be reduced and hit spells should probably be changed to go off at the same time the weapon strikes."

Let me say I find Lightning more disturbing than Fireball against a mage. Because of the pure, instant damage output along with 35 Dmg AI coupled with Mana Leech and SSI. You fail to realise that a mage can have you near-death with a single combo even with 130+ HP. PvP Melee Vs. Mage is a very dangerous game of RNG favouring, quick reflexes and potions. Oh and cheating, but that's another subject and affects all PvP situations so I'll leave that out.

"Also I know this is a PVP topic, but this also effects monsters greatly as well. Most monsters don't even have 100 Wrestling and of course they have no Defense Chance Increase. You have an 85% chance to hit anything with 100 skill and no DCI."

Yes, the poor monsters.. :coco: They only have like x100000 our HP and spell casting times and damage and.. You get the point. :next:

All in all your "problems" Vs. warriors on your mage are your own personal problems. Train. Get items. Don't duel, duels are deceptive. And stop theorizing but rather start getting personal experience in field PvP.
 

Erekose

Seasoned Veteran
Stratics Veteran
Stratics Legend
I'd have no problem giving up my sampire as long as tamers then lose their pets when they take off their jewels and their skill drops below the level needed to bond them. That would be equitable, but that being said I see no need to do either.
 

drinkbeerallday

Visitor
Stratics Veteran
Stratics Legend
EquipLastWeapon should work with Spellbooks.

Please go test EquipLastWeapon and learn how it works before replying.

Also if it is possible to circumvent the Peacemaking timer that needs to be fixed.
 
S

Sarphus

Guest
On taming, I suggested it was overpowered and that apparently does not differ from normal shards if I were to judge by the posts here about taming.
It would appear that way by looking at what's said on stratics until you consider that about half the people who post on stratics are siege players. In an environment like this, anti-tamer rhetoric will resonate because there is a balance issue on siege and pvpers on other shards generally want to only pvp vs dexers and casters (not true balance).
 
S

Sarphus

Guest
I would like to see a revamp of the magic system to where magic resistance can "parry" spells like it used to in old UO. Naturally, the AoS resistance system makes this difficult, but I would like to see it happen at some point.
 
K

Kith Kanan

Guest
i would like to request alot less whining and fixing of bugs/hacks and cheats instead , but hey thats just me....

and hands of the necro forms allready or remove ALL SKILL BONUS ON ITEMS for every freaking skill.......
 
M

Masumatek

Guest
You know...it would be nice if people would even briefly consider all possibilities instead of always brushing everything off on necromancy and demanding necro nerfs. People don't even take even 10 seconds to ask themselves if maybe paralyze itself is too powerful and needs a nerf or if maybe not having friendly fire on is bad for PvP and it needs to be turned on. No, the only thing out of anyone's mouth is "nerf necromancy."
 
M

Masumatek

Guest
Or here's another idea. Most complaints about necro are directed at necro with magery. Most necro-mages use a -mage weapon. -Mage weapon is a ridiculous weapon mod that shouldn't be in the game whether necro-mages existed or not. Removing this weapon mod from the game would drastically reduce the number of necro-mages, which is what you want, and provide balance elsewhere. Yet practically no one suggests removing this item mod from the game.

Think a little instead asking for nothing but necro nerfs. I doubt most of you are truly interested in balance at all.
 
M

Mechanic

Guest
EquipLastWeapon should work with Spellbooks.

Please go test EquipLastWeapon and learn how it works before replying.

Also if it is possible to circumvent the Peacemaking timer that needs to be fixed.
equip last weapon should be re-equip left hand/re-equip right hand, this way you can equip weapon/book/shield/lantern/whatever
 

JC the Builder

Crazed Zealot
Stratics Veteran
Stratics Legend
Campaign Benefactor
I think the Necro forms should be left alone, changes to it just make that template unnecessarily harder to build and pretty much nerfs all necro items. Your not going to have someone playing in vamp form holding the book/mark of trav etc etc because the items and form do not combine well. All it would achieve is nerfing either the spell or the items
If you are a true Necromancer then you have at least 100 Necromancy skill. So how are you going to be affected by a change where having less skill than the required casting will drop you out of a form? It won't.
Connor_Graham said:
According to Jeremy, NO, they're not. Vamp form is being left alone.
No, according to Jeremy there were no concrete plans to do something about it. But it only takes a second for a developer to decide "I think I want to fix this" and suddenly it is in the schedule. The Town Hall meeting might have done this already. Maybe it will take until the next PVP balancing. But eventually something is going to be done about this because it is clearly not intended and the ability is too powerful for someone to get with just items.
S!ckLoveR said:
Wither has yet to annoy me as much as Omen so I cannot really comment. For instance I've yet to die 1 on 1 from a Wither spam.
Wither is not a spell you use often in a 1 on 1 situation. But when you have 3-4 Necromancers taking out 15 people by just spamming Wither it is a huge issue.
S!ckLoveR said:
So far we agree. Then I saw your protest against HCI.
"It gives players such a huge advantage over others who don't use it."

That's the way of Items. Join the Dark Side. Re-arrange your suit. Not anyone's fault you cannot have it all, sacrifice some other property to get either DCI or HCI.
Players keep expressing that items should not play such a large role in PVP. Well hit chance is where items play the biggest role. If you don't want item based PVP then the bonuses these properties need to be greatly reduced. Getting a 70% bonus to hit chance from item properties is clearly outrageous and unbalancing.
NB-Cats said:
Not a single mention for Greater Dragons, JC?

Biased much?
So instead of bringing up how Greater Dragons should be fixed or how they hurt you in PVP, you decide to call me bias. I think it is clear that you have absolutely nothing to contribute on the topic of PVP discussion.

PS - NB-Cats loves to play with his Archer Dismount Tamer with Greater Dragon in tow all the time. That's what I see him using half the time.
PPS - I posted in another topic just a few days ago that Greater Dragons should probably have their damage reduced.
 

NB-Cats

Lore Master
Stratics Veteran
Stratics Legend
That's pretty impressive considering I don't have a tamer or an archer...
 

Llewen

Grand Inquisitor
Stratics Veteran
Stratics Legend
Campaign Supporter
Mage weapon is a ridiculous weapon mod that shouldn't be in the game whether necro-mages existed or not. Removing this weapon mod from the game would drastically reduce the number of necro-mages, which is what you want, and provide balance elsewhere. Yet practically no one suggests removing this item mod from the game.
While I don't necessarily disagree with this, my first reaction is that this would make an already very powerful pvp template, the dexxer, even more powerful. The problem with any nerf is that everything that isn't nerfed becomes more powerful by comparison, and I'm not sure that dexxers need a buff in pvp. Mage weapons are already very susceptible to the disarm special.

The templates that I've noticed are exceptionally powerfully in pvp, the ones that seem unbalanced to me, aren't archers, or necros, or dexxers, or tamers with dragons. The ones I've noticed that seem to be overpowered are the warrior/tamer hybrids riding hiryus (not lessers). I've seen those templates dominate more than just about any other template.

I tend to agree with Sarphus on this one. I think pets should lose a full 5.0 points on every skill, or some number close to that, if they are not rezzed by their owner. This would certainly help tone down those warrior/tamers and make them much more difficult to put together.

For greater dragons it might be reasonable to halve the damage their firebreath does in pvp (as long as this doesn't apply to other fire breathing pets).
 

Erekose

Seasoned Veteran
Stratics Veteran
Stratics Legend
While I don't necessarily disagree with this, my first reaction is that this would make an already very powerful pvp template, the dexxer, even more powerful.
That has to be the craziest statement I've seen here in many ages. Mages beat dexxers almost every time in PvP unless the mage isn't very good at all.
 

Llewen

Grand Inquisitor
Stratics Veteran
Stratics Legend
Campaign Supporter
That has to be the craziest statement I've seen here in many ages. Mages beat dexxers almost every time in PvP unless the mage isn't very good at all.
That's odd. I play a dexxer, I've only been playing him regularly for the past few weeks, I know of one mage that can beat me regularly. My weapons aren't great, so I find it fairly hard to make kills, and I am playing a "pure", old school parry dexxer, without bushido or chiv, but just about the only times this character dies are in ganks. I also avoid warrior/tamers with hiryus.

I also have a lot of experience playing a pvp mage/tamer, and generally I am much more likely to lose to a dexxer than I am to a mage, and yes I do have a mage weapon, 120 mage skill, and around 35 dci. I generally don't have as much of a problem with any other template. If I am going to be two hit killed, it will be by a dexxer with a mace, and I know that those mace dexxers are one of the most common pvp templates on my shard, which is generally a sure sign that something is out of whack.
 
S

Sarphus

Guest
While I don't necessarily disagree with this, my first reaction is that this would make an already very powerful pvp template, the dexxer, even more powerful. The problem with any nerf is that everything that isn't nerfed becomes more powerful by comparison, and I'm not sure that dexxers need a buff in pvp. Mage weapons are already very susceptible to the disarm special.

The templates that I've noticed are exceptionally powerfully in pvp, the ones that seem unbalanced to me, aren't archers, or necros, or dexxers, or tamers with dragons. The ones I've noticed that seem to be overpowered are the warrior/tamer hybrids riding hiryus (not lessers). I've seen those templates dominate more than just about any other template.

I tend to agree with Sarphus on this one. I think pets should lose a full 5.0 points on every skill, or some number close to that, if they are not rezzed by their owner. This would certainly help tone down those warrior/tamers and make them much more difficult to put together.

For greater dragons it might be reasonable to halve the damage their firebreath does in pvp (as long as this doesn't apply to other fire breathing pets).
Point of clarity. I think the pet should lose 5 full skill points if the pet dies at a time when the owner doesn't have enough skill to res it. This forces the owner to have vet while using the pet for combat. If you just remove the skill points when the pet is res'd, you allow the tamer to exploit soulstones.
 

dukarlo

Seasoned Veteran
Stratics Veteran
Stratics Legend
In my opinion any balances made to pvp right now are irrelevant. What is the point when the rampant speedhacking negates many of the positive changes that have been made to pvp. For example, moving shot(no my main is not an archer) is much worse when a speedhacker is using it because on top of them hitting you on the run, they are gaining ground on you making it pretty difficult to beat. Thats not the only example I could use but pvp in general is pretty balanced(yes super dragons are lame but they are not everywhere like speedhackers) and the biggest and best thing they could do to improve pvp is to start banning speedhackers.
 

Ender

Crazed Zealot
Stratics Veteran
Stratics Legend
UNLEASHED
In my opinion any balances made to pvp right now are irrelevant. What is the point when the rampant speedhacking negates many of the positive changes that have been made to pvp. For example, moving shot(no my main is not an archer) is much worse when a speedhacker is using it because on top of them hitting you on the run, they are gaining ground on you making it pretty difficult to beat. Thats not the only example I could use but pvp in general is pretty balanced(yes super dragons are lame but they are not everywhere like speedhackers) and the biggest and best thing they could do to improve pvp is to start banning speedhackers.
QFT, but will never happen.
 

Omnius

Crazed Zealot
Stratics Veteran
Stratics Legend
I want to say something, the largest issue with weapon powers right now are mage(hybrids) with virtually no skills taking full advantage of them and archers able to use these powers with no penalty from across the screen.
 

Draxous

Grand Poobah
Stratics Veteran
Stratics Legend
I honestly can't stand how archery has all of the benefits of the other 3 melee classes, but none of the draw-backs (such as standing right next to your opponent in order to do dmg) Hell, they can even damage on the run now... something that was a plus for the other skills in the past.

Dismount from a range is the lamest thing ever. It takes skill to be right next to someone and dismount them... it doesn't take skill double clicking someone.

The outrageously over-powered greater dragons.

Being able to stealth instantly after hiding.

4/6 casting cap to chivalry... too fast, period.

200 second timer on enchanted apples... now, honestly 10-30 seconds would have been more then enough and you get full!

1 handed mage weapons that with the right item setup, have no penalties to the template. While cool, I think necro mages are great... there should be trade-offs for EVERYTHING. So you run a necro-mage... you either take a hit to magery (reducing your melee defense) or you run a 2 hander... chugging pots becomes a bit more tricky.

There's balance in this game, but not a whole lot of balance. People need wonder why the majority of dexers are archers? Or why most mages are necro-mages if they can put it together.

The problem is that there is little balance. Tooooo many item properties that make or break what we consider todays top-knotch templates.


I'm more for the freedom of choice and they all being effective in one manner or another, but not dominating.

*shrugs*

w/e
 

JC the Builder

Crazed Zealot
Stratics Veteran
Stratics Legend
Campaign Benefactor
In my opinion any balances made to pvp right now are irrelevant. What is the point when the rampant speedhacking negates many of the positive changes that have been made to pvp. For example, moving shot(no my main is not an archer) is much worse when a speedhacker is using it because on top of them hitting you on the run, they are gaining ground on you making it pretty difficult to beat. Thats not the only example I could use but pvp in general is pretty balanced(yes super dragons are lame but they are not everywhere like speedhackers) and the biggest and best thing they could do to improve pvp is to start banning speedhackers.
What a lot of people are calling speedhacking isn't. I am going to be posting another topic about this soon, but the short answer is when players are moving around you don't see anywhere close to their real positions anymore. The client syncing is so bad that someone could be right next to you but they don't appear on your screen.
 
K

Kano

Guest
I'll agree on all points Link, even though I'm sure you won't agree with what I'm about to propose.

a) To add a twist on things, how about unnerfing lances and dismount weps in general. You know, I could swear that large blunt (or sharp) objects lunged at you would probably knock you off a horse. But no, the devs got it right, my buttocks are glued to whatever mount I choose to use, except when someone who's on foot comes at me with a dismount wep, or a little tiny looking bola. In reality, unless someone had something with some serious reach, like a bladed staff or a lance, you'd probably gallop up to them and kick them in the face before they could knock you off a horse. My two cents.
b) This is Ultima Online, not virtual cross country. Who else is tired of chasing for minutes? I'm tired of this bullcrap where people with no stam regen whatsoever can run screens and screens while at 30 health. It's only when hit points get down to like 5 where your stam regen goes negative. Bullcrap translation: People in the old days were all on steroids and HGH and could run for miles even after being beaten within an inch of their lives. Bullcrap.
c) Lose all guard zones in felucca.
d) Remove all character restrictions on houses, maybe have some actual keys. As I understand it, that's how it used to be. I can kill you and steal from you, but can't even walk onto the steps of your house.
e) Lose item insurance and any form of blessed, except on underwear. You can keep those (unless ur a h0t chck lol rofls!1one).
f) Someone find me a good freeshard to place, like pre-UOR or something.
 
C

Crystilastamous

Guest
Bugs

* Health Bar Issues - There are currently two bugs with health bars which I think are releated. The first is when you cross a server boundry while poisoned or mortal struck, it does not update (for poison you cure before getting damaged). The only way to fix this is to either get poisoned/mortaled again or completely restart the client. Another issue is when a player is mortaled or poisoned off-screen and runs on to your screen. You don't see this reflected in their health bar and it makes assisting with cures extremely difficult. This bug was introduced with sticky health bars and is easily reproducible.



Completely client side, could be changed with different coding, but that could also break something.



Necromancer Forms Using Jewlery - This has been a hot topic lately and it appears the developers are eventually going to do something about it. Vampiric Form has a high Necromancy requirement due to how powerful it is. However Wraith Form is also a bit of an issue and would not be fixed by what has been proposed because of its low casting requirement (20 skill). Humans with Jack of All Trades ability will be able to stay in Wraith Form. Unless you are a Necromancer these forums should be out of reach for you, so I think that Wraith Form should have the minimum casting requirement bumped to 40 or 50 skill.



Vampiric embrace requires some real skill + items, it was the introduction of many items with the ability to get +necromancy that caused this. The form has already been nerfed once and doesn't need another nerfing, considering it's inherent drawbacks which are -25 fire resist, and no use of garlic (mages can't use, and dexxers can't chug cure pots). Another nerf to the a necromancer would be a bad thing, considering apples have already killed that template. Nerf the items that allow you to reach this amount of skill, with low skill, not the necromancer themself.



Wither - I have made several posts and even an entire topic about how this spell is unbalanced compared to all other area attacks in UO. It hits every valid target in a 4 tile radius (water and lava tiles in picture) for up to 25 damage against each player. It has basically become an "I Win" button for many PVP situations where you are fighting a large group of Necromancers.


UP TO 25 damage. Adevertisers use this type of phrasing when they want to look at a deal that isn't really that great, "This week we have a sale across the entire store, SAVE UP TO 75%" when you get into the store there is only one item marked down 75% and the rest are 25%. I can flamestrike someone for 100 damage if they aren't wearing armor.

Build 70 cold into a suit, (which is easy) and you'll have nps. You can avoid wither by being hidden, or stepping back and attacking with a ranged attack, again nerf isn't an answer here, considering there are many other area spells and effects that you AREN"T crying about. Which, if used would be just as effective.

Chance to Hit & Mage Disruption - The current system of HCI/DCI is completely outrageous. It gives players such a huge advantage over others who don't use it. For example at 120 attack skill and 120 defense skill there is a 50% chance to hit. With 45% Hit Chance Increase that chance to hit goes up to 72%. Guess what happened when Hit Lower Defense (-25% Defense Chance Increase) is added in? You would be unlucky to miss a single attack. Then on top of this you add the hit spell attacks which are going off all the time. So not only are you hitting all the time, but a mage has no opportunity to cast any spells. Unless the mage is in protection, there is no chance. You have to run. The bonuses from DCI/HCI/HLA/HLD all need to be reduced and hit spells should probably be changed to go off at the same time the weapon strikes. Also I know this is a PVP topic, but this also effects monsters greatly as well. Most monsters don't even have 100 Wrestling and of course they have no Defense Chance Increase. You have an 85% chance to hit anything with 100 skill and no DCI.


Get parrying, and why don't you go ahead and write out this formula for us Mr. Math Guru, because your information is incorrect. 72% chance to hit someone with 0 dci perhaps, but 45vs45 cancel each other out. Don't want to be affected by lower defense? Get lower attack, or stack 65 dci.

But mostly, get parrying. You know? The whole, if you don't like someone's template build your template to counter theirs? It works pretty well. Go ahead and try to kill someone with 120 parrying, 65 dci, and 120 wrestling, with a dexxer... TRY.



Honestly JC, if people actually listen to some of these absurd suggestions the game will be left in even greater disarray than it already is.
 
R

Revenant2

Guest
I wanted to start a topic where we can (try to) discuss various issues and bugs currently affecting PVP. I am just going to begin with a list of things I think should be fixed or changed. This discussion would probably be best if people posted specific issues and respond to people with quotes, rather than say "Dexers are overpowered" or "Tamers shouldn't be able to enter Felucca".

Exploits
  • Attacking Hidden Players - There is currently an exploit which allows one player to perform some type of action on a hidden player they have seen which will reveal them. I have not been able to nail down how it is being done. If anyone knows the specifics please send in a bug report to the development team.

Bugs
  • Health Bar Issues - There are currently two bugs with health bars which I think are releated. The first is when you cross a server boundry while poisoned or mortal struck, it does not update (for poison you cure before getting damaged). The only way to fix this is to either get poisoned/mortaled again or completely restart the client. Another issue is when a player is mortaled or poisoned off-screen and runs on to your screen. You don't see this reflected in their health bar and it makes assisting with cures extremely difficult. This bug was introduced with sticky health bars and is easily reproducible.
  • Despise East Bridge - When the west bridge line of sight issues were fixed there was much celebration. However that was short lived because a few weeks later someone created a second bridge on to the champion spawn island which suffers from the same line of sight issues of the old one. Some players may be unaware of this bridge because it only exists in Felucca. I can't remember if this bridge was created last year or the year before, but it has been at least one year we have been dealing with this. Players love to abuse it in many ways. Either this bridge should be burned down or fixed.

Issues
  • Necromancer Forms Using Jewlery - This has been a hot topic lately and it appears the developers are eventually going to do something about it. Vampiric Form has a high Necromancy requirement due to how powerful it is. However Wraith Form is also a bit of an issue and would not be fixed by what has been proposed because of its low casting requirement (20 skill). Humans with Jack of All Trades ability will be able to stay in Wraith Form. Unless you are a Necromancer these forums should be out of reach for you, so I think that Wraith Form should have the minimum casting requirement bumped to 40 or 50 skill.
  • Evil Omen - A lot of players are expressing that this spell is overpowered and should be resistible. I don't have much to say about it but someone did bring up something I didn't hear before in a chat today. He said why not make it so it works less or can be resisted by characters with high Karma. Which actually makes a lot of sense.
  • Wither - I have made several posts and even an entire topic about how this spell is unbalanced compared to all other area attacks in UO. It hits every valid target in a 4 tile radius (water and lava tiles in picture) for up to 25 damage against each player. It has basically become an "I Win" button for many PVP situations where you are fighting a large group of Necromancers.
  • Moving Shot - Being able to hit a target on the run for sometimes up to 50 damage is too powerful. I am unsure if their is a penalty for using Moving Shot (UOGuide says their is an accuracy penalty but I don't see this mentioned elsewhere), but there needs to be more. For one, there should be a delay between using it of 8 or 10 seconds. An archer should not be able to chain fire it over and over. There should also be a much more substantial accuracy or damage penalty for using it. As it stands right now, there is virtually no difference between Moving Shot and an archer just standing still.
  • Chance to Hit & Mage Disruption - The current system of HCI/DCI is completely outrageous. It gives players such a huge advantage over others who don't use it. For example at 120 attack skill and 120 defense skill there is a 50% chance to hit. With 45% Hit Chance Increase that chance to hit goes up to 72%. Guess what happened when Hit Lower Defense (-25% Defense Chance Increase) is added in? You would be unlucky to miss a single attack. Then on top of this you add the hit spell attacks which are going off all the time. So not only are you hitting all the time, but a mage has no opportunity to cast any spells. Unless the mage is in protection, there is no chance. You have to run. The bonuses from DCI/HCI/HLA/HLD all need to be reduced and hit spells should probably be changed to go off at the same time the weapon strikes. Also I know this is a PVP topic, but this also effects monsters greatly as well. Most monsters don't even have 100 Wrestling and of course they have no Defense Chance Increase. You have an 85% chance to hit anything with 100 skill and no DCI.
If someone brings up another exploit, bug or issue I will add into the original post.

BLEH!!!!

THIS POST MIXES OPINIONS WITH A FEW GENUINE BUG REPORTS!

BLEH!!!!

(and vamp form is NOT a PVP issue so you may as well drop it? Vamp in PVP is almost nonexistant and where it does exist it's nowhere close to overpowered).

I don't agree with most of the opinions here, but some of the bug-like reports are genuine. I don't feel like getting into which is which, don't think it's necessary.
 

drinkbeerallday

Visitor
Stratics Veteran
Stratics Legend
equip last weapon should be re-equip left hand/re-equip right hand, this way you can equip weapon/book/shield/lantern/whatever
after you get disarmed, equiplastweapon should reequip the weapon, yes. but it should also not "forget" which two weapons you are switching
 

o2bavr6

Slightly Crazed
Stratics Veteran
Stratics Legend
you show me a viable template with parry/mage in todays endgame and I will show you a copy of UO: The Second Age. Also...you are aware that DCI does not stack above 45 right?

DCI does stack over 45. So if you have 70DCI and get hit with HLD, you end up at 45DCI with the -25HLD penalty

And I have a fencer parry tactics mage that is my archer/dexer killer, although he doesnt fair too well against necro mages.

Evil Omen should be tweaked a bit. First off, it casts way to fast and with the ability to poison a mage and then just evil omen spam them so they cant cast a cure is dumb. Yes they can use pots, but it's still dumb.

Resist Spells should come into play with Eveil Omen.
 
L

Lord GOD(GOD)

Guest
"If you are a true Necromancer then you have at least 100 Necromancy skill. So how are you going to be affected by a change where having less skill than the required casting will drop you out of a form? It won't."

It's not used on true Necromancers, it's used on sampires.
 

NB-Cats

Lore Master
Stratics Veteran
Stratics Legend
Oh no!

I am the infamous Goose! The destroyer of UO! The bringer of internet misery! The ultimate duper! The creator of hacks!

After posting over 900 times, I seriously doubt I need an introduction. If for some reason you feel the need though, say I was the GM of SX.

I don't want to ruin JCs thread but you definately need my guild (or any other full time serious PvP guild) input on this.

Players that PvP casually should have very little to say.

Sorry!
 

NB-Cats

Lore Master
Stratics Veteran
Stratics Legend
Exploits

Fix flag issue with pets. Pets can go grey for attacking you and back to blue if the tamer says "all follow me".
 

Erekose

Seasoned Veteran
Stratics Veteran
Stratics Legend
I was not aware that there were any 'real' PvP'ers...it's a game man. Stop taking yourself so seriously NB.
 

NB-Cats

Lore Master
Stratics Veteran
Stratics Legend
There are players who only play this game for it's PvP content. I am one of them.

Why you assume I take UO so seriously because of that, is beyond me.
 

drinkbeerallday

Visitor
Stratics Veteran
Stratics Legend
There are players who only play this game for it's PvP content. I am a full time PvPer.

Why you assume I take UO so seriously because of that, is beyond me.
there are also PvP'ers who play fairly. like i said anyone can cheat but an even playing field creates a better environment for competition. that's why we don't need your opinion. no one cares what you think because you're biased.
 

Restroom Cowboy

Crazed Zealot
Stratics Veteran
Stratics Legend
Oh no!

I am the infamous Goose! The destroyer of UO! The bringer of internet misery! The ultimate duper! The creator of hacks!

After posting over 900 times, I seriously doubt I need an introduction. If for some reason you feel the need though, say I was the GM of SX.

I don't want to ruin JCs thread but you definately need my guild (or any other full time serious PvP guild) input on this.

Trammies that PvP casually should have very little to say.

Sorry!
Need your input? The only input you have on these forums is simply to harass or belittle (or to invovle other guilds in your shady activities, like where you say you are there to *help*). On the subject of pvp I dont believe( am sure alot of other feel the same) that an exploiter should have any voice, much akin to a criminal losing the ability to *vote*. Please dont cry to the moderators either about poor Goose, because you lost that right when you began trolling upstanding community members.

...the issues presented are issues, get with the program. JC presented things without mentioning you, me, or anyone else.
 

NB-Cats

Lore Master
Stratics Veteran
Stratics Legend
You do realize this is a game right? Most people play casually. Maybe if you put the effort into your real life that you have into UO you'd be mildly successful at something.
Yet I'm the one who takes this game so seriously?

lol...
 
S

Sheridan

Guest
Alright folks... Thread was cleaned up somewhat. Don't make personal attacks and accusations and please try and keep it civil and on topic. Thank you.
 

o2bavr6

Slightly Crazed
Stratics Veteran
Stratics Legend
Alright folks... Thread was cleaned up somewhat. Don't make personal attacks and accusations and please try and keep it civil and on topic. Thank you.
Is this more appropriate?

I love you You love me
we're a happy family
with a great big hug and a kiss from me to you.
won't you say you love me too

It may be off topic but at least it doesnt violate anyones terms of service agreement!
 
S

Sheridan

Guest
Posts that stay on topic and do not violate the rules you agreed to follow when you signed up for an account here are always welcomed. :thumbsup:
 
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