K
KaneK89
Guest
Most of what's said in here applies more to PvP than to PvM. And the tl;dr version is at the bottom.
You just keep blurring the line separating different templates and playstyles. So, you take a spell, that people have been complaining about for years, throw it on an item and give it to everyone? I mostly play dexxers, and I have to say the Remove Curse bandages are nice, but it's stupid.
Don't any of you recall the "nerf chivalry" threads? Most of them cited examples of people running with 40 Chiv and using the best abilities. So, as opposed to fixing Chiv by requiring higher skill to use the abilities, you take them and put the same effect onto an item? And allow everyone to use it? What's the point of curses now? I saw a post from a Dev saying they have a cooldown... I haven't noticed one. Or it's so short that it expires by the time the bandage finishes.
UO is a great game because of it's freeform character development, but if you keep taking abilities and giving them to everyone, everyone will have the same template, same items.
This is not just about the new bandages either; Divine Fury? No point is using that when you can use a total refresh potion. I know the refresh pots have been in the game forever, but still. Invis pots? Why have hiding? Why use the invis spell? What's next? Evasion in potion form?
It wouldn't irk me so much if they item versions weren't as powerful as the original ability, but they're actually MORE powerful. A free Remove Curse every x amount of seconds?
My point/tl;dr version: Stop adding items that give everyone an ability that was limited to a certain skill. It just blurs the line between different templates and stops people from having to sacrifice some skill points for an ability.
*sigh*
You just keep blurring the line separating different templates and playstyles. So, you take a spell, that people have been complaining about for years, throw it on an item and give it to everyone? I mostly play dexxers, and I have to say the Remove Curse bandages are nice, but it's stupid.
Don't any of you recall the "nerf chivalry" threads? Most of them cited examples of people running with 40 Chiv and using the best abilities. So, as opposed to fixing Chiv by requiring higher skill to use the abilities, you take them and put the same effect onto an item? And allow everyone to use it? What's the point of curses now? I saw a post from a Dev saying they have a cooldown... I haven't noticed one. Or it's so short that it expires by the time the bandage finishes.
UO is a great game because of it's freeform character development, but if you keep taking abilities and giving them to everyone, everyone will have the same template, same items.
This is not just about the new bandages either; Divine Fury? No point is using that when you can use a total refresh potion. I know the refresh pots have been in the game forever, but still. Invis pots? Why have hiding? Why use the invis spell? What's next? Evasion in potion form?
It wouldn't irk me so much if they item versions weren't as powerful as the original ability, but they're actually MORE powerful. A free Remove Curse every x amount of seconds?
My point/tl;dr version: Stop adding items that give everyone an ability that was limited to a certain skill. It just blurs the line between different templates and stops people from having to sacrifice some skill points for an ability.
*sigh*