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After having fought melee vs a 90 DCI spam DP dexer on test center...

HP_Zoro_HP

Seasoned Veteran
Stratics Veteran
Ok so my thoughts are this...

I just fought a 45 hit chance 90 defense chance dp spam dexer that uses a kryss and warfork. I have 70 defense chance inc. This guy could lay AIs left and right with no problem. It took me i'd say almost a MINUTE to get one para punch in. Is this really how things are supposed to be, where it's nearly impossible to hit someone with 90 defense chance if you have no hit lower defense on?
 

HP_Zoro_HP

Seasoned Veteran
Stratics Veteran
95%??!?!?!? Jesus I said 90... Are they seriously considering 95?!?!



pvp will be destroyed... if its so important to the people to kill monsters why not just have this work vs monsters not players?
 
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CovenantX

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95%??!?!?!? Jesus I said 90... Are they seriously considering 95?!?!



pvp will be destroyed... if its so important to the people to kill monsters why not just have this work vs monsters not players?
Yep 95% is what you're able to reach if you use refinements on your armor. Refinements are the main thing that's going to bring imbalances to pvp if they are left as they currently are. bu the Devs mentioned there's another pub 81 update... was originally meant to be posted sometime last week, but other problems occurred and we're waiting for the updated notes to come out. hopefully Refinements were reduced in the overall DCI cap increase.

I think it would be ok if it were to reach 65% (+20 above normal cap), as it's only for non-med armor.
 

weins201

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rem if you refine your armor to 95% DCI though you were supposed to take a bg hit in it resitances??? I am sure it isnt working like is sohuld but??
 

CovenantX

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rem if you refine your armor to 95% DCI though you were supposed to take a bg hit in it resitances??? I am sure it isnt working like is sohuld but??
True, but if you're fighting another dexer when you have 95% Dci cap, you could kill them afk if they stood close enough the whole time, because you wouldn't get hit almost at all.

but on the flipside, mages would do extra damage to you.... unless you refined your armor to reduce physical resistance only... bombard/EQ spam?

no one would die to that... not one vs one anyway.
 
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chise2

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Yep 95% is what you're able to reach if you use refinements on your armor. Refinements are the main thing that's going to bring imbalances to pvp if they are left as they currently are. bu the Devs mentioned there's another pub 81 update... was originally meant to be posted sometime last week, but other problems occurred and we're waiting for the updated notes to come out. hopefully Refinements were reduced in the overall DCI cap increase.

I think it would be ok if it were to reach 65% (+20 above normal cap), as it's only for non-med armor.
Yeah 65% would be ok I think but I still think that for now scrapping refinements would be best. But if they insist on them 65% would be far more reasonable.
 

Bleak

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Ok so my thoughts are this...

I just fought a 45 hit chance 90 defense chance dp spam dexer that uses a kryss and warfork. I have 70 defense chance inc. This guy could lay AIs left and right with no problem. It took me i'd say almost a MINUTE to get one para punch in. Is this really how things are supposed to be, where it's nearly impossible to hit someone with 90 defense chance if you have no hit lower defense on?
Can you provide more information on both your and the defenders suits? How much HCI did you have and did the defender have parry?
 

Goldberg-Chessy

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No offense Zora but as you only post 100% pro-mage I have to wonder about the validity of your uhhh test scenario.

IMO there is nothing wrong with being 100% pro-mage btw. I am certainly pro-warrior.

I do believe though that there is something wrong with starting randomly false threads just to petition the devs for something you dont know about or dont like for your specific templates.

You have already made it quite clear in the other pub81 threads that you dont want anything other then every suit you own to be able to be totally HLD proof.

You also just recently started a thread stating that DP dexxers are overpowered and need to be nerfed.

And you also just recently stated this: "A mage should NOT be forced to using "PARRYING" or "WRESTLING" just to beat a dexer! That is exactly what you are implying by your statement there and it isn't how things should be. A mage should have hope in killing a dexer even without those!"

And now you are personally declaring that "pvp will be destroyed" because you dont agree with the DCI changes lol.

To sum up I think it is safe to say that you believe that you should be able to run every variety of mage template you want without having to sacrifice defense points/skills because your armor makes you HLD proof and your ridiculously overpowered sc mage wep allows you to bypass those skill points.
Skill points btw(wrestle/parry)that would easily allow you to fight and defeat most warriors.
Something you seem to have great issue with :)
 

HP_Zoro_HP

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Can you provide more information on both your and the defenders suits? How much HCI did you have and did the defender have parry?
I guess that would help LOL!

I had 5% Hit Chance Increase and was playing on a wrestle mage.

Person I was fighting had 65 all resists 90 defense chance increase and 45 hit chance increase (and he was using refinement armor). Even though I had 70 defense chance increase, 17 damage eater on, 120 parrying and 94 dex he was able to land AI after AI after AI after AI meanwhile i'm still trying to just disarm or paralyze the guy (he could burn through about 5-6 AI's before I could even hit him). It was pretty ridiculous. I have no hit lower defense on and im not sure if he did or not. I was in stone form as well using protection (yeah I know lame, but imagine the damage if I didnt have parry, stone form or protection).

I'm not 100% sure if the defender had parry or not... The template seemed like a popular template that i've seenb efore though. He would use bleed with a war fork and switch to kryss to infectious strike or armor ignore over and over non stop.
 
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HP_Zoro_HP

Seasoned Veteran
Stratics Veteran
No offense Zora but as you only post 100% pro-mage I have to wonder about the validity of your uhhh test scenario.

IMO there is nothing wrong with being 100% pro-mage btw. I am certainly pro-warrior.

I do believe though that there is something wrong with starting randomly false threads just to petition the devs for something you dont know about or dont like for your specific templates.

You have already made it quite clear in the other pub81 threads that you dont want anything other then every suit you own to be able to be totally HLD proof.

You also just recently started a thread stating that DP dexxers are overpowered and need to be nerfed.

And you also just recently stated this: "A mage should NOT be forced to using "PARRYING" or "WRESTLING" just to beat a dexer! That is exactly what you are implying by your statement there and it isn't how things should be. A mage should have hope in killing a dexer even without those!"

And now you are personally declaring that "pvp will be destroyed" because you dont agree with the DCI changes lol.

To sum up I think it is safe to say that you believe that you should be able to run every variety of mage template you want without having to sacrifice defense points/skills because your armor makes you HLD proof and your ridiculously overpowered sc mage wep allows you to bypass those skill points.
Skill points btw(wrestle/parry)that would easily allow you to fight and defeat most warriors.
Something you seem to have great issue with :)

Mages should not need parrying or wrestling to kill a dexer <-- That was what I was implying in previous thread.


I should have clarified the "pvp will be destroyed" so don't convict me just yet... Pvp will be destroyed ofr wrestle mages or tank mages because unless you have hit lower defense and clearly 45 hit chance increase then you aren't ever going to hit a dexer with 90 defense chance increase and that whopping 65 resist in all isn't nearly enough sacrifice to get 90 defense chance (I mean don't our curses as is drop them to 60's?)


To sum it up I think it is safe to say that I believe that there needs to be a balance when mage vs dexer fight so that if a mage decides to use a weapon he or she has a chance at hitting the dexer or if he or she decides to just wrestle they need to be able to hit the dexer.... Mages shouldn't have to have 45 hit chance increase or hit lower defense just to hit a person with 90 defense chance increase... Yes it can be done but 1 minute later? Seriously? There is no way this is going to be balanced if things like this goto prodo shards as they are now. 90 defense chance increase, you can kiss tank and pure mages goodbye because disarm/infectoius strike/paralyze will all be out the door.


Just so that you are clear... This is also going to affect dexers who don't run around with hit lower defense... Yes I didn't have 45 hit chance increase and maybe someobdy needs to do some testing on a 45 hit chance increase vs a person with 90 defense chance increase... Something tells me though that dexer vs dexer it's going to be a never ending fight.
 

CovenantX

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Mages should not need parrying or wrestling to kill a dexer <-- That was what I was implying in previous thread.


I should have clarified the "pvp will be destroyed" so don't convict me just yet... Pvp will be destroyed ofr wrestle mages or tank mages because unless you have hit lower defense and clearly 45 hit chance increase then you aren't ever going to hit a dexer with 90 defense chance increase and that whopping 65 resist in all isn't nearly enough sacrifice to get 90 defense chance (I mean don't our curses as is drop them to 60's?)
If you get cursed at 65 (cap due to refinement) resistances in all, you Should be taken down to 55 resistances in all except physical.
 
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Viper09

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Mages should not need parrying or wrestling to kill a dexer <-- That was what I was implying in previous thread.
0 parry and 0 wrestling...sounds more like a punching bag than a mage if you're up against a dexer. Can't rely too heavily on DCI alone, especially against a dexer using a high ssi weapon.
 
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Lore Denin (GL)

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Can you provide more information on both your and the defenders suits? How much HCI did you have and did the defender have parry?
Thank you for responding to a long standing issue with refinement that had yet to be publically addressed.

That being said, the response is a little scary because its seems to indicate that the Team was not aware of the issue "Until Right Now??"

I was never planning to post this but the real issue is going to be mages (or any caster type) with super High DCI.

I'll use Zoro's example but make it a Dexxer vs. a Mage with 90 DCI Mage, parry, wrestle, inscription, and suit with casting focus - no melee, acher or thrower character will be able to hit the caster in any signifigant way while the caster hits with spells without fail.

The majority of people posting here THINK this is an anti mage publish when it's actually only a nerf of their current med suits. I had no desire to spell this out for the world but The Lynks of the game already know this (all he had to say was I can see myself taking advantage of this on my parry mage) and when they build the suits around the changes and use on the right casting templates they will absolutely obliterate most dexxer, archer and thrower types. There are ways for those templates to be more competative but I don't run into many dexxers who understand how to adjust for a talented mage. The rest of the players will catch on quickily after being blown up and non-med suits with casting templates will the gimp of the week (weak).

The theory of lower resists or raising them to counter is flawed in this way....

A Dexxer who wants to refine his suit to focus on mages, can in theory lower DCI and increase his elemental resists. No need for DCI because he's not worried about being hit, and he can skip increasing physical because spells do elemental damage. Good in theory, bad in practice...

The problem is it doesn't matter even if he could get them all to be 100 because the Dexxer is going to be fighting with 60's in his elemental resists during the majority of the battle because he will be cursed. He can eat an apple pick up Mystism, chiv, etc but the mana sync for a dexxer to remain uncursed is on a losing scale to a caster because mana must be used to use special moves to inflicted the needed damage. He has also had to water down his fighting skills in other areas to add those skills. Resist is a great anti magic skill except it has no effect on the elemental resist loss aspect of curse...

Hence all the posts about curse becoming overpowered in the pub 81 threads.... and a need to revamp resist spells skill to allow refinements to work as intended but if we are still talking about, "how is 95 DCI possibly unbalancing" Two months after initial tests, I am not sure I can articulate well enough to convey the less obvious but deeply intigrated issues involved in the changes being proposed.

I am aware of the HLD changes and those are good but 95 DCI but you are creating a situation where HLD is the only tactic that can be used and if we are talking 95 DCI, lower it to 43 isn't all that helpful.

I run a template that is strong against mages 80 HLD (50 wep, 30 glasses), 70 HCI, the ability to uncurse myself three different ways, and disrupt casting without relying on hitting them with a wep. 99% of dexxers/throwers/archers rely solely on the random chance to hit, max swing speed and damage.. and its why they are horrible against good mages.

With a 90 DCI I would have to hope to disrupt a mage long enough until I landed a successful hit (that was not parried) and that activated the HLD effect. Then I'd have a window to attack and could extend that window by refreshing/extending the timer. That would be my plan of attack....

It's dimensional, and could be countered easily, 40 DCI is plenty to battle someone without being hit often, wrestle could just disarm me when effect is in play, drop a conflag on your feet so I am not willing to stand there and take advantage of the opening, really just run around, etc etc etc.

At the end of the day my method of attack is limited to one very narrow avenue whereas the counters are near infinite and are far better options.

-Lore's Player
 
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HP_Zoro_HP

Seasoned Veteran
Stratics Veteran
0 parry and 0 wrestling...sounds more like a punching bag than a mage if you're up against a dexer. Can't rely too heavily on DCI alone, especially against a dexer using a high ssi weapon.
with the way things currently are you are right.
 

Lore Denin (GL)

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If you get cursed at 65 (cap due to refinement) resistances in all, you Should be taken down to 55 resistances in all except physical.
That is a good solution but you'd want to include raising resist caps to limit the effectiveness of curse in return... 75 fire with curse would be 65.

-Lore's Player

PS: I'd personally rather have the Resist Spells skill be the factor in determing your curse resist rather then items or armor.
 

CovenantX

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That is a good solution but you'd want to include raising resist caps to limit the effectiveness of curse in return... 75 fire with curse would be 65.

-Lore's Player

PS: I'd personally rather have the Resist Spells skill be the factor in determing your curse resist rather then items or armor.
even from the start, the resistance increase would be greater than DCI increase. of course it would depend on your preferences, but to me, (pvp perspective) dexers are easy for mages to beat. Throwers, are the only exception to that.
 

Viper09

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If it were up to me, I would restrict caps for DCI, HCI, DI, SDI, SSI, etc in PvP to 50%. Anything up to the 95% mark is simply too ridiculous (at least for DCI and HCI).
 
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HP_Zoro_HP

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I am confused as to which side you are going with (if theres a side at all)...

"With a 90 DCI I would have to hope to disrupt a mage long enough until I landed a successful hit (that was not parried) and that activated the HLD effect. Then I'd have a window to attack and could extend that window by refreshing/extending the timer. That would be my plan of attack...."

With 90 DCI if your mage you are fighting has no parrying then it's not going to be hard to disrupt the mage as i've stated above. By now it's pretty obvious that if you want to play a mage you MUST have a combat skill (Wrestling, 120 magery with wep, or w/e). If you have just that and even with 70 DCI a dexer with 90 DCI will make sure you go defense the entire time by healing yourself. It'll take you forever just to disarm or paralyze the dexer to get a spell in. You can rule out being able to get off those big spells if you can't get the guy of of you so you'll be stuck with small spells in which cause you won't even able to use anyway because while you're trying to harm or fireball or whatever he's laying 35 damage Armor Ignores on you left and right (and to throw the cherry on top you may be lucky enough to get the infectious strike spam).
 

Viper09

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I'm not really on any side. Merely commenting on how I think that caps are too high for PvP. Sort of chiming off of CovenantX's second post. I may be part of a minority on this, but I've also thought that any hard cap that is above 50% in PvP is too high (with exception of LRC).
 
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KLOMP

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Can you provide more information on both your and the defenders suits? How much HCI did you have and did the defender have parry?
Man when you guys first put "95" and "DCI" in the same sentence nobody even BELIEVED that was what you really meant because it was so obviously out of whack. We seriously had three or four days of people on here reading the publish notes and going "No, you can overcap to 95 but the real cap is 45 still, that must be what they mean!" until it was finally clarified. It's blantantly, obviously, idiotically imbalanced.

And you guys are just NOW acting like gee, there might be something to look into here? I will never again believe for a second that any of you people have ever played UO, and I'm frankly disgusted at the way you're cramming this Refinement crap down the throat of a playerbase that plainly doesn't want it.
 
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Cetric

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Can you provide more information on both your and the defenders suits? How much HCI did you have and did the defender have parry?
Seriously?

Seriously??

IT NEEDS TO GO AWAY how don't you see how bad of an idea screwing with property caps like hci and dci are. if 50hci on a gargoyle was too much what in the holy hell makes you think 95% dci capabilities are a good fricken idea. You are still bouncing this back and fourth? ITS BEEN A MONTH SINCE THE LAST FREAKIN UPDATE.

I have seen 0 support for the refinement concepts, i have tried heavily to embrace them but even i cannot like them. the tried and true property caps that you are going to effect in regards to refinements and hit lower defense will break pvp in a way it hasn't been broke in a while. You are nerfing some templates that needed nerfing and will create a whole new damn mess. Why don't you go and give protect-stone form a boost while you are at it...
 
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Cetric

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We tested this a month+ ago and said the same thing in the pub notes thread then, and it is being analyzed now?

Cmon, i have the utmost respect for you devs but this is getting absolutely ridiculous.
 

Cetric

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I think it would be ok if it were to reach 65% (+20 above normal cap), as it's only for non-med armor.
Keywords, only for non-med armor. if they were to get complaints and decide it is a good idea to put it into mages, then gameover for dexers. Would you put it past any of them at this point?
 

Merus

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Personally I see much of this publish gong the way of the beast suit... It will get implemented over the objection of mist of the players. It WILL create significant imbalance with certain templates... Then it will be left in long enough for plenty of players to convert to the flavor of the month template. It will then be nerfed into complete oblivian. When was the last time you saw a beast suit used for anything?

This has been a complete was of resources.
 

GalenKnighthawke

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I know a team member advanced an argument for why the whole Publish had to be put forth at once but I am increasingly thinking that the way to go is to (for armor) only put out the Stamina damage absorption, and leave off Refinement and the DCI changes.

They simply appear to be more trouble than they are worth, and I mean as much from the team member end as from ours.

Why put in a system you are all-too-likely to have to come back and nerf or otherwise alter later?

Put the Stamina absorption thing, leave literally everything else alone for now.

Remember that you also have the Loyalty/Council system going in in this Publish along with bug fixes we don't know about yet. (Or so you've implied.) And the weapon changes which I think are further-reaching than some other players may think.

So this Publish will not be tiny no matter what.

-Galen's player
 
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yars

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are they also taking into consideration wraith form,vamp form,stone form? these augment the resists as well
 

Shakkara

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If refinements aren't torn out or completely reworked from scratch by the time the next update comes, I'm not even going to bother testing anything anymore, ever. As that would indicate the devs have no clue at all about UO mechanics and haven't been listening to any of the feedback that has been rubbing them in the face that the refinement system horribly, utterly breaks everything in the combat system.
 
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spoonyd

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If refinements aren't torn out or completely reworked from scratch by the time the next update comes, I'm not even going to bother testing anything anymore, ever. As that would indicate the devs have no clue at all about UO mechanics and haven't been listening to any of the feedback that has been rubbing them in the face that the refinement system horribly, utterly breaks everything in the combat system.
Here here.....
 

flappy6

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everything was fine before cept the gargoyle bonus 5 hit chance cap,and adding the ingot bonus resist would be kool
 

chise2

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We tested this a month+ ago and said the same thing in the pub notes thread then, and it is being analyzed now?

Cmon, i have the utmost respect for you devs but this is getting absolutely ridiculous.
Agreed especially since people have been basically screaming that refinements are horrible and a 95% dci cap in particular is just bad. However this does give me some hope that the issue of refinements might finally be addressed or ideally removed. Before it just seemed they had no interest in changing how refinements work at all. But we will see. They have actually done a decent job at listening for much of this publish. If they hadn't we may still be stuck with random mana phase and ssi reducing procs on nonmed armor and stamina loss that made anything but metal armor near unplayable for most templates and well I could go on lol. They have actually managed to turn what was an absolute disaster of a publish into something pretty good but for some reason refinements are something they haven't really been listening on. I mean sure they decreased the randomness of it quite a bit and made some of the materiels you buy easier to buy but the fact that things like the 95% dci cap still remain baffle me.
 

CovenantX

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Keywords, only for non-med armor. if they were to get complaints and decide it is a good idea to put it into mages, then gameover for dexers. Would you put it past any of them at this point?
After the faction changes that caused all the pvpers to play 1-2 shards? No, I wouldn't. I don't want to see something like that again.

It actually already is possible to build a refined suit for a mage, but would it be worth it? enhancing with heartwood to get the "mage armor" property on pre-refined woodland armor.
If it's not fixed, I'm sure someone would attempt to make one :eek:.


are they also taking into consideration wraith form,vamp form,stone form? these augment the resists as well
Stone-form could be a problem if a mage were able to get their hands on a refined-medable woodland suit. they would most likely end up 75/80/75/75//80+ while in stoneform under the current refinement system.

In the end, refinements probably should be totally reworked before implementation, and if it's going to be in publish 81, It's likely going to hold up those who are waiting for the rest of this upcoming publish to build suits much longer than we would want it to be.

It's holding my dexer suit's up waiting for these material bonuses to make it live. :sad2:
 

Berethrain

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It is certain that the refinements are a poor idea and should be removed or at least remove the DCI from the table.
 

KLOMP

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One of the devs probably read this thread, then banged his fist maniacally on his desk and hissed "Refinements are GREAT! They'll see! THEY'LL ALL SEE! 95 DCI is balanced! They will appreciate my genius whether they want to or not!"

Search your feelings, you know it to be true.
 

kaio

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I agree with most here.
I don't see any point in flaming the DEVS.
But please don't make uo overcomplicated.
What i would like to see, is more simplified PVP.
The big issue is HLD, and the garg sweetspot (50 hci) and overpowered throwing weapons.

Let HLD work like "curse" let it lower your'e DCI to 35 hardcap. (this will probberly give new life to tank-mages)
Lower all HCI to 45 hardcap.
Lower throwing weapons base dammage and speed (As suggested many many times before)

I would be nice to have some sort of armor revamp, but it need to be tought out more. Not saying that all toughts in the 81 publish is bad.
 

Melchior1

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Yep 95% is what you're able to reach if you use refinements on your armor. Refinements are the main thing that's going to bring imbalances to pvp if they are left as they currently are. bu the Devs mentioned there's another pub 81 update... was originally meant to be posted sometime last week, but other problems occurred and we're waiting for the updated notes to come out. hopefully Refinements were reduced in the overall DCI cap increase.

I think it would be ok if it were to reach 65% (+20 above normal cap), as it's only for non-med armor.
Why the hell would you want to be all 65s?
 

Goldberg-Chessy

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I agree with most here.
I don't see any point in flaming the DEVS.
But please don't make uo overcomplicated.
What i would like to see, is more simplified PVP.
The big issue is HLD, and the garg sweetspot (50 hci) and overpowered throwing weapons.

Let HLD work like "curse" let it lower your'e DCI to 35 hardcap. (this will probberly give new life to tank-mages)
Lower all HCI to 45 hardcap.
Lower throwing weapons base dammage and speed (As suggested many many times before)

I would be nice to have some sort of armor revamp, but it need to be tought out more. Not saying that all toughts in the 81 publish is bad.
Throwers dont need a triple nerf.

Lowering the damage and hci specifically for throwers while at the same time making stamina harder to fully regain for all will most likely nerf Throwers into oblivion.

As it is right now even at 50 hci a Thrower has little chance against any decent character with parry. Stack any type of disarm on top of that and any Thrower is completely negated.

I am sick & tired of mages whining powerful templates into oblivion.
Mages right now are just as powerful as Throwers. What was the tradeoff for the huge sdi boost? Nothing. Just more Mage power.
Just because Throwers are the only template atm that can kill a Mage doesnt mean they should be obliterated and a triple nerf will do exactly that.

If you nerf the hci you most certainly dont need to nerf the damage on top of that. Do the freaking damage output math once you hit less. It will already be considerably less.

How about for the first time ever we have a dev team nerf something correctly without totally destroying it?
 

kaio

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Throwers dont need a triple nerf.

Lowering the damage and hci specifically for throwers while at the same time making stamina harder to fully regain for all will most likely nerf Throwers into oblivion.

As it is right now even at 50 hci a Thrower has little chance against any decent character with parry. Stack any type of disarm on top of that and any Thrower is completely negated.

I am sick & tired of mages whining powerful templates into oblivion.
Mages right now are just as powerful as Throwers. What was the tradeoff for the huge sdi boost? Nothing. Just more Mage power.
Just because Throwers are the only template atm that can kill a Mage doesnt mean they should be obliterated and a triple nerf will do exactly that.

If you nerf the hci you most certainly dont need to nerf the damage on top of that. Do the freaking damage output math once you hit less. It will already be considerably less.

How about for the first time ever we have a dev team nerf something correctly without totally destroying it?
Any thrower worth their salt in pvp, rolls with fencing. And yes its the new disarm-archer.
I have both mages and dexxers.
The DPS for throwers is way too high, something needs to be done about it. I don't think a triple nerf is too much. Even chars with parry are having trouble with throwers.
 

Cetric

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Kind of crazy. This armor overhaul can be likened to Obama`s healthcare overhaul. Neither of them will do anything in the end that makes a bit of sense and no one wanted it to begin with..... but we got it anyway. All this overdone revamp stuff,cap this,over cap that,lower this or that because of this. When all the players ever mentioned revolved around the inability to med in certain armors. That is the only difference between armors currently.

Absurd that this is the road that has been taken which certainly does not lead to making all armors desirable. Just another way to make armoring a char as big a PITA as possible.

Armor revamping will be just as wildly successful as the faction fix that got churned out..... also something no one wanted but got anyway.
Their revamps are actually really nice, with the lmc and stam loss reductions. Just everyone hates the refinements crap because it messes with caps to dci and resists, which is jsut such a bad thing to mess with. Whoever sat down and figured out 45hci/45dci and 70s resists was a genious, because that really is about the most balanced caps could ever be. i feel like they just want to screw with it to screw with it.
 

Cetric

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Any thrower worth their salt in pvp, rolls with fencing. And yes its the new disarm-archer.
I have both mages and dexxers.
The DPS for throwers is way too high, something needs to be done about it. I don't think a triple nerf is too much. Even chars with parry are having trouble with throwers.
scaling gargs back to 45hci and lowering their dps while maintain the sweet spot effects is enough really. They still have theirt benefits but now have their disadvantages as well. I used to laugh at any dexer i played with who didn't play a thrower because, why the hell not, they are the best? Now it will be more balanced between the melee classes.

But yea i agree, the only melee char that gives my parry mage any trouble is a thrower, which will change. And yea, everyone has trouble with parrying, thats what parrying is built for. It is a purely defensive skill that causes you to lose a full skill of offensive ability.
 
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Goldberg-Chessy

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Any thrower worth their salt in pvp, rolls with fencing. And yes its the new disarm-archer.
I have both mages and dexxers.
The DPS for throwers is way too high, something needs to be done about it. I don't think a triple nerf is too much. Even chars with parry are having trouble with throwers.
Lol.

Another skilled warrior that obviously cannot fight anyone without Disarm.

We really need more nerfs to encourage that. Nice job.
 

CovenantX

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What was the tradeoff for the huge sdi boost? Nothing. Just more Mage power.
If you're referring to the "Focus Spec" (30% SDI cap) the trade off is not having any other casting skills (ninjitsu) but I do kind of agree with you...

The thing is with focus spec, I do not think Scribe (40% sdi) should stack with it, Also I can't believe Poisoning (best offensive & really good defensive) Stacks with it... it's definitely overpowered.

Focus skill - counts against focus spec, what do you get with focus? Stam/Mana regen & it's the eval for mysticism? lol...what is someone going to do 7 damage Nether Bolts? with less than 30 Mystic (to remain at 30% sdi cap)?...But poisoning & scribe skills stacking with focus spec seem to be fair with 30-40% sdi no? ... needs fixing, its OP.
 

Cetric

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If you're referring to the "Focus Spec" (30% SDI cap) the trade off is not having any other casting skills (ninjitsu) but I do kind of agree with you...

The thing is with focus spec, I do not think Scribe (40% sdi) should stack with it, Also I can't believe Poisoning (best offensive & really good defensive) Stacks with it... it's definitely overpowered.

.
Really kind of have to agree with you. Have a couple parry scribe mages myself. I get the best of both worlds: High melee defense with no weapon to disarm and parry to deflect, along with the most possible spell damage for a caster (120 eval/40sdi). The suit has some casting focus, the dex requirements for parrying, 50ep, and max hit point regen. It doesn't get more defensive + offensive than that really.

Prior to putting those builds together i ran scribe/poison or alchy, which were more than powerful in their own right. Now imagine, the obsessive master suit builder that i am, putting together the heartwood enhanced mage armor speced woodland suit with more than 45 dci, say i only even hit 70... what dexer is going to keep up with not being able to hardly hit me, and eat exp fs eb combos of around 115-125 damage while cursed. They have trouble interrupting the big spells now with the parry mage, why wouldn't i make it better?

The only reason to not play it for me is if its a grinder setting and a necro or mystic is more appropriate. Some love was paid attention to the pure mage, which was great, and i'm not going to jump out and say it is overpowered, because one of the beautiful things about it is it has the ability tot ake down someone ebfore they can run away. But it think dexers could use a boost or even a focused capability of their own. a pure dexer is actually penalized for being a pure dexer (mana cost skill stuff), while a caster is boosted... strange if you ask me.
 
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kaio

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Lol.

Another skilled warrior that obviously cannot fight anyone without Disarm.

We really need more nerfs to encourage that. Nice job.
Lol right back at you ?

Iv'e never seen a dexxer not using disarm.
Disarm is a weapon special, wether you like it or not. It's part of uo, deal with it, call it skills or noskill.
The only reason you play a thrower is because its OP, so stop the crying.
 

Goldberg-Chessy

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Lol right back at you ?

Iv'e never seen a dexxer not using disarm.
Disarm is a weapon special, wether you like it or not. It's part of uo, deal with it, call it skills or noskill.
The only reason you play a thrower is because its OP, so stop the crying.
Thats truly sad that you obviously cannot comprehend warrior pvp without Disarm :(

There are still a few of us that play the game and look for actual 1 vs 1 fights. Not Disarm bandage dances when we happen to run across another warrior.

But I guess you also cannot comprehend mage fighting without potions, apples, stones, pixies, etc...
I dont play a mage too often but I sure as hell know that only gimp mages use those tactics 1 vs 1.

But as you say "It's part of uo, deal with it, call it skills or noskill"
I guess its cool coming from someone as oldschool and hardcore as you seem to be.
 

kaio

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Thats truly sad that you obviously cannot comprehend warrior pvp without Disarm :(

There are still a few of us that play the game and look for actual 1 vs 1 fights. Not Disarm bandage dances when we happen to run across another warrior.

But I guess you also cannot comprehend mage fighting without potions, apples, stones, pixies, etc...
I dont play a mage too often but I sure as hell know that only gimp mages use those tactics 1 vs 1.

But as you say "It's part of uo, deal with it, call it skills or noskill"
I guess its cool coming from someone as oldschool and hardcore as you seem to be.
What i find sad, it that you assume alot. You actually have no idea, how i play a dexxer nor a mage, i meerly statet that iv'e never seen a dexxer who dosen't use disarm.

I will however reveal that i go gimp-style on my mages, when i eat apples :)

Sometimes i really wonder if you pvp at all, you for sure aren't interesting in any balance in pvp at all.

Lets get back to topic.
You Wrote this
As it is right now even at 50 hci a Thrower has little chance against any decent character with parry.

What characters do you mean ? Miners and crafters ??
 

CovenantX

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What's the other shard besides Atl?
Atl mostly, GL apparently has some pvp... I play on LS most of the time, so most shards are more populated in fel than I've been use to since that faction change.
 
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