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Arch Cure change will be reverted

G

Guest

Guest
When we were looking into a flagging issue for archcure, we noticed that the cure percentage for archcure seemed very high for a spell that was only two circles higher than cure and it affected an area of effect.

So on paper, it seemed like it needed an adjustment.

However, there are other variables to consider as you all have pointed out.

1. Poison can be applied very frequently.
2. Frequent interrupts can occur.
3. A lot of our high end mobs use poison regularly.
4. Players who like to play medic style characters would be drastically affected by this change in peerless encounters.
5. The spell casting time of archcure.

And so on.

So after further internal analysis as well as reviewing all the player feedback, we've decided to put the cure potency percentage back to what you all are used to.

I didn't mind taking credit for leading the recent PvP effort which the team feels was highly successful. I'll also take the blame for the proposed archcure change.

Thanks again to everyone who expressed their feedback on this issue.
 
I

imported_GalenKnighthawke

Guest
<blockquote><hr>

Cool; thank you.

-Galen's player

[/ QUOTE ]

I had a feeling you'd change your collective minds on this one....The rest of the Publish seemed really well thought out...This change...Well, it sounded like about the way you described it! Something that you stumbled into, while working on something else.

Thanks again, L.

-Galen's player
 
I

imported_ElRay

Guest
TY Jeremy and Leurocian/devs for listening to the playerbase on this one, im sure I speak for many
 
K

kennykilleduo

Guest
Boooooo, You gave in to fast..

May I suggest a Circle swap or a delay in casting?

Based on UO.com

4 th :Arch Cure: Ga, Gi, MR Single Use Neutralizes the effects of poison on each character or creature within two to three squares of the caster.

5th: Incognito BM, Ga, Ns 120% Magery (up to 144 sec.) Disguises your character with a randomly generated appearance and name.



Have a great weekend......
 
G

Guest

Guest
<blockquote><hr>

You're damn right it should be reverted.

[/ QUOTE ]
Wow...
 
I

imported_Sarphus

Guest
Thank you.

I love how you take player feedback and come up with great-fit tweaks to UO. The game is getting better all the time!
 

Redxpanda

Lore Keeper
Stratics Veteran
Stratics Legend
*applauds*

We appreciate you showing us that our say matters.

Arch Cure is about the only defense we have against most magic casters in PvM and sometimes it's still not enough. The current AI loves to use poison alot and over and over. We thank you.
 
A

AlanofCats

Guest
Wow nice...wish you would have listen to the player base when you borked up mining and l/j..but hey selective hearing is better than none at all.
 
F

Fayled Dhreams

Guest
Isn't so much blame ... as Credit for "re-thinking" that'll be coming your way ...
 
I

imported_Tina Small

Guest
Thank you for reading and considering all our feedback on this issue.
 
G

Guest

Guest
Good news.

<blockquote><hr>

I'll also take the blame for the proposed archcure change.

[/ QUOTE ]

I hope you realize of course, this will still have to go on your permanent record. Still not as bad as say, "New Coke" though.


-Skylark
 
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imported_MoonglowMerchant

Guest
If only you would realize how incredibly overpowered dismount is about to become when you unintentially remove the only viable means of escape.

I've tried....
 
B

BadManiac

Guest
We were fast enough to bash and flame when these changes were announced, so it's time we ate some humble pie now and thanked you for a job well done.

Thanks for listening to us players, and for doing the right thing! With these changes reverted this publish is now officially THE best publish EVER
 
G

Guest

Guest
Thank you, Leurocian.

FYI - teh remaining Arch Cure threads will be locked and this one will be stickied for a moment.
 
I

imported_lady michelle

Guest
WHAT!!! I was getting all my DP little flying disc ready to throw at everyone BAH !!!!
I remember when I first started playing DP was so strong back then you barely had a chance on surviving. DP is to weak and needs to be made stronger.
 

Picus of Napa

Certifiable
Supporter
Stratics Veteran
Stratics Legend
UNLEASHED
What a crock...well thanks for addressing issues when the boards cry about it. Mobs do not poison often only if you have limited resist, and for those that do it in the form of a strike you should expect it.

Deadly poison should be just that, deadly. Not the current form of limited harming poison untill your half second spell gets off. Fix pots, timers and that spell. Add a challange to the current state of PvP.

This is a sell out plain and simple. Nice job with this dodge....I remember at one time this game had a saying called "adapt" but sadly its become something else.

On paper it seemed that it needed a adjustment? So that ment that really it was a issue untill what?

1. Poison can be applied very frequently. So?
2. Frequent interrupts can occur. So?
3. A lot of our high end mobs use poison regularly. Is this really a point?
4. Players who like to play medic style characters would be drastically affected by this change in peerless encounters. Again, is this really a point? They are playing as healers...come on.
5. The spell casting time of archcure. Is what 1.5 seconds? Big deal.
 
G

Guest

Guest
The Archcure change should have stayed, this game already caters to trams too much
.
 
I

imported_Sarphus

Guest
<blockquote><hr>

WHAT!!! I was getting all my DP little flying disc ready to throw at everyone BAH !!!!
I remember when I first started playing DP was so strong back then you barely had a chance on surviving. DP is to weak and needs to be made stronger.

[/ QUOTE ]

Yeah, because it was just sooo cool when you could spend 100 skill points and kill anyone... I was there... poisoning was totally broken back then.

It's always a step or few backwards to make changes that dumb down the game. It's a really dumb (meaning there's no thought involved) game when all there is to killing someone is hitting infect strike twice... Just like it wasn't very fun when archers were hitting for 40+ a hit every 1.25 seconds. Click n' stick is boring and lame. Players should have to think dynamically to address changes in a fight as they come; not being a one trick pony that just does some overpowered combo every fight.
 
G

Guest

Guest
Thank you for reconsidering this change, it will make a lot of people happy.

On another note, I would like to private message you about something but you have it turned off once again.
 
I

imported_Sarphus

Guest
<blockquote><hr>


1. Poison can be applied very frequently. So?
2. Frequent interrupts can occur. So?
3. A lot of our high end mobs use poison regularly. Is this really a point?
4. Players who like to play medic style characters would be drastically affected by this change in peerless encounters. Again, is this really a point? They are playing as healers...come on.
5. The spell casting time of archcure. Is what 1.5 seconds? Big deal.

[/ QUOTE ]

You're wrong (and I don't often say that)

1. So that means a player is constantly poisoned, which greatly restricts template diversity and creates thoughtless and lame templates (one trick ponies).

2. So, it allows an easy to play click n' stick dexer to roll over even the best mages without any skill requirement aside from staying within striking range. If you have an uncounterable ability, you have a broken ability. Kinda like those 3 second killing archers we had a couple years ago, but you probably were against nerfing that too lol

3 &amp; 4 don't apply to me personally, but the fact that you don't give a hoot that a change completely screws up entire groups of other players makes your opinion irrelevant, becaues your opinion ONLY focuses on what will make you the most powerful (which would obviously unbalance the game)

5. If you can't repeatedly interrupt that, you're doing something wrong. There are MANY ways a dexer can repeatedly interrupt a 1.5 second cast time assuming the dexer is being played well. In fact, under the CURRENT arch cure spell, there are dexer builds that pretty much roll over any caster. Why make the problem worse.

No offense, but you really come off as someone who WANTS pvp to just be a matter of clicking on someone and chasing them. I'm very much against mindless pvp.
 

Picus of Napa

Certifiable
Supporter
Stratics Veteran
Stratics Legend
UNLEASHED
1. So that means a player is constantly poisoned, which greatly restricts template diversity and creates thoughtless and lame templates (one trick ponies).
Hardly, currently there are many good counters to this single skill like DCI, parry, range and weapon skill(you could even factor in HLA)

2. So, it allows an easy to play click n' stick dexer to roll over even the best mages without any skill requirement aside from staying within striking range. If you have an uncounterable ability, you have a broken ability. Kinda like those 3 second killing archers we had a couple years ago, but you probably were against nerfing that too lol.
First off I was for nerfing that, it was lame and overpowered. Please do not make such silly statements. I think you can look to statement one to see how to deal with dexxers.

3 &amp; 4 don't apply to me personally, but the fact that you don't give a hoot that a change completely screws up entire groups of other players makes your opinion irrelevant, becaues your opinion ONLY focuses on what will make you the most powerful (which would obviously unbalance the game).
I give a hoot, all I was saying is that most MOBs do not land poison often if you have resist, PvMers using dexxies so bandies cover this issue with ease and those useing tamers this is a moot point at best. For the teams then I guess they need to add a second healer, this spell does not take long to cast.

5. If you can't repeatedly interrupt that, you're doing something wrong. There are MANY ways a dexer can repeatedly interrupt a 1.5 second cast time assuming the dexer is being played well. In fact, under the CURRENT arch cure spell, there are dexer builds that pretty much roll over any caster. Why make the problem worse.
There is limited ways for a pure dexxer to do this, poison/bleed and a straight hit I think cover it all. I guess you could toss darts and stars....but thats a different issue.

I'm sorry that your rocking mage need another crutch.
 
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imported_JoO

Guest
Heaven forbid someone would have to carry or actually use a greater cure potion omg what would the neighbors say. Give me a break... Why don't you go ahead remove the need of bandages for healing and money for insurance so their will be no risk or setback at all involved with death.
 

Gheed

Certifiable
Stratics Veteran
Stratics Legend
What! Oh man I was looking so forward to poisoning scriptors! Wow like 10 people complain and its off the board before testing? Couldn't you have at least tweaked the cure %s a bit first?
 
G

Guest

Guest
Thanks

It is great to see someone taking the feedback and using it in a positive way.
 
I

imported_lady michelle

Guest
<blockquote><hr>

<blockquote><hr>


1. Poison can be applied very frequently. So?
2. Frequent interrupts can occur. So?
3. A lot of our high end mobs use poison regularly. Is this really a point?
4. Players who like to play medic style characters would be drastically affected by this change in peerless encounters. Again, is this really a point? They are playing as healers...come on.
5. The spell casting time of archcure. Is what 1.5 seconds? Big deal.

[/ QUOTE ]

You're wrong (and I don't often say that)

1. So that means a player is constantly poisoned, which greatly restricts template diversity and creates thoughtless and lame templates (one trick ponies).

2. So, it allows an easy to play click n' stick dexer to roll over even the best mages without any skill requirement aside from staying within striking range. If you have an uncounterable ability, you have a broken ability. Kinda like those 3 second killing archers we had a couple years ago, but you probably were against nerfing that too lol

3 &amp; 4 don't apply to me personally, but the fact that you don't give a hoot that a change completely screws up entire groups of other players makes your opinion irrelevant, becaues your opinion ONLY focuses on what will make you the most powerful (which would obviously unbalance the game)

5. If you can't repeatedly interrupt that, you're doing something wrong. There are MANY ways a dexer can repeatedly interrupt a 1.5 second cast time assuming the dexer is being played well. In fact, under the CURRENT arch cure spell, there are dexer builds that pretty much roll over any caster. Why make the problem worse.

No offense, but you really come off as someone who WANTS pvp to just be a matter of clicking on someone and chasing them. I'm very much against mindless pvp.

[/ QUOTE ] I was joking. I take it you play a mage so you feel everyone else should play a mage to pvp with to? Well I think that anyone should play what character they are comfortable with playing since they pay for their accounts. Because you like to play a mage, and hit all those macro's, does not mean that everyone else has to follow suit. remember a mindless pvp click and chase character their insurance is just as good as a mages insurance
so no offense, and yes I agree back then DP was way to strong. today DP is way to weak. people who are DP should fail a few times before curing themselves.
 

Basara

UO Forum Moderator
Moderator
Professional
Governor
Stratics Veteran
Stratics Legend
Wiki Moderator
UNLEASHED
Campaign Supporter
How about the idea that me and several others suggested? But, with one little change....

1. Get rid of Arch Protection
2. Replace Arch Protection in the 4th circle with a single person "Greater Cure" which does the same as Arch cure currently does.
3. Use the reduced version of Arch Cure for area effect, still at 4th circle.
New part:
4. Merge incognito and polymorph into one spell (the name change an option to go with the appearance change). Make it to where the spell reactivates itself (at mana cost) until casting check fails on the auto-renewal or the spell deliberately recast to remove (like the necro forms).
5. Put the current version of Arch Cure (call it "Mass Cure") into the vacated 5th or 7th circle slot (depending which way you choose to go on #4).

Solves a lot of issues at once.
 
G

Guest

Guest
<blockquote><hr>

Especially after they have done something most of us agree with!

[/ QUOTE ]

Heh...that happens so rarely I guess people are just not used to it.
 
G

Guest

Guest
Now revert everything that was changed post Renaissance! yeh that be good
(just dreaming)
 
I

imported_mr.blackmage

Guest
Thank You. Now make poison EASIER to cure with spells/healing etc (skills), and harder to cure with potion/petals. Then we're rolling.
 
G

Guest

Guest
seriously guys, there is nothing wrong with how poison works right now. they need to fix wands allowing peeps to get through fields, trap boxes, dismount issues from forthcoming pet ball changes (if they are still in), and a lot of other stuff. if you can't cure, ya need more DCI ;o or a better template (wrestling!)

i'm always a fan of shifting the mage's sand box, but really, nothing is broke.

one edit: the ability for a necro mage to use poison w/ evil omen and without eval int, or rather, the fact that a mage's poison relies solely on the magery, has always bothered me. I think a mage should require eval for the chance to inflict poison, or that resist should be able to completely resist mage poison if the character has no eval. of course, a lot of PvMers love their p-fields, and they'd be upset by the need of eval for fields, I'm sure...just seems rather odd, to me, in PvP...always has
 
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imported_mr.blackmage

Guest
The only thing wrong with poison is that it REQUIRES cure potions to kill people using it against you. As a mage, arch cure is a stand off option only, and if the RNG favours 5 or 6 hits in a row, it doesn't matter if you don't get interrupted at all (extremely unlikely with hit spell effects), you will die, as you will not get to heal in-between. I do agree that it is a wasted 100 skill points against people that carry 50+ cures, but as soon as all of the potions are gone, it's really overpowered.
 
I

imported_ElRay

Guest
<blockquote><hr>

What a crock...well thanks for addressing issues when the boards cry about it.

[/ QUOTE ]


This change would have made dp dexxers overpowered no doubt about it, people like you want uo in easy mode, I bet you buy gold for IRL money too, because youre the easy mode uo player( oh look you do )

Picus of Napa wrote:

<blockquote><hr>


I bought to much gold on Napa from Fanta...smooth and fast.


[/ QUOTE ]

nice....how about in pvp you just point your finger at me, and go "BOOM" and I fall over dead for ya? We can call it the Picus of Napa skill
 
I

imported_athos_uo

Guest
Thank you very much for listening to us! We are now very happy to hear this!
 
G

Guest

Guest
Thank you so much for not nerfing archcure, it just goes to prove that you guys really hear what we're saying.

Thanks!!!
 
G

Guest

Guest
Thanks for listening &amp; testing out what the Player base said.
 
I

imported_Sarphus

Guest
<blockquote><hr>

Heaven forbid someone would have to carry or actually use a greater cure potion omg what would the neighbors say. Give me a break... Why don't you go ahead remove the need of bandages for healing and money for insurance so their will be no risk or setback at all involved with death.

[/ QUOTE ]

GC pots have a 20 second timer. Good nox dexers just nox twice. Real good nox dexers have other abilities that also interrupt as well as high HLD HCI, etc. In short, GC pots are not a valid counter for 35% cureable poison.

This nerf to arch cure would have allowed really poor nox dexers to beat even good mages, which is a sign of a failed design.

I don't think the cost of resources is at all relevant to balance as long as it's low (and it is for every consumeable resource). Who cares about losing 100 GC pots or bandies or whatever. If losing something like that breaks the bank, you're not ready for pvp.
 
I

imported_Sarphus

Guest
lol

I play everything. Dexers, stealthers, tamers, mages, necros, spellweavers, whatever. Heck I was pvping last night on a bard caster (it was what I was logged on as, but I killed a few ppl)

On point 1. you missed disarm. Even with disarm on that list, the nox dexer under the arch cure nerf would have been WAY overpowered. There are noxer builds that already pretty much roll over people. Making them any stronger would be a terrible mistake.

On point 2. When lethal poison was mostly a death sentence, nox dexers were as unbalanced as archers were when they where nearly insta-killing people. If you can't cure poison, you're dead no matter how good you are. It doesn't take much to kill someone that can't heal through poison and has a 35% chance to kill poison.

On point 5. I stand by my statement. You use the term "pure dexer". What does that mean? I mean we're already talking about nox dexers. Besides, you can't ignore "impure" character builds when you're trying to balance an ability in UO. People WILL build gimplates maximizing the usage of their 720 skill points. If you put your character in a box saying "he's a pure something", you're doing it wrong.
 
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