im all for more weps and specials, but bladeweaving? its unpredictable, nothing like needing an AI or dbl strike and you get a block. heheWell since a soul glaive is a throwing weapon I'd say throwing's over powered a bit. The base damage is to much for the speed someone can throw it at especially with 120 tact/anat and max DI. They generate enough damage with out using special moves to kill people. I say drop the base damage and add more weapons with different specials. They need a bladeweaving weapon! I mean really who doesn't!?!? Probably the most useful special move ever...
Right over your head... Just trying to point out how pointless that crap isim all for more weps and specials, but bladeweaving? its unpredictable, nothing like needing an AI or dbl strike and you get a block. hehe
Yeah I don't think all the throwing weapons are imbalanced, so I'd lean toward the skill is a little too powerful.Well since a soul glaive is a throwing weapon I'd say throwing's over powered a bit. The base damage is to much for the speed someone can throw it at especially with 120 tact/anat and max DI. They generate enough damage with out using special moves to kill people. I say drop the base damage and add more weapons with different specials. They need a bladeweaving weapon! I mean really who doesn't!?!? Probably the most useful special move ever...
people just dont know how to fight them.Well since a soul glaive is a throwing weapon I'd say throwing's over powered a bit. The base damage is to much for the speed someone can throw it at especially with 120 tact/anat and max DI. They generate enough damage with out using special moves to kill people. I say drop the base damage and add more weapons with different specials. They need a bladeweaving weapon! I mean really who doesn't!?!? Probably the most useful special move ever...
Doesn't all kill rule all?Just a straight poll to offer your opinion. If you vote that they are over-powered, please offer some suggestions as to how they could be balanced.
edit: That would be "use" a buff, not "us" a buff...![]()
Hehehe true in large fights its difficult... but then again in large fights one would expect to get pwned !I have a thrower - i abuse it too and know the tricks. I also know how to combat them, but thats 1v1. In a large fight, you cant stay in close range with all of them.
Seriously.Far more immediate problems that trying to get another skill nerfed.
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I don't know what large fights you have been in, but I don't expect to get "pwned" in large fights.Hehehe true in large fights its difficult... but then again in large fights one would expect to get pwned !
This raises an interesting issue. One of the issues with gargoyles is that when they are "dismounted", they aren't actually grounded. They are still flying, but only slowed down, so as soon as the dismount timer expires, they are instantly at top flying speed again with no penalty of any sort. This is, in my opinion, one of their biggest defensive advantages. If "dismounting" them actually took them out of flight, that would make a huge difference, and I wouldn't have a problem with the faster "mount" time.1b - Racial flying. i don't care what any timer says, going from grounded to flying is much faster than another race going from grounded to mounted on an ethy. They can fly in between bleed and poison ticks, and actually manage to get flying through a typical mage combo that would otherwise disrupt any other attempt at mounting.
I think you are confused. When you dismount a flying gargoyle it does ground them, they are walking on the ground. And to re-fly, you do have to hit your "fly macro", it won't instantly go off a timer.This raises an interesting issue. One of the issues with gargoyles is that when they are "dismounted", they aren't actually grounded. They are still flying, but only slowed down, so as soon as the dismount timer expires, they are instantly at top flying speed again with no penalty of any sort. This is, in my opinion, one of their biggest defensive advantages. If "dismounting" them actually took them out of flight, that would make a huge difference, and I wouldn't have a problem with the faster "mount" time.
Thought the HCI penalty was negated by having 100 Dex or higher?people just dont know how to fight them.
there is range penalties for HCI and DMG for all 3 of there weapons.
From my experience with my thrower on siege which is never at cap hci, there is no damage penalty and only a very small hci penalty if any at all for close range. Using cyclone as melee weapon alot there, but only in pvm.Thought the HCI penalty was negated by having 100 Dex or higher?
From UO guide.
Underthrown - If, while equipped, a weapon has a maximum range of six tiles, and a player throws at a player two tiles away (too close) they have a Hit Chance penalty of 12%, but no damage reduction.
Perfect - Maximum range of six tiles, thrown a distance of four tiles. No Hit Chance penalty, no damage reduction
Overthrown - Maximum range of six tiles, thrown a distance of six tiles. No Hit Chance penalty, but 47% damage reduction
Close Quarters Combat
Even though they may be meant to be thrown, these weapons all have sharp, mean edges on them - perfect for catching an unsuspecting melee fighter off guard. A player’s Dexterity and throwing skill equal to Grandmaster or higher can compensate for the hit chance penalty. Close quarters combat with a throwing weapon will no longer require you to have the swordsmanship skill to negate hit chance penalty.
I'm going by what I see in the enhanced client. In the enhanced client they continue to fly, and I see no pause to start flying again when the dismount timer is up. But probably that is just one of the EC's graphical glitches. I wasn't aware that they had to enter fly mode again after being dismounted. So yes, I'm very likely confused... not unusual that...I think you are confused. When you dismount a flying gargoyle it does ground them, they are walking on the ground. And to re-fly, you do have to hit your "fly macro", it won't instantly go off a timer.
Regardless, that ability to go from grounded to flying is much faster than a human summoning its ethy
Oh yea, theres an issue, its not a giant issue, but its an issue.I'm going by what I see in the enhanced client. In the enhanced client they continue to fly, and I see no pause to start flying again when the dismount timer is up. But probably that is just one of the EC's graphical glitches. I wasn't aware that they had to enter fly mode again after being dismounted. So yes, I'm very likely confused... not unusual that...
That's why I haven't voted in this poll even though I started it. I haven't spent much time playing a gargoyle, so while I know they appear to be very strong both in pvm and pvp, I don't understand the mechanics of it, so I don't know if it's just a matter of me not knowing how to handle them, or if there is a real issue here.
how would this differ from say 2 or 3 stealth archers chaining dismount?I don't know what large fights you have been in, but I don't expect to get "pwned" in large fights.
But in large fights you have 2-3 gargs chain dismounting does make it difficult.
I always laugh when people use pathos to appeal to an audience instead of logos. You're post is mainly jargon and doesn't propose exactly why you believe what you have said.Aww, did one beat you up?
So instantly they must be overpowered. boo hoo!!
Far more immediate problems that trying to get another skill nerfed.
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You and your antagonizing! Ranged disarm... yes that's what we need! May as well make it a disarm/running shot weapon with soul glaive base damage and 3s speed.i think they need a buff..
only 3 weapons to choose from.. yes the specials are pretty specific to pvp but still more choices would be nicer.
also needs a 3.5 weapon 16-20 dmg to fill in the hole..
the specials need to be disarm and crushing blow.. to go with the pvp theme.
i dont see how everyone saying they are too powerful, i think an archer has more power still.
Obviously it would be coded so that disarm has a max range of 1 or 2 tiles.You and your antagonizing! Ranged disarm... yes that's what we need! May as well make it a disarm/running shot weapon with soul glaive base damage and 3s speed.
Obviously!Obviously it would be coded so that disarm has a max range of 1 or 2 tiles.
trust me bud. maybe you wil hit 1/5 throws on same tile. unless rng favors you.Thought the HCI penalty was negated by having 100 Dex or higher?
From UO guide.
Underthrown - If, while equipped, a weapon has a maximum range of six tiles, and a player throws at a player two tiles away (too close) they have a Hit Chance penalty of 12%, but no damage reduction.
Perfect - Maximum range of six tiles, thrown a distance of four tiles. No Hit Chance penalty, no damage reduction
Overthrown - Maximum range of six tiles, thrown a distance of six tiles. No Hit Chance penalty, but 47% damage reduction
Close Quarters Combat
Even though they may be meant to be thrown, these weapons all have sharp, mean edges on them - perfect for catching an unsuspecting melee fighter off guard. A player’s Dexterity and throwing skill equal to Grandmaster or higher can compensate for the hit chance penalty. Close quarters combat with a throwing weapon will no longer require you to have the swordsmanship skill to negate hit chance penalty.
agree but i will say, unless you got money you arent throwing a soul glaive fast. they have a base of 4.0. The thing is you can put SSI on your suit and weps, and pump up your stamina where you can swing them fast.Honestly the issue with throwers comes from 3 or 4 things -
1. 5 bonus racial hit chance, capping hit chance at 50%
This doesnt sound like a giant problem, but it really is. It makes them hit an opponent with capped out dci much easier than other races, making hitting more reliable. Mathematically it doesn't seem huge, but in practice, it is key.
2. As puni mentioned, the base damage from the soul glaive is so high for its speed, that you can make a char completely based on defense, and just chuck a soul glaive without special moves and win on occasion.
3. The fact that 2 weapons (cyclone/soul glaive) give all the special moves any thrower would really need (AI/Mortal/Dismount/Para/Moving Shot) and for their speed, have amazing base damage
4. Do not compare to an archer. A thrower may not be able to have double hit spell, but they can put dci/hci/hld/dmg/hit spell on a weapon, fortifying their suit, which allows their suit to cap out on stats, regens, and damage. Thus, making the thrower a more defensive and heavily modded char, with above average hit ability, with great base damage. Many archers biggest enemy was another archer or dexer because they typically sacrificed some defense for more offense. A thrower can take care of both with a simple template, easy imbued suit, and a handful of macros.
1b - Racial flying. i don't care what any timer says, going from grounded to flying is much faster than another race going from grounded to mounted on an ethy. They can fly in between bleed and poison ticks, and actually manage to get flying through a typical mage combo that would otherwise disrupt any other attempt at mounting.
/End
The really funny thing here is if you are getting killed to a PvM char.....For me it's the damage in pvm. The pvp aspect I can deal with, I know the range deal with the "sweet spot" and I know disarm sometimes works (most have wrestling now). But the 250 damage to a barracoon is bull****. I die in despise, come back and the thing is dead. That takes about 2 minutes. Wasn't the goal of "beefing" up the champ bosses so that you couldn't kill it in 2 minutes? UO pvm is so easy to begin with that I fail to see the reason that we have to continously increase the amount of damage we do to everything. Just my 2 cents however, I refuse to ever play a gargoyle so I have no first hand knowledge of it. (they are so freaking ugly and I refuse to alter items to try a character out.)