The fix that Lythos suggest would fix everything so that pots can't be scripted and yet they still can be effective for pvp and pvm, you just wouldn't be able to using them like a moving shot. Sounds fair to me.
They are macroed. Of course macros are scripts so I guess you can say that. Though isn't that what uoassit and kr macros are for? To perform a series of timed actions with a press of a button. To make it simpler for players. If you take away the ability to use macros in game for things that make macros useful then why have macros?The fix that Lythos suggest would fix everything so that pots can't be scripted and yet they still can be effective for pvp and pvm, you just wouldn't be able to using them like a moving shot. Sounds fair to me.
But it uses resources to create. Insane damage in pvp is minor damage in pvm. The 2 don't go together. It's a nerf regardless of the change. I don't care what they do with it in pvp because that's why everyone is arguing for the change for just like everything else everyone complains about i guess we go back to trying archery nerf afterwords, endless cycle. But the only thing I want to hear that the change effect pvm is that it will do more damage with less wait time or else leave it alone.First and foremost we don't know what the change is going to be.
Second the change that he suggested would still keep pots useful in pvp and pvm, the only difference is that they wouldn't be able to be used like moving shot. No one is saying take away macros, however this fix would get rid of a something that needs to be fixed without nerfing the skill/pot. it self. The ONLY thing it would change is explode pots being used like moving shots hitting for absurd damage for no mana ect.
...because it can't be timed to "explode on impact" and thus will simply land on the ground. The macro/script that times it to "explode on impact" is what makes people think it actually follows the target. It's not a nerf to the damage but a fix that will make it so scripts wont allow the whole "damage on impact" which is what all the whining is about.How would it be a nerf if the damage was the same but instead of it saying 3 in your pack and you throw it right away, now it says 3 on the ground first? Under said hypothetical system the damage delay ect is all the same, the only thing different is that you have to throw it first and the timer starts. So I don't see how that's a nerf at all.
Damage per second. 3 in your pack your macro will only have to wait one count down before you chain shoot the 3 to enemy. Waiting for each one to count down on the floor 3 sec adding would be a 3x times as long to get the same damage. If you speaking about it has to count down on the floor first I don't know many enemies that stay still in the area range for it to finish except reapers. Most high end enemies chase you or teleport you to them so that wouldn't be a good thing. Alchemist are not known for there close combat abilities so they most likely want to run around alot. Either way it's not improving or strengthening the use of potions it's making them less effective.How would it be a nerf if the damage was the same but instead of it saying 3 in your pack and you throw it right away, now it says 3 on the ground first? Under said hypothetical system the damage delay ect is all the same, the only thing different is that you have to throw it first and the timer starts. So I don't see how that's a nerf at all.
I just tested this, and Lefty is right, using the SA client, you can create a legit macro to use multiple pots at the same time. Yeah, the pots all go off at the same 0.0 sec instant. The damage numbers appears at the same instant instead of the 0.5 - 1 sec delay when UOA is used.Well thats a simple macro. no delay and it throws the pots in one keystroke.
The Important thing to note is that it throws all the potions at once. It is not 1,2,3,4, but 4 pots getting chucked at the same time.
That's my whole point, they can still be good, but people who are crying are the ones who use these to pvp only. Lets not act like it's hard to get a monster to stand in a target area and walk over them as they explode....because it can't be timed to "explode on impact" and thus will simply land on the ground. The macro/script that times it to "explode on impact" is what makes people think it actually follows the target. It's not a nerf to the damage but a fix that will make it so scripts wont allow the whole "damage on impact" which is what all the whining is about.
It's unfortunetely a extra step that the pvm players have to do. Why? Because of PVP. We both know it's not the end. There be another focus on something else to nerf after the dev cave in. How much can the pvm community take. If something has to change because of pvp let it affect only pvp. Find a way to deliver seperate publishes to trammel and fellucia. Do Something to seperatate the publish we receive. Seperate felluccia,trammel and siege completely from each other in publishes. Have them do anything just no more nerf for the trammel playstyle because of the PVP balance idea. This insanity has to stop somewhere.That's my whole point, they can still be good, but people who are crying are the ones who use these to pvp only. Lets not act like it's hard to get a monster to stand in a target area and walk over them as they explode.
UOKaiser the way lythos suggested is that the timer starts when they are thrown, not blown up. So no, the damage would not change at all. Instead of it ticking down in your pack it's ticking down on the ground, no one said anything about you can't throw another one till the first one blows up.
What it all comes down to is people are upset that something that is completely abusurd much like word of death was is getting fixed, and now they want to cry. : [
Don't you play on Siege?The solution is and always has been, get rid of PvP.