If you want to change something change something that would change pvp for the good. This shard is so full of cowards now days it's not even funny.
-Change how smoke bombs work
-Make animal form count as a control slot.
-Make it so stealthers have to count there steps again.
-Remove the ability to smoke bomb instantly after dismounting someone.
-Put a longer timer on apples.
-Make trapped boxes do random damage. 35-100 points of damage
-Fix Evil omen/para
-Cap Great Dragon fire breath @ 35 dmg
-Revmove pet bonding
-Remove pet specails against players such as Corruption, Bleed, Rage, Dismount.
I cant agree with all of this.
-Smoke bombs yes
-Animal as a control slot sure
-Count steps...yes and no. Definitly needs to be a skill timer between hide and stealth IMO. For PvP sake, not long. But really. I cant use any skill after hiding except for stealth. So make it a 2s timer. Same with smoke bombs maybe. Smoke bombs hide you, but you cant move for 2s or so.
-I agree with bomb after dismount. As if your gonna dismount you should be able to be targeted by the others, or the one dismounted. Call it a penalty for being a lamer.
-I dont think apple timers need to be changed. Since there is no magery spell to combat any of the necro curses, or even the mage curse resistance penalties. So that would give necros more power then they already have.
-Trapped boxes should be still based on skill. I say they are fine in the damage area (if made with 30 tink). But make it so they dont rearm. The transition from trapped pouches to trapped boxes was a joke. Way back, everyone used to carry 25 trapped pouches. And would pop them when paralyzed. So Explode/Para mages bitched they didnt do damage. So they went to boxes. Now boxes dont do enough damage, or are reusable. I think they should go back to trapped pouches. Which are single use. Require reseting, and give them say 10 damage by a newb mage. and 25 damage at 120 mage. I know this defeats some of the resist, but there are so many other things that defeat skills, such as +20 crys ring, and a -20 mage wep. Or fencing and poison skill for infect strike with no tact. So I see no issue with this.
-evil omen/Para ya fix it.
-Pet bonding. No pets should be bondable. With what it takes to train these things. I think bonding is fine. However they need to get rid of logging the pets. And like suggested. maybe make it so if it dies, it loses bond after res, and must be rebonded. id be ok with that. Maybe make it so it loses bonded once it gets back to full health. I know I have resed a drag off at a spawn or something, and someone lures as im ressing, and I cant get away before it pops and gets 1 hit killed. So work with it a bit. No way anyone would be happy with pet bonding completely gone, with the amount of time it takes to train a pet, and how hard it is to get decent spawns.
-Sure cap fire breath on drags at 35 or so in PvP thats fine. But have that 35 at 70 fire resist. So whatever that works out to. That would discourage naked temps. Not that I agree with Pet PvP, but gotta keep some stuff reasonable.
-Specials against players. I just dont think that would work with the coding. Since some things are imune to certain effects and such. But its across the board. So how do you make a player imune to bleed from a pet, and not a person. I just dont see the coding working. Now they could nerf any special that a player can not do. But pretty much nada.
-Then the topic at hand. I do think you should be able to chug with 2 handed weps. Sure they hit hard, but are slow. And if you think about it there is no reason. I think if you have a STR check, and you pass it, then sure. And some weps shouldnt be allowed. But when you go to split wood at home, do you carry your axe from the shed to the pile and use both hands the whole time? How many movies have you seen where a mounted soldier has a spear in one hand while riding. So its not like some of these 2 handers could have a balanced property allowed. Maybe not all.
But also like stated, with AI etc you can do just as much damage with a single as a double, and well thats not quiet right either.
-remove faction artifacts, or atleast thier faction bonus. As even if I had an all real arty suit, identical to yours, I would not have as good of suit. So that would balance the PvP more for the non factioners. As for the benefits for being in the danger of factions, I think the availabilty of suits over real artys to the masses should be enough.
-and as said before, if they were wearable by all factioners, that would be great. Then that would bring the hero/evil dye more into play then eye candy for faction suits. Or have a trade in system for silver credit.