I think this makes for some very exciting game play and adds a lot of weight to being able to effectively participate in combat whilst dealing with the crutch of less than max efficiency. As it stands now we are looking at keeping stat loss as it works currently and moving from there. One point that was brought up with the "wounded" debuff that a boost to incoming damage without effecting skills would still allow those who were "wounded" to stay in the back and heal with maximum efficiency - which is not in the spirit of being wounded from battle. The intent is not to completely remove you from the fight, but at least provide some penalty for death since you can insta rez with all your gear. The goal is to keep matches around 20 minutes in length or until the match score has been reached, with short cool downs around 5 minutes in between each fight. If the population continues to support a battle, they will keep on going. We want fights to be easy in and fast paced so whether you have an hour to play or 5 hours to play on any given night you can get some PvP action.good news kyronix.
I also want to dispel the theory that stat loss takes one out of a fight. before the nerf, we had plenty of harry faction fights on chessy, particularly against LD when they played there in force and I'm here to tell you there was plenty of stat loss on both sides in those fights and neither side "SAT OUT". In fact it was a badge of honor for both sides to fight through the stat loss as it employed learning how to be effective during those 20 minutes and being able to help your team.
to me it was some of the best PVP'ng experiences I had in UO.
http://stratics.com/community/posts/2366568/
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