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Nox VS Cure(Greater Pots)-Test Shard-Pic Heavy

  • Thread starter imported_SavageSP
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I

imported_SavageSP

Guest
I got tired of the complaining about Lethal Poison being "overpowered" , so I went to test shard and tested it myself.

Poisoner-"Nox"- 120 Fencer,100 Poisoning
Target-"Cure"
Equipment- 9-Deadly Poisoned NPC Daggers, 1 GM Alchemist made Deadly Poison Keg, 1 GM Alchemist made Greater Cure Keg(that had to be partially refilled)
*NO Enhance Potion Jewelry was used

Testers: Nox and Cure



Equipment:GM Greater Cure Keg, GM Deadly Poison Keg, Deadly Poisoned NPC Daggers



Spasming Begins:

100 Infectious Strikes Later
Results:
Lethal Poisons <font color=green>1-28 cured 1st Greater Cure</font color=green>, <font color=red>29 used 2 GC Pots</font color=red>, <font color=green>30-45 used 1 GC Pot</font color=green>, <font color=red>46 used 2 GC Pots</font color=red>,<font color=green>47-51 used 1 GC Pots</font color=green>, <font color=red>52 used 2 GC Pots</font color=red>, <font color=green>53-70 used 1 GC Pot</font color=green>, <font color=red>71 used 2 GC Pots</font color=red>, <font color=green>72-92 used 1 GC Pot</font color=green>, <font color=red>93 used 2 GC Pots</font color=red>,<font color=green> 94 and 95 used 1 GC Pot</font color=green>, <font color=red>96 used 2 GC Pots</font color=red>, <font color=green>97 and 98 used 1 GC Pot</font color=green>,<font color=red> 99 used 2 GC Pots</font color=red>, <font color=green>100 used 1 GC Pot</font color=green>.

7 out of 100 LP Strikes took 2 GC Potions to Cure, 93 Cured with 1 GC Potion, not Once did it take 3 or more to cure Lethal Poison delivered with 100 Skill.


If you are one of those that says you need 3+ Greater Cures to cure LP, then you are using NON- GM Made Greater Cures, or stuff left over from an Alchemist in Training or they were normal Cure Potions.

So Please, no more Nerf Poisoning Posts, try buying and carrying GM Alchemist Made Greater Cures. If anything the Devs should take note of this, test it themselves, look at the Code.
Feel free to spend the time my wife and I did to test it.

7% of the time it took 2 Greater Cure Potions to Cure Lethal delivered by a poisoner with 100 Skill used.
1- Greater Cure Potion 93% of the time nullifies 100 Skill Used, Check that Code Devs, for one of the Hardest Skills in the game to Train thats not much bang for your Buck.
How about a Boost Rather then a Nerf, again test it yourself with GM Made Products.
 
I

imported_mr.blackmage

Guest
how about nerfing cure potions then and changing cure back to how it used to be.
 
I

imported_SavageSP

Guest
My personal opinion is that there should be an 80%-85% chance to cure with a GM made Greater Cure, the Mage Cure spell should have about a 15% chance to cure at 120 Magery, Arch Cure should cure about 85% of the time at 120 Magery vs 100 Poisoning. Scale it up or down with the Poisoners Skill Level 80-100 VS the Potion and the Mages Skill.
As it is now, all you need is enough Potions to run the Poisoner out of charges, hes having to keep up with you to melee, and burning mana to inflict the Move, all for a Potion to almost insta-cure 93% of the time, no mana used and not interupted.
 
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Guest

Guest
yea LP has ALWAYS been super easy to cure with greater cure pots. I have been a poisoner on multiple shards and long before AoS came around. It used to just be a 25% chance to DP someone, now you can choose when you want to LP someone but back in the day being DP'ed was a lot worse than being LP'ed is today simply because curing was harder and did a lot more damage

Anyways, i think there isn't anything wrong with poisoning currently but i hate seeing people just chain chug cure pots over and over its annoying, there needs to be something in place to slow it down, or at least charge them mana for it.

It should be a sliding scale type of thing, if you drink 1 cure pot, then for the next 10 seconds if you get poisoned again you only have 50% chance to cure with a pot, if you do it twice in 10 seconds, then if you do it again in the next 10 seconds you only have 25% chance to cure with a pot. This way cure pots will have to be used sparingly and under a type of timer just like heal pots.
 
I

imported_SavageSP

Guest
I just got tired of seeing posts calling to nerf Poisoning, as it is you would probably be better off runnin minimum skill to apply Lesser Poison and running more charges on your weapon that would *tick* quicker.

It would still interupt a heal and maybe a spell, or at least make them burn a Potion, pretty sad , but its probably more effective to run less skill and use lower grade poison with more charges.
 
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Guest

Guest
<blockquote><hr>

yea LP has ALWAYS been super easy to cure with greater cure pots. I have been a poisoner on multiple shards and long before AoS came around. It used to just be a 25% chance to DP someone, now you can choose when you want to LP someone but back in the day being DP'ed was a lot worse than being LP'ed is today simply because curing was harder and did a lot more damage

Anyways, i think there isn't anything wrong with poisoning currently but i hate seeing people just chain chug cure pots over and over its annoying, there needs to be something in place to slow it down, or at least charge them mana for it.

It should be a sliding scale type of thing, if you drink 1 cure pot, then for the next 10 seconds if you get poisoned again you only have 50% chance to cure with a pot, if you do it twice in 10 seconds, then if you do it again in the next 10 seconds you only have 25% chance to cure with a pot. This way cure pots will have to be used sparingly and under a type of timer just like heal pots.

[/ QUOTE ]

Exactly and you also need to add that it costs a dexxer double mana to keep a target poisoned as fast as a chugger sucks down pots. If I have to spend twice as much mana to repoison someone 1 second later they should have a penalty for curing again immediately after.
 

Llewen

Grand Inquisitor
Stratics Veteran
Stratics Legend
Campaign Supporter
Personally I think poison needs a buff somehow. It is too easy to cure, and it doesn't do enough damage. Just about the only thing poison is good for these days is slowing down your victim's attempts to heal. Even lethal poison rarely kills anyone.
 
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Guest

Guest
I dont think poison need to be nerfed it needs to be fixed where some idiot cant chain it over and over again. cure pots need to be fixed too players with out alch. should only recieve 50% of its benifit from all pots while GM alch. will give ya full effect.
 
K

Kith Kanan

Guest
<blockquote><hr>


Exactly and you also need to add that it costs a dexxer double mana to keep a target poisoned as fast as a chugger sucks down pots. If I have to spend twice as much mana to repoison someone 1 second later they should have a penalty for curing again immediately after.

[/ QUOTE ]

WORD especialy when your fighting peopel who does not go anywhere without 50+ of each pot , peopel running scripts to chain chug ofc does not help one tad.....
 
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imported_mr.blackmage

Guest
seriously, it costs like 4 mana, and 8 doubled. I could chain it over 35 times in a row. That would use 3 of my dp potions, and 40 of their cure.

And Savage, you are weird. You think that potions should be absolutely 100% required to fight a dper. That is silly. It would make a heckuva lot more sense to buff the skills that cure, since they can be interrupted. Poisoning isn't supposed to be a kill all, it's supposed to be a way to prevent healing. IT wouldn't be a very fun game if you HAD to have potions to cure, meaning taking 90+ every single time you go out and PvP, and once you die, having to restock, while someone with DP doesn't have to. Yeah, good one.
 
G

Guest

Guest
Good post. Makes sense, good job doing the work and proving your point. Numbers don't lie!
 
R

Rykus

Guest
<blockquote><hr>

seriously, it costs like 4 mana, and 8 doubled. I could chain it over 35 times in a row. That would use 3 of my dp potions, and 40 of their cure.

And Savage, you are weird. You think that potions should be absolutely 100% required to fight a dper. That is silly. It would make a heckuva lot more sense to buff the skills that cure, since they can be interrupted. Poisoning isn't supposed to be a kill all, it's supposed to be a way to prevent healing. IT wouldn't be a very fun game if you HAD to have potions to cure, meaning taking 90+ every single time you go out and PvP, and once you die, having to restock, while someone with DP doesn't have to. Yeah, good one.


[/ QUOTE ]

What???

Savage is advocating the adjustment of CURE POTS. How does this translate into?

"You think that potions should be absolutely 100% required to fight a dper."

Savage, I agree.

I've had a noxxer char for almost 9 years and GC pots definitely need a small tweak. The most frequent suggestion I've seen is implementation of a timer, but I also like the idea of diminishing returns on repeated, rapid use.
 
K

kennykilleduo

Guest
100 points on poison = wasted if its that easy to cure..

Thank you for sharing results..
 
I

imported_SavageSP

Guest
<blockquote><hr>

seriously, it costs like 4 mana, and 8 doubled. I could chain it over 35 times in a row. That would use 3 of my dp potions, and 40 of their cure.

And Savage, you are weird. You think that potions should be absolutely 100% required to fight a dper. That is silly. It would make a heckuva lot more sense to buff the skills that cure, since they can be interrupted. Poisoning isn't supposed to be a kill all, it's supposed to be a way to prevent healing. IT wouldn't be a very fun game if you HAD to have potions to cure, meaning taking 90+ every single time you go out and PvP, and once you die, having to restock, while someone with DP doesn't have to. Yeah, good one.


[/ QUOTE ]

I am saying that there should be a difference in 20 Poison Skill and 100 Poison Skill, Both can be Cured almost as Equally with a Greater Cure Potion.

What PvPer doesnt carry Potions? Or at Least have a way to cure or as Vampire make themselves almost invulnerable to it, or Regen through it.
How much difference is there between a GC Pot and an Enchanted Apple? Strangle, Curse Spam? There are other ways to Counter those besides the Apple with the 2 min Timer, Im not even asking for a Timer on Potions.

I just tested this because in numerous posts in the last month or so I have seen people posting things I know for a fact are not true. The use of inferior Potions and low skill is the only reason anyone would have any trouble curing Poison.

The only thing I believe is that Poisoning should be slightly tweaked so that 100 Skill Points make a difference in a templet as does 100 Eval, or 100 Tactics. I tested this with zero EP, how much does that effect a persons chance to cure at 10%-50%EP?

As I stated in an above post, you might as well run 20 human poison skill and apply lesser gaining more charges and faster *tick* times, all your doing even at 100 is interupting a heal.
 

Nixon[I-C]

Certifiable
Stratics Veteran
Stratics Legend
<blockquote><hr>

100 points on poison = wasted if its that easy to cure..

Thank you for sharing results..

[/ QUOTE ]

No, not really. I play a nox mage, and beat most oppenents 9 times out 10, because eventually, they run out of cures, and I can simply chain cycle them level 1 spells. Granted I have one of the most gimp templates in the game, but boosting poisoning, would only make it incredibly overpowered from a mages perspective - which everyone seems to completely overlook with regards to poison.
 
G

Guest

Guest
<blockquote><hr>

100 points on poison = wasted if its that easy to cure..

Thank you for sharing results..

[/ QUOTE ]

How many charges of poison can one equip themselves with vs someone who can equip potions? maby as little as 12x the amount of cure pots someone can carry?

I shouldnt have to carry pots to PvP!!!!!!!!!!!!!!!!!!!!!!
 
I

imported_SavageSP

Guest
<blockquote><hr>

<blockquote><hr>

100 points on poison = wasted if its that easy to cure..

Thank you for sharing results..

[/ QUOTE ]

No, not really. I play a nox mage, and beat most oppenents 9 times out 10, because eventually, they run out of cures, and I can simply chain cycle them level 1 spells. Granted I have one of the most gimp templates in the game, but boosting poisoning, would only make it incredibly overpowered from a mages perspective - which everyone seems to completely overlook with regards to poison.

[/ QUOTE ]

As a Nox Mage you need to be within a tile to get your boost, if they had resist your poison would rarely stick. I was more posting to the LP infectious strike vs a greater cure potion. Im not trying to get mages casting LP, that would be a joke, just a tweak to poison or something with the GC Pot to make it so its not auto cure vs 100 skill used for a special.
 
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imported_SavageSP

Guest
<blockquote><hr>

<blockquote><hr>

100 points on poison = wasted if its that easy to cure..

Thank you for sharing results..

[/ QUOTE ]

How many charges of poison can one equip themselves with vs someone who can equip potions? maby as little as 12x the amount of cure pots someone can carry?

I shouldnt have to carry pots to PvP!!!!!!!!!!!!!!!!!!!!!!

[/ QUOTE ]

Some People believe you should be able to PvP naked and never lose anything, Im not one of those people, if I was id go play a game that you never lost any items on Death. Also a reason I play Siege, what risk is there when you have nothing to lose?
 
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Guest

Guest
You can't just say that Deadly Poison is too easy to cure without taking into account how easy it is to attack someone with. You hit with poison 100% of the time if you get a hit because that is how the special move works. Mages also cast Deadly Poison very often as long as they stand right next to their target and their poison fields always hit Deadly Poison.

So you can't nerf curing Deadly Poison without also nerfing how easy it is to attack someone with.
 
G

Guest

Guest
They removed the change to Arch Cure.
But yeah, i've had Poisoning on my Nox Mage since it affected the Poison spell, and today, GC Pots are ridiculous. I have no problem with Arch Cure having a high % chance to cure, considering if they can get it off while being spammed with spells, they deserve a good chance to cure it. But GC pots having a high % chance to cure when all it takes to use one is a free hand for a sec, and they can be chain chugged like mad (Especially by people who use Pot Chugging Scripts). Plus the fact that i have to be within 3 tiles of them, and my Poison has to succeed against their' Resist. 85% chance to cure Lethal with Arch Cure would be very reasonable, GC pots should have a lesser chance at curing it, like 50-65%.
Only way a Nox Mage can do Lethal, is if he casts Evil Omen on the opponent, which not only boosts the Poison Level by 1 (DP to Lethal), it also makes the person have -50% Resist skill (Which needs to be nerfed down to -25%, at least then 120.0 Resist would go down to 90.0 instead of 60.0, and still have at least a chance to resist). This can be done easily on a Nox Mage if they got the equipment, Midnight Bracers, +Necro Jewelry, and if LMC is already capped, Bloodwood Spirit.
 
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Guest

Guest
They need to apply a change to Infectious Strike similar to what they did with Para Blow. If it's spammed, it either doesn't work, or the Poison Level reduces, simulating the victim's cure magic still cleansing their' blood, or their body growing a temporary resistance to it.

I also think Poisoner's themselves should gain a permanent resistance to Poison Status. For every 25.0 Skillpoints in Poisoning, they gain an immunity to 1 Level of Poison, up to Greater Poison at 75.0 Poisoning. This would simulate their body building a tolerance to poison by being subjected to it so much (The "Critical Failures" when Poisoning something, which Poisons yourself, anyone who's gone up to 75.0+ Poisoning has Poisoned themselves SEVERAL times.) It would be like the Unicorn Form Poison Resistance, to where the Poison doesn't even apply to you, and you see the message "*The poison seems to have no effect*". DP and Lethal would still apply to them, as would Poison Element damage, such as from Poison % Weps/Poison Strike/Strangle, although they could recieve a slight permanent boost to Poison Element Resist, like +5 or +10.
 
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imported_SavageSP

Guest
<blockquote><hr>

You can't just say that Deadly Poison is too easy to cure without taking into account how easy it is to attack someone with. You hit with poison 100% of the time if you get a hit because that is how the special move works. Mages also cast Deadly Poison very often as long as they stand right next to their target and their poison fields always hit Deadly Poison.

So you can't nerf curing Deadly Poison without also nerfing how easy it is to attack someone with.

[/ QUOTE ]

Im not asking to nerf curing Deadly, Im saying curing Lethal is too easy 93% of the time with 1 GC Potion and NO EP Jewelry.

Im talking about 100 Skill Points being Nullified by a Potion that can be spamed with no mana used, no timer used.
If 100 Tactics, or 100 Eval were nullified by a G-Heal potion that could be spammed, with no timer and no mana used.....
Enchanted Apples&gt; then curse, strangle , why should an item you carry completely negate the highest skill level you can achieve in a skill? And on top of that be able to be spammed over and over , no timer, no mana used?

Im not asking for a timer, Im just asking to make LP harder to cure then 93% of the time, and have them take into acct EP which i didnt even use in the test.

As far as Mages go, Arch cure should still be able to have high cure ratio vs lethal
 

Nixon[I-C]

Certifiable
Stratics Veteran
Stratics Legend
I don't understand, what's the need to over complicate things? As it stand's, there isn't a great deal wrong with the Poisoning skill. The majority of these suggestions are over complicated, and have 0% chance of ever getting implemented.

If it ever were to get looked at, then it would simply be a case of changing the way the infectious strike special works vs % to cure with pots. There is absolutely no sense to even consider things like poison immunity with X skill in this or that.
 
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imported_SavageSP

Guest
High Levels of any Skill that can cure should be able to cure Lethal at a high ratio, 85-90% of the time? Thats skill level VS Skill level, not Skill Level VS an unlimited Item.

High Magery, High Healing/Anat, High Chiv, those should have higher % cure ratios, even the GC Pot should have a high % chance to cure, just not 93%.

I dont even want to talk about 50% EP with no Alchemy skill used, but hopefully that would be considered as well.
 
D

David of FL

Guest
<blockquote><hr>

I shouldnt have to carry pots to PvP!!!!!!!!!!!!!!!!!!!!!!

[/ QUOTE ]

I agree man, I'm so sick of UO and it's battles that seem to revolve around who has more crap in their backpack. Trapped boxes, potions, petals, wands, etc.

The other problem I have with pots is an un-named program that alot of people use to chug those pots. Disarm, chug pot and rearm using only uoassist or UO is a little harder than having a script do it to perfection every time.
 
I

imported_SavageSP

Guest
<blockquote><hr>

<blockquote><hr>

I shouldnt have to carry pots to PvP!!!!!!!!!!!!!!!!!!!!!!

[/ QUOTE ]

I agree man, I'm so sick of UO and it's battles that seem to revolve around who has more crap in their backpack. Trapped boxes, potions, petals, wands, etc.

The other problem I have with pots is an un-named program that alot of people use to chug those pots. Disarm, chug pot and rearm using only uoassist or UO is a little harder than having a script do it to perfection every time.

[/ QUOTE ]

I believe you can play "Hello Kitty Online" and not lose a darn thing. May even have point saves so if you do die you dont have to run far to get back to your last position.

The scripters need to be addressed, even "Hello Kitty" doesnt allow Haxxors
 
D

David of FL

Guest
When did I complain about losing anything?????? If anything my post was about people having to much stuff.

Typical Seige attitude and response. You think because we play on production shards we care about losing stuff, right.


btw I have a fully developed char on Siege, but I stopped playing there because it was so damn boring.
 
I

imported_SavageSP

Guest
I applogize for being an arse, and assuming you were not wishing to lose anything.

I wish it were all skill vs skill, and not all the little items, but i carry the ones I need to complement my characters skills as needed. And it takes me out of battles or makes me weaker without them after Death, as it should be, or what purpose does even being able to Die serve?
Id like to think if you kill someone they cant always come back full health, fully equiped 15 seconds later ready to have a Do-Over.
 
G

Guest

Guest
im actually happy to see this. I am an alchemist and a fencer. I was in a community wide tourny and my opponent who had no related skills was curing LP 100% of the time with a single drink.

NOTE: I only noticed this after the recent and large pvp change patch. I know before it against monsters id have to double click a cure stack for like 4-5 pots to cure it off myself.
 
R

Razeial

Guest
<blockquote><hr>



NOTE: id have to double click a cure stack for like 4-5 pots to cure it off myself.

[/ QUOTE ]

UOAssist FTW...
 
G

Guest

Guest
<blockquote><hr>

<blockquote><hr>



NOTE: id have to double click a cure stack for like 4-5 pots to cure it off myself.

[/ QUOTE ]

UOAssist FTW...

[/ QUOTE ]


Word.
 
I

imported_Lord GOD(GOD)

Guest
<blockquote><hr>

I got tired of the complaining about Lethal Poison being "overpowered"

[/ QUOTE ]

I think you rather missed the point. The only complaints about Lethal Poison being overpowered were in specific reference to the Arch Cure nerf. The Arch Cure nerf isn't going ahead.
 
I

imported_SavageSP

Guest
<blockquote><hr>

<blockquote><hr>

I got tired of the complaining about Lethal Poison being "overpowered"

[/ QUOTE ]

I think you rather missed the point. The only complaints about Lethal Poison being overpowered were in specific reference to the Arch Cure nerf. The Arch Cure nerf isn't going ahead.

[/ QUOTE ]

Nah, actually the post that set me off was after the announcement of the archcure revert, but it was just one of many ive seen over the years and inparticular the last few months.

Im glad they are reverting the archcure changes, I didnt like what they were going to do to archcure myself, I play a healer mage alot with my Guild and it would have hurt our pvm and pvp.

My post is directly related to only one thing, 100 skill points vs a Potions cure ratio. There is no alterior motive here, Im am one of many Poisoners that has felt shafted for years.
 
I

imported_Lord GOD(GOD)

Guest
Ah ok then I agree with you. Pot dependancy is OTT, it always baffles me when I see somene leave a fight to re-pot on a 120 mage. I guess it's just another contributing factor in the item&gt;skill based nature of the game.

Maybe they should implement the change they were going to do to Arch Cure on cure pots instead, from a 0 e.p perspective (50% was it?) going up to 100% success with 80 e.p.
 
I

imported_mr.blackmage

Guest
um, because if a dexer hits you 4 times in a row with a 50% hit effect weapon, you will be unable to cure yourself and you will be dead. That's why 120 mages need to repot for fighting lpers. Because it is ridiculously overpowered without cure potions.
 
G

Guest

Guest
Nice job Sav.

Any noxer knows the truth of this. It's pretty annoying to see that lethal poison is countered 93% of the time by a pot. I think that lethal poison should be countered by a GM made GC pot only 50% of the time, same for a 120 magery archcure.

Deadly poison should be countered 85% of the time with those.
Greater poison, 99% of the time.
Normal, lesser, 100% of the time.
 
I

imported_Lord GOD(GOD)

Guest
<blockquote><hr>

um, because if a dexer hits you 4 times in a row with a 50% hit effect weapon, you will be unable to cure yourself and you will be dead. That's why 120 mages need to repot for fighting lpers. Because it is ridiculously overpowered without cure potions.

[/ QUOTE ]

Your missing the point. If you've died and been looted in a fight you should have a rough idea of who (if any) are dp/lp dexxers. It's then easier to know who to avoid/gank. The point is that people are too reliant on pots and act as though a skill they bothered 120'ing isn't worth a damn when they should be using skill first and items for support.
 
I

imported_Lord GOD(GOD)

Guest
<blockquote><hr>

PvP is fixed

[/ QUOTE ]
PvP isn't broken.

Some template/tactic will always be best so long as there are sufficient multiple counters it doesn't need fixing.
 
I

imported_mr.blackmage

Guest
pvp is more balanced than it has been, but it by no means equivalent to the balance that we had in pub 25, and before AoS (which wasn't balanced either... I would look to pub 15 for a more balanced idea of pvp). In short, stupid additions to this game have dumbed down pvp so that the stupidest of people (see: trained hamster) can kill the best. Although as I said, it isn't AS bad as it was.
 
I

imported_Lord GOD(GOD)

Guest
<blockquote><hr>

pvp is more balanced than it has been, but it by no means equivalent to the balance that we had in pub 25, and before AoS (which wasn't balanced either... I would look to pub 15 for a more balanced idea of pvp). In short, stupid additions to this game have dumbed down pvp so that the stupidest of people (see: trained hamster) can kill the best. Although as I said, it isn't AS bad as it was.

[/ QUOTE ]

Thats exactly what I'm trying to say.
 
I

imported_mr.blackmage

Guest
you aren't really getting though that lpers do not have to restock. They can insure a potion and that's good for 12 charges. They can insure 5 and they are set for an entire pvp battle, while if a mage dies he needs to go get the counter to the LP. It shouldn't be a requirement to stay away or gank someone. If people are against the idea of using skills instead of an item to cure potions, then just make LP take an entire bottle of poison, but have it automatically reply. There we go, both parties have to restock, and both parties will run out.
 
I

imported_Lord GOD(GOD)

Guest
<blockquote><hr>

you aren't really getting though that lpers do not have to restock. They can insure a potion and that's good for 12 charges. They can insure 5 and they are set for an entire pvp battle

[/ QUOTE ]

Your right, I'm not taking that in to account. But from the Mages point of view I don't think they should feel that after one death their SOL in that fight.

<blockquote><hr>

while if a mage dies he needs to go get the counter to the LP. It shouldn't be a requirement to stay away or gank someone.

[/ QUOTE ]

It shouldn't be a requirement to need pots either.

<blockquote><hr>

If people are against the idea of using skills instead of an item to cure potions, then just make LP take an entire bottle of poison, but have it automatically reply.

[/ QUOTE ]

I've been saying the exact opposite of that, people should be relying on their Mage skill to cure first, pots should be a last resort. But as the OP's testing shows the pots are successful enough minus the drawback of being interupted to be the prefered choice. (&amp; imo shouldn't be)

It's not impossible to survive without cure pots versus dp/lp dexxers but most people don't even try anymore.
 

WarUltima

Babbling Loonie
Stratics Veteran
Stratics Legend
Good job OP, I never knew a Lper with 10 pots can empty out someone with 100+ GCure pot that fast and easily. As my noxxer only bring 3 DP pots MAX and thats good for many many hours or until I die and they actually bothered to loot me.

GCure is working as intended, as it takes 1200% more resource to cure than it is to apply em.

Gcure pot can be nerfed but they need to buff up Cure spell. I dont know how well cleanse by fire works against it tho.

Anyways if you want to whine about item vs player skill they need to make LP reasonable. If I am fighting a mage w/o pots on my dexer, infectious strike is essentially the IWIN bottom. Oh dont give me that arch cure crap because if you are letting a mage cast that arch cure everytime then something is wrong. But in this case it's not that LP is too weak or too easily cured, it's YOU who need some buff.
 
D

Death Adder

Guest
<blockquote><hr>

They can insure a potion and that's good for 12 charges. They can insure 5 and they are set for an entire pvp battle

[/ QUOTE ]You can no longer insure potions (not since they've been stackable).
 
I

imported_mr.blackmage

Guest
ahh okay cool didn't know that. It's still a 12 to 1 ratio though.
 
D

Death Adder

Guest
<blockquote><hr>

ahh okay cool didn't know that. It's still a 12 to 1 ratio though.

[/ QUOTE ]I still have a couple hundred insured pots (pulled off of my 3 PvP chars, 70-80 pots each)... if any rares collectors wants to snag them, they still work (and also stack and unstack, still insured!).
 
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