I Primarily play(ed) UO for pvp for the last 12+ years (not so much before then), and I have recently comeback from a 5-6 month break, (account's were NEVER inactive) and pvp is the same as It was when I left... not good.
My question - Why are these skills still overpowered, and the only skills you see active in pvp anymore ?
it's killing the entire pvp aspect of UO because it lacks creativity and everyone you fight is the same.
Mysticism - Overpowered Defensively : Fix Stoneform + Protection... and cleanse winds needs to be slightly tweaked as well. Imo Remove either the Cure OR the Remove Curse from this spell, and make the spell cast time the same as Magery - Greater Heal (doing this will make cleanse winds a more reliable Mystic heal, that doesn't require you to have magery as a mandatory back-up.
Throwing - Overpowered Offensively : the Damage OR the Speed are in need of reduction.
Poisoning - Overpowered Defensively : Remove the passive Cure effect, if you want this USE ORANGE PETALS.
Archery - <--these were complained about being Overpowered but really weren't too bad... but guess what... they nearly don't exist anymore, because Throwers are in town.
Melee Weapon Skills - Only used because of Disarm, Deathstrike, Nervestrike, & Poisoning : Fix this please?
The damage on most of these weapons need slight adjusting upwards, and two handed weapons need to have at least 30% more damage than its one-handed counterpart. (to make up for the loss of consumables & the loss of stats from an off-hand shield.)
Chivalry - Divine Fury used to restore full stamina, why was this changed ? As a mana-consuming spell it should be as good OR better than a penalty-less Refresh Potion. (making Chivalry more skill level dependable instead of karma dependable was a step in the right direction)
Consumables : people rely too heavily on these items, and some make pvp extremely annoying. increasing potion weight was not an effective solution IMO.
Heal potions - Cooldown Fair = balanced.
Cure potions - no cooldown = *comic bubble* Overpowered! (at least add a cooldown after a successful cure, like apples with their remove curse.)
Refresh Potions - I can't think of why these are overpowered, because any form of dexer really will not survive if they do not have stamina. reliant I know, but this is fair.
Enchanted Apples - 30 second cooldown is not triggered unless a remove curse is successful. fair but it still, nearly lessens the use of having chivalry on your template.
Remove
1) Weapon Special Moves now require Weapon Skill and Tactics of appropriate skill levels.
(i.e., 70 in each skill for primary weapon special moves, 90 in each skill for secondary weapon special moves).
Edit : change the above to require Only weapon skill 70-90+ for primary/secondary as it was pre-publish 46.
2) Players Can no longer stack using a weapon special move and casting a spell or activating a skill ability
If you do not agree with something I have said in this feel free to point out the flaws in it.
I'm sure there are other things I could suggest, but what kind of things would others like to see added/changed for the better of UOs Pvp?
My question - Why are these skills still overpowered, and the only skills you see active in pvp anymore ?
it's killing the entire pvp aspect of UO because it lacks creativity and everyone you fight is the same.
Mysticism - Overpowered Defensively : Fix Stoneform + Protection... and cleanse winds needs to be slightly tweaked as well. Imo Remove either the Cure OR the Remove Curse from this spell, and make the spell cast time the same as Magery - Greater Heal (doing this will make cleanse winds a more reliable Mystic heal, that doesn't require you to have magery as a mandatory back-up.
Throwing - Overpowered Offensively : the Damage OR the Speed are in need of reduction.
Poisoning - Overpowered Defensively : Remove the passive Cure effect, if you want this USE ORANGE PETALS.
Archery - <--these were complained about being Overpowered but really weren't too bad... but guess what... they nearly don't exist anymore, because Throwers are in town.
Melee Weapon Skills - Only used because of Disarm, Deathstrike, Nervestrike, & Poisoning : Fix this please?
The damage on most of these weapons need slight adjusting upwards, and two handed weapons need to have at least 30% more damage than its one-handed counterpart. (to make up for the loss of consumables & the loss of stats from an off-hand shield.)
Chivalry - Divine Fury used to restore full stamina, why was this changed ? As a mana-consuming spell it should be as good OR better than a penalty-less Refresh Potion. (making Chivalry more skill level dependable instead of karma dependable was a step in the right direction)
Consumables : people rely too heavily on these items, and some make pvp extremely annoying. increasing potion weight was not an effective solution IMO.
Heal potions - Cooldown Fair = balanced.
Cure potions - no cooldown = *comic bubble* Overpowered! (at least add a cooldown after a successful cure, like apples with their remove curse.)
Refresh Potions - I can't think of why these are overpowered, because any form of dexer really will not survive if they do not have stamina. reliant I know, but this is fair.
Enchanted Apples - 30 second cooldown is not triggered unless a remove curse is successful. fair but it still, nearly lessens the use of having chivalry on your template.
Remove
1) Weapon Special Moves now require Weapon Skill and Tactics of appropriate skill levels.
(i.e., 70 in each skill for primary weapon special moves, 90 in each skill for secondary weapon special moves).
Edit : change the above to require Only weapon skill 70-90+ for primary/secondary as it was pre-publish 46.
2) Players Can no longer stack using a weapon special move and casting a spell or activating a skill ability
If you do not agree with something I have said in this feel free to point out the flaws in it.
I'm sure there are other things I could suggest, but what kind of things would others like to see added/changed for the better of UOs Pvp?
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