If you're going to nerf pets then nerf all specials.
Getting tired of listing to all this bs about pets.
They are so slow that it isn't funny.
If you're not good enough to get away from walk speed opponents then you should be playing something else.
I see specials as being a lot more over powered than pets. Period.
Hmmm well I'm not much of a PvP tamer but when I take my 4x120 bard to destard I can barely bard the greater dragons, even with a slayer, so I'm not sure how you managed to pull off killing 4 greater dragons with PvPr's running around as well...Having a bard can easily disable one or more enemy pets. One guild master is complaining that we defeated their 4 greater dragons because we had one bard on our side. He is claiming bards need to be nerfed.
No way tamers are not powerful in pvm it's just that every other character being nerfed to death and makes it seem tamers are powerful in pvm. Sampires still stand toe to toe with tamers. And spellweaving eval,inscibe,mages as long as they dont get hit dish out powerful hits. All have there weakness and advantege. Unfortunetly while players get nerfed monsters only grow in strength. Making monsters do 1-2 hit kils on a tamer if they target them adn that is mostly likely whith changelings and other monsters who change targets. A sampire can finaly stand it's ground but many others wanted to nerf them in the name of whatever reason untill they finaly did untill they can find another reason to nerf them again and sampires turn around and try to get tamers there greatest comp nerf in pvm. Nerfing is not the answer no one ever wins in this constant nerf fight.1. There is a template that is rampant on the shard I play on... it's a tamer/archer build. They simply hop off their pet, dismount you, sick their cu sidhe on you (which is NOT a walk speed pet... not even close) then they simply run behind you and their pet alternating paralyze/concussion/running shots while the pet bleeds and hits you.
I'm not going to say it's impossible for that template to be at least avoided (although killing them is nearly impossible 1v1 with pots and faction bandies keeping them alive while they AND their pet rail on you)... but I will say that I should NOT have to alter my template (wrestle/parry mage) in order to fight it. To me... that's the definition of imbalance.
Throw in the fact that if you do manage to redline them, they can hop back on their pet and run away while you're still dismounted quite easily.
I'm not exactly sure what I would nerf... I'll leave that to people smarter than I... but I do think that taming is more a part of the equation than the archer/specials... and I think if you nerf the special moves much you end up nerfing archers in general too severely.
2. Tamers are QUITE powerful in PvM. I'm not really sure how some of you can claim that a nerf would hurt you terribly on your tamer... I play with a tamer/discord/spellweaver and easily do plenty of damage... and I can solo things that not every template can. I've also played a mage tamer and can say the same for that template.
So you're saying that tamers appear powerful because other templates have been nerfed... isn't that the same as saying tamers are powerful in PvM?No way tamers are not powerful in pvm it's just that every other character being nerfed to death and makes it seem tamers are powerful in pvm. Sampires still stand toe to toe with tamers. And spellweaving eval,inscibe,mages as long as they dont get hit dish out powerful hits. All have there weakness and advantege. Unfortunetly while players get nerfed monsters only grow in strength. Making monsters do 1-2 hit kils on a tamer if they target them adn that is mostly likely whith changelings and other monsters who change targets. A sampire can finaly stand it's ground but many others wanted to nerf them in the name of whatever reason untill they finaly did untill they can find another reason to nerf them again and sampires turn around and try to get tamers there greatest comp nerf in pvm. Nerfing is not the answer no one ever wins in this constant nerf fight.
If you truly thought your tamers should be removed from PvP, then you wouldn't be PvPing with your tamer.... If it's so bad, surely you'd delete the characters and join the ranks of PvPers who hate tamers. Nobody is forcing you to use overpowered pets or kill anybody in 3 seconds. So quit with the self-hate stuff. It doesn't wash.I have 2 PvP tamers. I have a mage/tamer with a dread mare and an archer tamer with a dread mare.
Pets are extremely overpowered and do need to be removed from PvP. I should not be able to kill someone in 3 seconds.
There is a bug in factions right now where you cannot have your pets attack someone of the same faction.
They should take this "bug" and make it an intentional publish for players in general.
lol That's hysterical.Just dont attack someone with a greater dragon...Simple
tamed pets are weaker than wild ones. easier to disco.Hmmm well I'm not much of a PvP tamer but when I take my 4x120 bard to destard I can barely bard the greater dragons, even with a slayer, so I'm not sure how you managed to pull off killing 4 greater dragons with PvPr's running around as well...Having a bard can easily disable one or more enemy pets. One guild master is complaining that we defeated their 4 greater dragons because we had one bard on our side. He is claiming bards need to be nerfed.![]()
Okay... put a few more periods in what you just said and I'll agree with most of it! Constant nerfing of every skill is only encouraging people to quit in frustration. Balance skills and templates with incentives, not by making them useless, i.e. poisoning (insert your favorite skill here) for PvM. My sampire does more damage on all high end monsters than my tamer can, and so does my archer. All I am saying, when balancing for PvP you also have to consider the other +90% of the players.No way tamers are not powerful in pvm it's just that every other character being nerfed to death and makes it seem tamers are powerful in pvm. Sampires still stand toe to toe with tamers. And spellweaving eval,inscibe,mages as long as they dont get hit dish out powerful hits. All have there weakness and advantege. Unfortunetly while players get nerfed monsters only grow in strength. Making monsters do 1-2 hit kils on a tamer if they target them adn that is mostly likely whith changelings and other monsters who change targets. A sampire can finaly stand it's ground but many others wanted to nerf them in the name of whatever reason untill they finaly did untill they can find another reason to nerf them again and sampires turn around and try to get tamers there greatest comp nerf in pvm. Nerfing is not the answer no one ever wins in this constant nerf fight.
Poisoning is not useless for PvM, it simply depends on what type of PvM you are engaging in. I find it to be one of the more useful spawning skills.Okay... put a few more periods in what you just said and I'll agree with most of it! Constant nerfing of every skill is only encouraging people to quit in frustration. Balance skills and templates with incentives, not by making them useless, i.e. poisoning (insert your favorite skill here) for PvM. My sampire does more damage on all high end monsters than my tamer can, and so does my archer. All I am saying, when balancing for PvP you also have to consider the other +90% of the players.
Balancing templates does not mean that any one template can kill any other. Rather, it should be a paper- scissors- rock type of balancing.
Sounds to me like you would be better off playing Tekken or Street Fighter if button mashing is your bag.Personally I think tamers and archers are the bane of UO.
Those 2 templates do nothing but reward lazy, no skill playstyles.
Heeeeey, now THAT is a unique and probable idea, I like itJust give Greater Dragons (cursed) tags. They can't bond. Problem solved.
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Interesting....I would wonder.... how do you make the equivalent changes to a melee weapon and their meleer or a bow and their archer? So you limit the tamer and pet to a weaker set of resist and stats.. but 3, 4, 5 players.. all maxed stats and skills get to gank the weaker one (how bloody pathetic) .. It doesn't take a rocket scientist to realize the folly of that idea.I would agree to let the pets in pvp under theses conditions:
Max skills points a player can have is 720. In a player vs player situation, there should be 720 point, max on each side. You cant push buttons for your life? You need a pet to decide for you to cast a flame strike or whatever? So be it, but the total of your side of "player" should be the same as the non tamer fighting you. Your pet runs around with 400 skill points? Then you have 320 to use.
Same goes for strenght (125) dex (125) and intel (125), splitted between the tamer and his pets.
Tamers should get like 820 skill points because Taming is hard and stuff.Interesting....I would wonder.... how do you make the equivalent changes to a melee weapon and their meleer or a bow and their archer? So you limit the tamer and pet to a weaker set of resist and stats.. but 3, 4, 5 players.. all maxed stats and skills get to gank the weaker one (how bloody pathetic) .. It doesn't take a rocket scientist to realize the folly of that idea.
Praise you sir! This is the best thing I have ever heard.I have 2 PvP tamers. I have a mage/tamer with a dread mare and an archer tamer with a dread mare.
Pets are extremely overpowered and do need to be removed from PvP. I should not be able to kill someone in 3 seconds.
There is a bug in factions right now where you cannot have your pets attack someone of the same faction.
They should take this "bug" and make it an intentional publish for players in general.
Gotta protect the HOLY ability to gank... No? Same people who scream that "it's FEL.. risk v. reward! Walk through the moongate run the risk of getting jumped, don't like it don't go!" are the same peeps who scream.. "Tamers and pets are overpowered.. nerf nerf nerf!" There are a number of changes needed on the pvp side to make it better for everyone. None of which are pain-free to everyone.Tamers should get like 820 skill points because Taming is hard and stuff.
Sounds to me like you would be better off playing Tekken or Street Fighter if button mashing is your bag.Personally I think tamers and archers are the bane of UO.
Those 2 templates do nothing but reward lazy, no skill playstyles.
I've decided to just let her keep digging. She's made like 40 posts on the issue I'm curious to see if we can get her to 100.Thank you for admitting that playing an archer or tamer requires ZERO skill.
You are the one whining. We are trying to have a thoughtful discussion about PvP balance and you are just crying about your overpowered tamer getting nerfed.The level of whinning from you two is astounding.
Keep it up! This is fun!
That still doesn't change the fact that they do more damage with a single attack than they should be able to in PvP. Damage in PvP is capped for a reason, which the 2 pets in question go well over. It needs to be adjusted. Anyone that isn't biased on the matter can see that plain as day, whether they PvP or not.Tamers are not that hard to kill. The pets are slow, and stupid.
I agree.That still doesn't change the fact that they do more damage with a single attack than they should be able to in PvP. Damage in PvP is capped for a reason, which the 2 pets in question go well over. It needs to be adjusted. Anyone that isn't biased on the matter can see that plain as day, whether they PvP or not.
I don't care about superiority, inferiority, etc. but superiority should come with a price, don't you think?I agree.
I posted in another thread that I thought all damage in PvP should be capped equally.
But that is apparently not enough for some people. They want superiority, not balance.
I can see your points as being valid. I can also see from their point of view as well. In my opinion though, you choose your poison. If you are VERY offensively minded...which most PvP'ers seem to be, then yes...you'll pretty much die in a hit.The problem with pets in PvP for non-tamers is the damage they dish out on the first hit. A Greater can normally drop a player before the player can react if they didn't know it was coming. But if the player sees you coming with the Greater, and they are smart, they can make it hard for you to get the pet on them long enough to have one of the 2-4 other reds they gank with to drop you long before you ever do any damage to them. It comes down to who gets the drop on whom.
I agree.
I posted in another thread that I thought all damage in PvP should be capped equally.
I agree 100%. If Sampires drop out of form when removing jewels, why is the same not enforced for tamers? If a pet is bonded, the skill removed either through jewel removal, soul stone, or atrophy...the pet should not remain bonded. Period. Good idea!1. ensuring pets can't bond (and won't remain bonded) if the tamer lacks vet/lore skills to res them.
I agree 100% again. But I would go a step further...I'd like to see all +skill items removed from the game...forever.2. Remove all skill + items relating to the taming skills from the game, so that real skill is required right across the board by tamers.
I agree with this too, as long as skill loss for pets in PvP is removed as well.3. Then ensure that during a PvP battle, a tamer can't log out to save their pet, that there is a system to protect tamers from real emergencies like a nuked connection, but to prevent its use as a "tactic".
I would agree on that as well. Damage needs to be capped for everyone, pets included.4. Balancing passes on pets, GDs in particular.
I think if a tamer issues an attack command, and then moves into guard zone, the pet should be guard whacked...and there should be skill loss, because the pet was not killed by a player.5. Electrocution of tamers who say "all kill" whilst too close to Yew moongate.
Ok, #5 isn't entirely serious, but there are some guardzone huggers who deserve a few hundred volts for not keeping their dangerous pets under control
Wenchy
you expect even odds 4v1?The problem with pets in PvP for non-tamers is the damage they dish out on the first hit. A Greater can normally drop a player before the player can react if they didn't know it was coming. But if the player sees you coming with the Greater, and they are smart, they can make it hard for you to get the pet on them long enough to have one of the 2-4 other reds they gank with to drop you long before you ever do any damage to them. It comes down to who gets the drop on whom.
If I were on the receiving end of that, I would probably be complaining as well...but notice that none of the people complaining about pets say one word when they gank someone 3-1 or 4-1. Not a word. That's "kewl" and "l337", but it chaps their arse when my Greater evens the odds a little.
I don't want to make everyone happy, I want balance, you want your grossly overpowered pets to stay that way.No pleasing everyone I guess. But what do I know, I am just a "n00b" or "troll" because I disagree with a few of the "uber dewds" here.
Nope, I didn't miss it. Capping damage would still leave packs, or groups of pets, and their tamers on top. Though they don't do too much per hit individually, packs do a heck of a lot all together. Any pair or group of pets would dump damage faster than a single player could. That would work past a damage cap, so tamers would have the upper hand. Especially as quite a few PvP tamers do damage themselves on top of that dealt out by their pets.I will post again...since apparently it was missed...again.
I have NO issue with damaged being cap for pets vs. players...as long as it is a two way street. PvP fights in UO these days are often too short anyway.
I always felt bonding should be restricted to tamers and I like the real skill idea a lot. I don't like the concept of +skill on items in general. Your point is you should need Taming, Lore, and Vet to be able to bond high end pets, I agree with that.1. ensuring pets can't bond (and won't remain bonded) if the tamer lacks vet/lore skills to res them.
2. Remove all skill + items relating to the taming skills from the game, so that real skill is required right across the board by tamers.
3. Then ensure that during a PvP battle, a tamer can't log out to save their pet, that there is a system to protect tamers from real emergencies like a nuked connection, but to prevent its use as a "tactic"
NO. Out of the question.I agree with this too, as long as skill loss for pets in PvP is removed as well.
There is only so many pets a tamer can control. A damage cap would be a good idea. If you are going to use multiple pets which can actually his that cap you would have to sacrifice your mount. The main complaint against tamers are the greater dragons. A damage cap would be a solution to the dragons attack damage which everyone complains about.Nope, I didn't miss it. Capping damage would still leave packs, or groups of pets, and their tamers on top. Though they don't do too much per hit individually, packs do a heck of a lot all together. Any pair or group of pets would dump damage faster than a single player could. That would work past a damage cap, so tamers would have the upper hand. Especially as quite a few PvP tamers do damage themselves on top of that dealt out by their pets.
I think all archers should be deleted. Starting with yours.I dont know your problem. I have killed many tamers in Fel without dieing with my archer chars.
I also have tamers and they have fun in fel spawns, to bad if someone wants to come steal my spawn.
Learn to use your chars properly and stop complaining.
Its obvious you want to nerf any player based template thats better than yours, so your can be master over everyone else.
All i can say is stop complaining at let the real players play the game.
If you read the para I posted after the one you're replying to, you'll see why I don't think it would work as easily as first suggested. A mount sacrifice has never bothered me, I stay with my pets when we fight, always have. There would need to be a fix for ninja form tamers if you wanted to stop the mount speed issues though. Ninja tamers are far more of an issue than a stealth herder like me *wink*There is only so many pets a tamer can control. A damage cap would be a good idea. If you are going to use multiple pets which can actually his that cap you would have to sacrifice your mount. The main complaint against tamers are the greater dragons. A damage cap would be a solution to the dragons attack damage which everyone complains about.
220 skill gives you greater dragon with near 100% control. These things are VERY powerful, to the point that people have to carry around dragon slayers to pvp. NOW THEN, that leaves the character controlling the dragon possibly 480-500 points left (depending on account age), enough points to be pretty potent.You have yet to put out a convincing argument why Tamers should be nerfed. Until then, I don't agree that there should be a change. Others have been able to handle tamers just fine.
Yeah, I'm guilty of not reading the entire post.If you read the para I posted after the one you're replying to, you'll see why I don't think it would work as easily as first suggested. A mount sacrifice has never bothered me, I stay with my pets when we fight, always have. There would need to be a fix for ninja form tamers if you wanted to stop the mount speed issues though. Ninja tamers are far more of an issue than a stealth herder like me *wink*
The only advantage I can see is that my flock of killer sheep would be doing as much damage as a GD in PvP. Death by shepherd.... *gets an evil glint in her eye* Now if only GM herding gave me a flock bonus
Wenchy