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Talismans - A closer look on improvement.

  • Thread starter DarkScripture
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DarkScripture

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These need a revamp on some issues.
Protection tali do not work on magic damage reduction.
Slayer tali do not work on magic damage out put modification increase.
Summon-able creature do not Recall/Scared Journey with you.
Summon-able creature do not follow any spoken commands. (They would also need to count as a pet slot to follow commands.)
A dismissed summon-able recharge time is overly long.
You must be wearing the useless tali for it to recharge.
There maybe a few more. If you know of any feel free to join in the discussion.
 

Basara

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You can't use summoning talismans in Ilshenar.
Creature types, for an item with both protection & killer (if not slayer) should be the same.
Animals should be removed from the protection/killer list, and all monsters be allowed (instead of the short list currently available.
Summons should have more types, if not all non-unique types (though perhaps that would be best reserved for the Talisman of Creatures). Even if you can't make it attack directly, imagine having, say, an Ancient Wyrm show up for 10 minutes at your side, attacking what you attack. It would certainly even the odds for those PvPers getting owned by Tamers with Greater Dragons, as the tamer would never know what defender the dexxer would be bringing to the field, unless he'd popped it already. Of course, you'd have to make it to where they don't jump in to a PvP fight, but having anything to help defend against overkill at the hands of a pet, while the tamer doesn't actually fight, would be balanced.


As for the others:
1. I'd like to see the Protection work on spells from the source, but don't know if it can even be coded that easily.
2. Devs have already explained that "Slayer" (and "killer" property) is coded differently for weapons and spell use (to keep mages from using a slayer weapon to increase their spell damage). You'd effectively have to totally redo how the property works, or add a 3rd version for talismans only.
3. I'd like to see that myself, INCLUDING adding necro Familiars to that idea.
4. Summons currently act like necro Familiars - they will defend themselves, and attack anything that you attack with a melee weapon (deliberately attack, as opposed to auto-defend, though rarely they'll hop in when you auto-defend). As long as they would do it for attacks from pets in PvP, but not act as a second weapon when attacking another player (unless that player attacked it), it would be balanced.
5. They need to cut the down-time to 10 minutes for a summons that runs its course - either by letting it stay around for 15 or 20 minutes (currently only staying around for 10), or by decreasing the charge time to 1200 seconds (20 minutes) instead of the current 1800 (30 minutes).
6. I think that the timer should at worst, pause, when not worn. Letting it recharge while off isn't a good idea - but neither is resetting the counter to 1800 (for creature summons, as an example), because you can die with less than 5 seconds left, then have to wait 30 minutes after you rez to use it again.
 
F

Fink

Guest
I'd like to know where the Frightened Orc Protection talisman would be of use. Not only does it protect against something whose distinguishing behaviour is to run away from you, but the buggers have been extinct for years.
 
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