L
lysarius
Guest
Poisoning in UO is stuck between a rock and a hard place. On one hand it is WAY to easy to negate 100 points in the poisoning skill with 0 points in the “drink a potion” skill (or a small fraction of the capability of magery, chivalry, etc) On the other hand, poison prevents healing and if you cant heal in UO PvP you are dead meat. This means it NEEDS TO BE SUPER EASY TO CURE poison… Any change to this balance always raises strong reactions from the player base.
In order to address both sides of this issue I propose the following solution:
Change the role of poison in combat from primarily a way to prevent healing to primarily a way to do damage over time and interrupt spell casting. How? Make it really hard to cure high level poison and also allow people to heal even if they are poisoned. Since it will be hard to cure high level poison players will see some real benefit to spending 100 points on the skill but since it will not prevent healing it will not be an instant death sentence if you cant cure it easily in combat. This will mean many current templates would have trouble healing poison and would actually take damage over time and spell interruption from poison, but they would not be dead in the water because they could still heal.
In particular I propose the following changes:
POTIONS
- Lesser cure potions can only cure lesser poison
- Normal cure potions can only cure normal poison and below
- Greater cure potions can only heal greater poison and below
- Cure potions cant touch deadly or lethal poison
- (Maybe allow GM alchemist to bump this up so that they can use greater cures to counter lethal since they actually have skill points invested?)
BANDAGES - Bandages heal damage even when poisoned and also have a small chance to cure the poison. Maybe something like 120 healing =
- 25% to 50% chance to cure lethal in addition to healing through the poison?
- 50% to 75% chance to cure deadly poison in addition to healing through the poison
- 75% to 100% chance to cure greater poison in addition to healing through the poison
- Etc
CHIVALRY - Chiv 120 chiv gives a 50% chance to cure lethal poison
MAGERY - 120 magery gives greater cure a 50% chance to cure lethal poison
Comments!?
In order to address both sides of this issue I propose the following solution:
Change the role of poison in combat from primarily a way to prevent healing to primarily a way to do damage over time and interrupt spell casting. How? Make it really hard to cure high level poison and also allow people to heal even if they are poisoned. Since it will be hard to cure high level poison players will see some real benefit to spending 100 points on the skill but since it will not prevent healing it will not be an instant death sentence if you cant cure it easily in combat. This will mean many current templates would have trouble healing poison and would actually take damage over time and spell interruption from poison, but they would not be dead in the water because they could still heal.
In particular I propose the following changes:
POTIONS
- Lesser cure potions can only cure lesser poison
- Normal cure potions can only cure normal poison and below
- Greater cure potions can only heal greater poison and below
- Cure potions cant touch deadly or lethal poison
- (Maybe allow GM alchemist to bump this up so that they can use greater cures to counter lethal since they actually have skill points invested?)
BANDAGES - Bandages heal damage even when poisoned and also have a small chance to cure the poison. Maybe something like 120 healing =
- 25% to 50% chance to cure lethal in addition to healing through the poison?
- 50% to 75% chance to cure deadly poison in addition to healing through the poison
- 75% to 100% chance to cure greater poison in addition to healing through the poison
- Etc
CHIVALRY - Chiv 120 chiv gives a 50% chance to cure lethal poison
MAGERY - 120 magery gives greater cure a 50% chance to cure lethal poison
Comments!?