Disarm: I like this a lot, especially if Saving Throw's getting removed.TC has been updated. I'm on TC (Yew Gate) for the next 30 minutes for anyone looking to test and give feedback. I will only be discussing the changes that are listed in the notes.
Updated notes will be listed tomorrow.
- The player's active mastery can now be toggled off from the switch mastery gump. This does not trigger the switch cooldown.
- Increased special move Disarm immunity from 10 to 30 seconds.
- Added Fencing, Mace Fighting, Swordsmanship, Throwing, and Archery Focus Spec restriction list
- Lower Defense debuff duration is now reduced by curse removal spells and items.
- Increased Necromancy Conduit base duration from 4 to 6 seconds.
- Splintering weapon proc no longer triggers when preforming Disarm.
- Increased special move Block duration from 3 to 6 seconds.
- Supernova potions now activate after a one second delay at the use location.
I see it as a further nerf to moving shot. Of course it is completely dependent on HLD being on the bow, but still is an additional nerf. I'm going to test it all in a couple hoursMaybe the HLD change is unnecessary. With the change in splinter/disarm, it will be much easier to survive anyway
So now we really, really! have removed just about every skill that a mage could possibly make use of as a focus mage. Can we just go ahead and get rid of it and bump all mage SDI to 20-25 and call it good?TC has been updated. I'm on TC (Yew Gate) for the next 30 minutes for anyone looking to test and give feedback. I will only be discussing the changes that are listed in the notes.
Updated notes will be listed tomorrow.
- The player's active mastery can now be toggled off from the switch mastery gump. This does not trigger the switch cooldown.
- Increased special move Disarm immunity from 10 to 30 seconds.
- Added Fencing, Mace Fighting, Swordsmanship, Throwing, and Archery Focus Spec restriction list
- Lower Defense debuff duration is now reduced by curse removal spells and items.
- Increased Necromancy Conduit base duration from 4 to 6 seconds.
- Splintering weapon proc no longer triggers when preforming Disarm.
- Increased special move Block duration from 3 to 6 seconds.
- Supernova potions now activate after a one second delay at the use location.
If Alchemy's not on there, but Parry is: Wrestle/Alchy/Scribe. Or Anat/Healing/Alchy/Scribe (with skill point jewelry bonuses.)With all these skills on the focus mage restriction list, what would a focus mage template look like?
These are all absolute garbage changes. You are now going way way too far. We wanted small changes and this plus everything else makes the game totally different.TC has been updated. I'm on TC (Yew Gate) for the next 30 minutes for anyone looking to test and give feedback. I will only be discussing the changes that are listed in the notes.
Updated notes will be listed tomorrow.
- The player's active mastery can now be toggled off from the switch mastery gump. This does not trigger the switch cooldown.
- Increased special move Disarm immunity from 10 to 30 seconds.
- Added Fencing, Mace Fighting, Swordsmanship, Throwing, and Archery Focus Spec restriction list
- Lower Defense debuff duration is now reduced by curse removal spells and items.
- Increased Necromancy Conduit base duration from 4 to 6 seconds.
- Splintering weapon proc no longer triggers when preforming Disarm.
- Increased special move Block duration from 3 to 6 seconds.
- Supernova potions now activate after a one second delay at the use location.
Can you be more specific? Which ones are garbage, and why?These are all absolute garbage changes. You are now going way way too far. We wanted small changes and this plus everything else makes the game totally different.
I get the frustration, but none of these changes are final. No need to panic about anything, just test it out, come back with a well structured argument on what to keep / not keep, then wait for the next iteration. I wouldn't give up and get angry until this stuff makes it into prodNo, I can't be more specific anymore. I am sick of getting into arguments with terrible players and devs that cater to the the complaining minorities.
OK sure here goes.I get the frustration, but none of these changes are final. No need to panic about anything, just test it out, come back with a well structured argument on what to keep / not keep, then wait for the next iteration. I wouldn't give up and get angry until this stuff makes it into prod
TC has been updated. I'm on TC (Yew Gate) for the next 30 minutes for anyone looking to test and give feedback. I will only be discussing the changes that are listed in the notes.
- Increased special move Disarm immunity from 10 to 30 seconds.
- Added Fencing, Mace Fighting, Swordsmanship, Throwing, and Archery Focus Spec restriction list
- Splintering weapon proc no longer triggers when preforming Disarm.
- Supernova potions now activate after a one second delay at the use location.
I agree with this. I don't think anything should be added to the focus restriction list. Doing so screws up peoples characters and templates that people have spent a lot of time and money making. This is a TWENTY year old game why are we adding drastic changes to combat characters. Characters shouldn't be removed other things should be made more relevant.Focus spec does seem like a very complicated thing to balance. Adding this many things to it does seem to limit temps a lot and ultimately doing away with focus spec does seem like a good idea. What if we take parry and weapon skills off of focus spec and leave focus spec the way it is now. Since we have given the moving shot a nerf, in order to give some sort of penalty to parry for mages, maybe we can increase the required dexterity to achieve maximum effect?
And when people got disarmed NOW, they still ran. Also, if you were a dexer of any kind, there was no reason to use any other mastery (unless Holy Fist 4/6'er), because you could block Disarm over & over. I tried to disarm an afk guildmate earlier this year (who was on an archer), and had 5 unsuccessful attempts before finally managing.Bad moves.
8 second disarm immunity is plenty considering people just run the second they're disarmed. 30 second disarm? Just leave the old mastery up then.
I've got no words for this new focus list it's THAT bad.
Splinter change is bad.
SuperNova needs to have damage scaled just a little and not a timer.
I'm not sure what to think of the mastery change to overcap HPI but it's not a very good thought either.
Hybrids need to have SDI bumped to 20.
We wanted balance but in the past week you've screwed every pvper in the game. I donno maybe if you'd stop watching tv while on test you could listen to us.
If you're trying to get the remaining 30 of us to quit just say so...
I know heavily-boosted stats from gear is a thing, but this is a bad idea.Focus spec does seem like a very complicated thing to balance. Adding this many things to it does seem to limit temps a lot and ultimately doing away with focus spec does seem like a good idea. What if we take parry and weapon skills off of focus spec and leave focus spec the way it is now. Since we have given the moving shot a nerf, in order to give some sort of penalty to parry for mages, maybe we can increase the required dexterity to achieve maximum effect?
That is the point though, is it not? To nerf parry for certain temps. Name some other low dex temps that need parry. (I'm not being facetious here, I think it would help the conversation name them, cause I don't know.. do deathstrikers typically run with 80?)I know heavily-boosted stats from gear is a thing, but this is a bad idea.
Back in the day, Parry Mages were quite common, especially in the 5/6 days. They had no dex requirement, and had unparalled offense in the form of near-instant spellcasting; after Publish 25, the Parry Mage was rarely seen due to the 80 dex requirement being VERY hard, if not impossible, to achieve back then.
They are in a similar position of power in the current metagame, but it's far easier to make one than ever. Even with how easy it is to make one, there's still only a stat cap of 260. You can't realistically raise the dex requirement without sacrificing other stats - reducing Str will reduce your HP, and Int will reduce your mana. If you do raise the dex requirement, you're going to sacrifice too much without an increased stat cap.
The only constant in this 20 year old game are some of the CC graphics. It's nowhere close to the same play it was.This is a TWENTY year old game why are we adding drastic changes to combat characters. Characters shouldn't be removed other things should be made more relevant.
The only reason I ever supported parrying on the restriction list is because I didn't want alchemy on it. Nerf parry some other way and absolutely do not nerf supernova/alchemy. There is just no reason for it.
i agree the disarm timer going higher is okay since we are removing saving throws but i think 30s is a bit excessive, 20 seconds should be the sweet spotNo issues with the changes I'd prefer to make sure this HPI thing doesn't over cap though. 20 second disarm timer might be better tho!
I can see why weapon skills are on the break list. but now there's really no way to get away with playing a "focused" anything, other than a mage. no such thing as a Focused-Mystic, Focused-Necromancer, etc etc, Since weapon skills break the focus spec, and no other skills besides magery really has an effective way to heal themselves or deal damage as a main source.
- The player's active mastery can now be toggled off from the switch mastery gump. This does not trigger the switch cooldown.
- Increased special move Disarm immunity from 10 to 30 seconds.
- Added Fencing, Mace Fighting, Swordsmanship, Throwing, and Archery Focus Spec restriction list
- Lower Defense debuff duration is now reduced by curse removal spells and items.
- Increased Necromancy Conduit base duration from 4 to 6 seconds.
- Splintering weapon proc no longer triggers when preforming Disarm.
- Increased special move Block duration from 3 to 6 seconds.
- Supernova potions now activate after a one second delay at the use location.
No. U have posted this countless times let me tell you why its a dumb idea. Having specials toggled is literally just a huge crutch for people who suck with timing. It adds no skill to pvp whatsoever. "Oh lets just spam spells and hope an armor ignore goes off between my magic arrows" And its not just mages, dexxers can be spamming things like holy light, omens, etc etc (and i mainly play an omen archer).
Does that +5 HP overcap like the +15 did?The full change notes have more details on the changes to HLD and Warrior's Gift:
In Testing: Combat Changes – Ultima Online
- Remove Curse reduces HLD duration by 2 seconds
- Warrior's Gift level 3 now gives +5 HP instead of +15
What's the matter, Blazing? I thought you were supposed to be this uber pvp'er who's played for nearly 20 years? Can't adapt to changes? Maybe you'd like your...special tactics fixed instead?Angry rant
Yes.Does that +5 HP overcap like the +15 did?
What's the matter, Blazing? I thought you were supposed to be this uber pvp'er who's played for nearly 20 years? Can't adapt to changes? Maybe you'd like your...special tactics fixed instead?
Yes.
These are all absolute garbage changes. You are now going way way too far. We wanted small changes and this plus everything else makes the game totally different.
Bad moves.
8 second disarm immunity is plenty considering people just run the second they're disarmed. 30 second disarm? Just leave the old mastery up then.
I've got no words for this new focus list it's THAT bad.
Splinter change is bad.
SuperNova needs to have damage scaled just a little and not a timer.
I'm not sure what to think of the mastery change to overcap HPI but it's not a very good thought either.
Hybrids need to have SDI bumped to 20.
We wanted balance but in the past week you've screwed every pvper in the game. I donno maybe if you'd stop watching tv while on test you could listen to us.
If you're trying to get the remaining 30 of us to quit just say so...
Hey, I agree with you there... sort of. (20 SDI for all, no focus spec is what I would like to see).REMOVE REMOVE REMOVE REMOVE, it makes NO SENSE AT ALL!!!! I mean....if you play a TANK MAGE...you want to have the good OFFENSE of the sdi 30 !!! in defense it's a very BAD BAD Template....
- Added Fencing, Mace Fighting, Swordsmanship, Throwing, and Archery Focus Spec restriction list
I MEAN....you want to LET PEOPLE HAVE MORE PVP TOONS!!!! now you REDUCE THEM AGAIN!!!!!!!!!!!!!!!!!!!!!!!
I agree with that as well... but the next best thing is what they did... removing it but increasing the immunity to disarm timer, and the disarm + splinter proc was very necessary.This one is a NON sense change too.... I mean.... people will just PERMA run away when disarmed and they are on mount....SO you fixed the disarm by making the masteries.... My suggestion is just tone down a bit the mastery SAVING THROW.... and you're good to go...the mastery will still work but not like impossible to disarm always. Give it a 30% chance to get disarmed .... ( three attempts out of 10 ).
- Splintering weapon proc no longer triggers when preforming Disarm.
Nova's were a problem, you don't want to admit it because every template you play relies on them.I love how TWO or THREE players cried about supernovas and boom they got changed hehe.
Please DO NOT ruin the pvp for the real players who actually pvp every day and not once in a month , please.
Not spending all my time at Yew does not mean I don't pvp. You do know there are other places to pvp in, right? More recently? Yes, I haven't been pvp'ing, because of how dumb the current meta is, being in a 3-person guild, etc.I never see you pvping on Atlantic, you just talk in GEN chat, you LITERALLY never pvp , but when you did, you always HAD NO POTIONS ON YOUR BODY....so you talk about potions that you don't use.
So you come here and ruin the pvp for us , you talk about pvp like if u do pvp but you NEVER pvp . Last time I seen you was prolly 5 months ago in Felucca.
We pvp EVERY SINGLE DAY, and it's crazy that some of you who never log on to go to Felucca have to talk about something that we do on daily basis. YOU CLEARLY DO NOT KNOW WHAT U TALKING ABOUT.
Destroying TANK MAGE is crazy, already nobody uses them in big fights cuz of their weaknesses.
fake pictures, whenever I kill you , you NEVER had a single potion on yourself.Not spending all my time at Yew does not mean I don't pvp. You do know there are other places to pvp in, right? More recently? Yes, I haven't been pvp'ing, because of how dumb the current meta is, being in a 3-person guild, etc.
As far as your "I don't use pots" argument, we've been over this. Would you like a picture as proof? Carrying my standard supply amount - 10 Str/Agility/Refresh/Apple, 20 Cure/Heal. But, whether I use Supernovas or not DOESN'T MATTER. An unavoidable/instant source of damage is overpowered, especially when it does around 4x the base damage with 100 skill point investment/EP. Not ONE logical argument has been presented by the pro-Novas/Alchemy group as to why they're not overpowered. You just say they aren't. Which doesn't mean anything, especially considering your "argument" is entirely self-serving and 100% biased.
Yo Bicho, chill out. Let's keep this thread going and get the change we wish to see. If we lose this thread, we might get stuck with all of this.fake pictures, whenever I kill you , you NEVER had a single potion on yourself.
Make more fake pictures, you don't even have a trapped box , no wonder I always kill you in 10 seconds.
I don't have photoshop on this computer (btw, I am STILL at Luna on that character), and, um, I've never carried a trapped box unless I looted it off of someone, nor have I ever needed to. I have 120 resist on all of my pvp chars - what is it going to help me with? Nervestrike/Para-shot? That breaks as soon as I get hit, and has an immunity timer. Omen/Para? Unless it's a gank, I'm not gonna die to that either.fake pictures, whenever I kill you , you NEVER had a single potion on yourself.
Make more fake pictures, you don't even have a trapped box , no wonder I always kill you in 10 seconds.
Focused spec: Honestly, just get rid of it entirely, and bump the SDI cap up to 20% for all casters. You don't see focused caster templates except Focused Mage and Focused Necro (on dexers.)
False.I just know that when I was not playing with bad players like you , you were INSTA dying to NWA on LS , then when I was logging I let your bad pvpers win the 90% of all the fights .
I still have the icq logs of all of you begging me to log on to carry your nub asses to victory. Crossack is prolly the most clueless mage I have ever seen on the field, it's embarassing to see him pvping tbh.