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Infecting

Discussion in 'UHall' started by Mervyn, Dec 29, 2011.

  1. Mervyn

    Mervyn Certifiable
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    To use the infecting special, in the past you required tactics, now, you do not. With the boost that poisoning has been given, in all fairness, you probably should again now require tactics in order to infect.
     
  2. chad

    chad Sage
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    Never needed tactics.
     
  3. Mervyn

    Mervyn Certifiable
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    I was sure it did at one point, well, be that as it may, it probably should require tactics now
     
  4. NBG

    NBG Lore Master
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    3 skills just to use 1 special move/spell seems too extreme no matter how much you try to justify it.
     
  5. Mervyn

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    Nerve strike requires 3, there are more
     
  6. Storm

    Storm UO Forum Moderator
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    yeh not a good idea to require tactics especially with all the ways to protect and to cure poisons
     
  7. NBG

    NBG Lore Master
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    Ok you are comparing apples against oranges.

    NS/Fient/ect special moves does require require Bushido\Ninja

    But guess what, both of those skill gives other spells/abilities

    Poisoning skill lets you do what? poison food, weapon, use special and cast higher intensity poison spells. :wall:
     
  8. Mervyn

    Mervyn Certifiable
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    poisoning also increases your chances of resisting the poison.

    so much for the head smashing against a wall.

    Also, tactics would allow you to do a myriad of other specials, so you've shot yourself in the foot there, you cannot currently do infecting without poisoning so the use of the poisoning skill was not the skill in question, it was tactics.

    You may kiss my feet.
     
  9. CovenantX

    CovenantX Crazed Zealot
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    I think poisoning would be fine if all "Cure Spells" could cure it 100% of the time with the appropriate skill level.

    Magery - Cure - 100% chance to cure ALL lvls of poison at 120? sounds fair to me, Make it so.

    Chivalry - Cleansed by Fire - 100% chance to cure at 120? sounds fair, yet another reason to bring back chivalry as a pvp skill.

    Mysticism - Cleanse Winds - Cure chance is fine with this as is imo, although Stone form should be able to be poisoned. (rising colossus balances this out imo) and this would also add a semi-fix/balance for Protection/Mystics against most templates.

    Healing - bandages - seem to be working fine so far considering there is a delay & it requires Two skills Healing & Anatomy.

    Potions W/Alchemy - G-Cure pots - This should work as a 100% chance to cure, anyone with 100.0 alchemy deserves to beable to get a full benefit from potions imo, since it offers little Offensively (exp/conflag pots) especially with potion weight.

    Potions W/Out Alchemy - G-Cure pots - should remain the same Leave them as they are. they're fine as is with the poisoning changes imo.

    In honesty if a person is able to get the cure spell off while defending, they should be-able to cure themselves.

    Orange Petals & Vampire form should remain the same.

    * Arch Cure works but it also cures grey/red guild members w/e and it can cause you to be guard whacked, could be a bug, a fix with that would be nice too...