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Its that time of year to ask.......again.

Discussion in 'UHall' started by Kaleb, Oct 28, 2009.

?

Should Resisting Spells be reverted to its Pre AOS form?

  1. Yes: Revert Resisting Spells to PreAOS.

    43 vote(s)
    55.1%
  2. No: Resisting Spells is fine the way it is.

    25 vote(s)
    32.1%
  3. I started post AOS and Dont know how it truly worked.

    3 vote(s)
    3.8%
  4. On the fence either way wouldnt affect my playstyle.

    7 vote(s)
    9.0%
  1. Kaleb

    Kaleb Lore Master
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    Resisting spells, that skill has been pretty much useless since the launch of AOS. Its that time of year to ask for its revert to how it worked pre aos. It was a form of parry against magic users. I would also like to see its detachment from elemental resists. As it sits now people can use a bugged box with some items and totally negate the entire skill all together providing more gimped out templates. You would not be required to use the skill and keep that gimp template but at a reasonable cost, much like if you run a dexer/sammy with out parry. We all want balance and this is one step.
     
  2. Miriandel

    Miriandel Seasoned Veteran
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    I quite remember ten years ago not resisting anything over long fights with GM resist.
    Anything random does not belong to PvP, at least not THAT random.

    Now, if you're asking for a complete overhaul of the skill, that could bring more diversity, which is always a good thing.
     
  3. Kaleb

    Kaleb Lore Master
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    Everything is random in pvp, the chance to hit, parry, cast, passive defense everything based on a %age.
     
  4. Miriandel

    Miriandel Seasoned Veteran
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    Of course, that's why RPGs play with dice.

    There's a difference between rolling 1 on a D4, and 1 on a D100, like old resist did.
     
  5. legendsguy

    legendsguy Sage
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    i think resist spells works just fine. the two main uses are to resist poison and paralyzing and it seems to work well for them. i have it simply for those two spells alone. oh, and yes, i only pvm. i don't care what it did or does for pvp, and hopefully anything they do won't screw up pvm.
     
  6. DevilHimself

    DevilHimself Guest

    BRING BACK POWER HOUR!
     
  7. KalVasTENKI

    KalVasTENKI Babbling Loonie
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    Boo! Leave it how it is!
     
  8. Kaleb

    Kaleb Lore Master
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    PvM was fun with the old way, there was a chance that you would not get killed by say 3 lich lords flamestrike sync. Same goes to PvP. At gm resist now would be 120 a person had a chance to only take a certain % of damage from offensive spells. It had more benefits then it has now everything it does can be negated by items, and no one who is 120 resist is going to be rolling a suit with resists lower than 45 save for the tamer who does not need a whole lot of resists on their luck suit.

    I also feel it needs to modify all current magic forms offensive damage, percent chance based on skill level maybe add in a bonus if you have x amount of a magic skill say like %10 greater chance resisting mage(necro,mystic) spells if you were at 120 magery(necro,mystic) with 120 resist.
     
  9. The Fallout

    The Fallout Guest

    I always thought that resist spells should block spells. I mean, maybe not as much as we can parry a weapon, but it should be there.
     
  10. SetItOff

    SetItOff Sage
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    Dumb idea, leave it how it is.
     
  11. Wargasm11

    Wargasm11 Journeyman
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    fix boxes and leave resist how it is
     
  12. Taylor

    Taylor Former Stratics CEO (2011-2014)
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    Rather than mute magic damage or resist stat-affecting spells, I would like to see resisting spells work like parry. Parry/mages can block direct melee damage attacks; resist/warriors should be able to block direct magic damage attacks.
     
  13. Gelf

    Gelf Guest

    Well if they got rid of the -35 resist skill penalty and just kept casting and phys resist penalty on protection, then i'd be for it
     
  14. Borric

    Borric Seasoned Veteran
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    I think so as well. Maybe there should be no chance to completly block. But have damage based on casters EI vs. targets Resisting Spells on a scale, including targets armor resists.
     
  15. Jhym

    Jhym Guest

    *shrug*

    I'd like resist to tamp down damage on spells, maybe 1% per 5 points over 20. So Legendary would get you -20% damage across the board on all spells.

    Not to mention I'd like at GM or above you get a chance to completely resist ALL spells, with damage spells being dropped to 1 point. Not a high one, but a possible one. Just to stir things up a bit.

    I honestly would rather they put magic reflect back the way it was though, I KNEW it was likely one spell would be kicked back, which would give me time to react, especially on monsters with machine-gun casting.

    :stir:
     
  16. Zyron

    Zyron Guest

    Did you really just say that Resists has been useless since pre aos.

    OP is obviously a trammy.
     
  17. Kaleb

    Kaleb Lore Master
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    Please elaborate? Where did I say resists were useless? I did say no one in their right mind who is able to get to 120 resist is going to have 45 or under on their suits? And that the skill resisting spells is useless, People dont need it on their templates, They can hit a trapped box, eat an apple, drink a couple pots, totally negating what the skill was intended for. At least preAOS there was a reason to carry resist on your template, and it made all sorts of fights interesting.
     
  18. AshMoney

    AshMoney Guest

    I second this motion!
     
  19. Xanth de Orlig

    Xanth de Orlig Journeyman
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    I think this is what he was referring to, not actual 'resists' ;-)

    just had to point that out ... back to lurkin ;-)

    carry on
     
  20. Appalled at EA

    Appalled at EA Visitor

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    Err, you can't revert it, otherwise it wouldn't be AOS. Currently as it is mages are utterly useless, because of remove curse abuse from apples/bandaids and or the spell, if resist enabled people to also evade spells, mages would be worse than blacksmiths in PvP - and this coming from someone who play's a scrib/fence mage.

    Putting resist back to the way it was would completely change the game to a hybrid of what it was before AoS.

    You're better off lobying for a pre-aos shard (as if it'll work), or simply playing one of the free-shards (1 of them now has over 1k online users constantly).
     
  21. Quenchant

    Quenchant Seasoned Veteran
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    Personally, I would like to see the timers reduced for resisting spells. Perhaps keep the chance to resist where it is at or a little higher, but the timer for spell effect should be based on your resisting spells skill. The higher your resist spells skill the shorter the timer.

    Q
     
  22. Appalled at EA

    Appalled at EA Visitor

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    lol, you're kidding right? as it is my spells from my 120 eval, 15 sdi, gm scribe mage do nothing because people just chew down remove curse apples/bandaids and cast the spell non-stop. So you wanna make it so my flamestrikes do under 20 hp a go? Please come on, go pvp for once, and you'll change your mind.

    They nerfed evasion for a reason, and you wanna bring something like this back? As i said before, leave trammel for a day.

    No, no and no.

    I really hope the devs do not listen to people who are as clueless about the game as their GM support staff.
     
  23. red sky

    red sky Sage
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    Resisting spells is kind of like a love-hate relationship. I have taken it off because I've felt it's useless before but then after PvPing or even PvMing for that instance, you really begin to realize the percussion that result from removing the skill. It's like having a certain force field that protects you from the dangers of getting sick, such as a common cold but makes you sleep twice as long per day so you decide to get rid of it so that you can work more but then you get sick. (I know it's a funny synonym)

    I don't quite remember the days of old school resisting spells (considering I was a noob at that time). From what I hear though, it reflected spells or absorbed them or something of that nature. That seems a bit over the top, when considering the other spells and skills that have evolved over time in the UO time line. When I see resisting spells reverted back to that type of stage; I only see more complaints and petitions.
     
  24. KalVasTENKI

    KalVasTENKI Babbling Loonie
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    Agreed.
     
  25. Pink Floyd

    Pink Floyd Sage
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    Agreed 100%. They fixed trapped pouches, why not boxes? Easy fix is to make any level tinker trap do minimum 35 damage.
     
  26. SchezwanBeefy

    SchezwanBeefy Lore Master
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    Personally, I kind of like the idea that resisting spells you know... resists spells. Maybe no 100% or even 10% of the time, but just a little to make it worthwhile to have on a template.
     
  27. 8x8 in Powerhour ftw!
     
  28. aarons6

    aarons6 Certifiable
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    i agree about the trapped boxes, why do we even have them.. its not like you can just hand them to people and say hey open this up.. it goes off but doesnt kill them.

    not like it used to.. i remember back in the day putting one on the ground with alot of stones in it so it couldnt be picked up and watch the body count rise up..

    i think they need to do away with trapped boxes.. or make them instant kill, like they are supposed to do.
     
  29. resisting spells pre-AoS was too essential, you had to have it on a template, especially if you PvP or PvM, or you simply took too much damage regardless of equipment or skill.

    once AoS came, damage was mitigated to equipment, and resisting spells applied to effects outside of damage for the most part. this would've been fine, if it wasn't for the ever increasing magnitude of items and artifacts introduced.

    there's too many things to replace with resist provides:
    *enhanced alchemy potions to offset curse penalties as well as the proliferation of stat increase items.
    *orange petals to deter magic poison completely
    *the continued acceptance of glitched trap boxes to break paralysis
    *introduction of curse-removing apples
    *more and more mana regen and lower mana cost items to offset mana attacks

    i would say for the devs to fix the trapbox, and in it's place introduce some 'free action' potion that will break paralysis and resist paralysis for 3 seconds or so, that alchemists can make and sell.