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Messana. On your PvP changes:

Discussion in 'UHall' started by Widow Maker, Jun 28, 2011.

  1. Widow Maker

    Widow Maker Slightly Crazed
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    Messana,

    We really appreciate you trying to give PvP some need changes. But it is apparent that you may need some re-direction on some of your items. PvPers / Factions do need some changes. We have asked for many years for some of these.

    Please consider the following;

    Chivalry: Can not use it with negative Karma....period. Make Karma the sole switch for any use of this skill. It is what it should have been all along. Negative karma characters can NEVER be chivalrous.

    Necromancy: Can not use this with positive Karma...period. Make Karma the sole switch for using this skill. It is what it should have been all along. Good karma characters can NEVER be necromancers.

    Skill Focus: 40% is way over the top, as testing has shown. 20% would be good. 10% more for Inscribe. May even consider adding an additional 5% for reg use instead of 100% LRC suits.

    Mysticsm: Re-enable purge from Ninja form, the rest of the changes you have suggested are definetly workable. Purge from Ninja form is a MUST. Spell Plague needs a bit more of a turn down in power though. You are on the right direction with Cleansing Winds, we'll have to see if it is enough

    Apples: 15-20 seconds.

    Cure Potions: Timer same as Heal potions.

    Weapon Specials: Allow for a disarm special for ranged weapons. 2nd tier for more mana cost.

    Factions:

    1. Wipe all points and make faction gear wearable by anyone in Factions (for the cost of silver).

    2. Make the Fel ruleset the switch for the Faction gear. Leave Fel, the gear becomes normal armor with no affects whatsoever. No more Trammel Factioneers. *This is a MUST*

    3. Make stat loss 50% and last for 15 minutes. Penalties need to be handed down for dying in faction fighting and the increased stat loss keeps the dead person from ressing and continuing on (due to enhancing items and 120 skills now). This allows for a clear winner in any given battle.

    4. Reduce sigil time to 6 hour again. The time we had that made for a lot of faction base fighing. Bring it back permanently. Keep towns for 3 days, as per currently norm.

    Your direction has some brilliant points but please reconsider your stance and do consider the above. It is what your players have been asking for... some of it for coming up on a decade. I am sure we will be recieving more input from others.

    Thank you for your time.
     
  2. popps

    popps Always Present
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    Can Factioneers be attacked by opposing Factions in Trammel ?

    If so, perhaps this is to help bring "some" PvP on the Trammel facet also........

    If it is not so, it should then be. Make those who are in Factions be attackable by opposing Factions players also in Trammel.........
     
  3. Viper09

    Viper09 Grand Poobah
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    No. They never could.
     
  4. TheMac

    TheMac Guest

    Kill Sampires? Its a little old all these PVP "fixes" happen to nerf everything pvm.
     
  5. Tina Small

    Tina Small Stratics Legend
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    I believe the answer to your question is "yes" under two conditions: (1) you're playing on Siege or Mugen and the faction characters are in Malas, Ilshenar, Tokuno, or Ter Mur (most people consider those facets to be "Trammel"); or (2) you're on any other shard and the characters you want to attack in an opposing faction belong to a guild that has declared war on your guild through the guild system.

    One problem I see on regular shards with opening up faction fighting to all facets is that red characters in factions must remain in Fel. Granted, pardons are available, but many guilds that do champ spawns rely heavily on their red characters to help with defense and eliminating too many red characters on a shard leads to some wonky stuff happening when people need justice virtue gains to help get more power scrolls at champ spawns. So it's doubtful that with a change like this all faction red characters would all of a sudden be trying to become blue just to get out of Fel.

    Even if red characters could all of a sudden leave Fel (like they can on Siege), some of them would inevitably still complain that the area they need to roam to look for a fight is too large and gives their enemies too many places to hide. Plus with the recent change made to disable faction skill loss outside of Fel, faction fighting outside of Fel when you still have insurance to protect your stuff seems a little bit pointless, especially if Widow Maker's suggestion that acquiring the faction gear is only contingent on having enough silver to buy it and doesn't rely on faction rank (i.e., you don't have to worry about getting kill points except if you want to run for office or need a little bit of rank to ride a faction war horse).

    I think that on most shards, it makes sense to keep the area where faction fighting can occur small (i.e., Fel/T2A) and limit the gear associated with such fighting to only being usable in that area. Of course, it would probably be smart to ask the players on Siege and Mugen how they feel about this suggestion, since they freely roam the entire shard and there is no insurance to use to make it safer to carry around an extra set of gear to use when you leave "Fel." Maybe on those two shards, since the whole shard is Fel ruleset, faction gear would remain equippable regardless of where your character is.

    Eh... If the devs like Widow Maker's suggestions (and I think a bunch of them are pretty good), I do hope they take Siege and Mugen play styles and shard mechanics into consideration when applying them. And what would be very cool would be if they would JUST ONCE set up a Test Shard that mirrors Siege or mirrors Mugen and their rulesets so people that play those shards could actually do meaningful testing when there are new PvP changes in the works. Dream on, I guess...
     
  6. T-Hunt

    T-Hunt Sage
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    Yes when at a time it was chaos and order, you would see fights at Brit bank.
    Now this was many years ago and in Tram..

    Was kind of nice actualy, and bring back greys...miss ediots casting aoe,s in town and geting guard smacked...

    That may also stop some ediots greifing events in town..spamming...
     
  7. Viper09

    Viper09 Grand Poobah
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    Well, if you consider Order/Chaos to be factions then yeah they use to, lol.

    I personally consider them different. But that may be because I personally believed that O/C was better.
     
  8. Rare Collector

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    The 1st 2 on that list (not being able to use chiv on -karma char and especially the 1 about not being able to use necro on +karma char) would be another nerf to PvM (sampires wouldn't even be possible anymore since they use both of those skills). The rest look good tho.
     
  9. Taylor

    Taylor Former Stratics CEO (2011-2014)
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    Please do not kill sampires.
     
  10. TheMac

    TheMac Guest

    im pretty sure thats exactly what i said... but pvpers dont care because you cant pvp with a sampire
     
  11. Widow Maker

    Widow Maker Slightly Crazed
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    I PvP on my sampire all the time because you get raided while spawning... so I would loose mine as well. But it is the correct thing to do.

    We will all find and use the next whatever template for PvMing.

    This needs to be done to correct the fracked base of skills structure and it should have been done this way back when they were introduced.

    How freakin stupid has it been that a murderer (like me) has been able to use chivalrous benefits all this time..or that a goodie-two-shoes (not like me) uses the benefits of the evil necromancer. For heaven's sake....!!

    Tell me honestly that the thought of that has not crossed your mind and made you go...hmmmmmm.... I know it is just a game but there are boundaries.


    But that aspect is but one of the several mentioned. If the Devs really want to set up better PvP for the years to come, they need to take a very close and serious look at these parameters and fixes.
     
  12. chuckoatl

    chuckoatl Guest

    I liked playing my necro, and until they fix apples, they are worthless. Make them 45-60 seconds.
     
  13. Widow Maker

    Widow Maker Slightly Crazed
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    Not until you have a 20-30 second delay in recasting your de-buffs
     
  14. spoonyd

    spoonyd Seasoned Veteran
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    Sure sounds like this guy didn't play when apples were 2 minutes....

    Necro temps just aren't worthwhile anymore because ppl can spam apples or just run away for another 15 seconds and come back. At least with 45 seconds you have a chance to get them. The only thing that concerns me as Chad has also pointed out is Mortal. They should make another enchanted fruit that removes mortal only with a timer as suggested. Ppl are gonna get mortal spammed out the wazzoo with 45 sec apples and that is WAY better than any necro debuff that you're so worried about.
     
  15. Widow Maker

    Widow Maker Slightly Crazed
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    I remember the 2 minute apple very well...way too well actually. 09/97 is when I started. It would be best if you simply assume that there is not much I have not experienced in this game...period. It would not disappoint you.

    I am sure that you will remember what led up to the timers being severely shortened?? I do...do we want to go back to a mages only game again???

    Screw that, I prefer to play all templates and have some sort of idea that I can survive and be successful on all of them, including dexers.

    Given all that, what are your opinions of the other points that have been put forth?
     
  16. virtualhabitat

    virtualhabitat Lore Keeper
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    All my characters have 120 enchanted apple skill.


    Resist spells needs attention. If resist spells was worth a crap we wouldn't be talking about apples.


    Stealth/hiding 220 skill points < Tracking 0 skill points This is stupid and should be addressed.

    Auto reveal. Get rid of it unless the character revealing has detect hidden and tracking.
     
  17. Viper09

    Viper09 Grand Poobah
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    Yes. :thumbup1:
     
  18. georox

    georox Sage
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    See, this just doesn't work to me. Crippling a player that much for that long discourages them from participating/playing. Most people don't want to sit around waiting on timers to expire to be able to play. Factions/PvP in general needs to be accessible to people to get players into it. The game needs fresh meat, not the same 5 people screaming at each other in capslock in general chat about how they cheat/hack. Giving strict penalties won't bring that in unless it has *amazing* rewards normally... and in all honesty, it doesn't seem like the benefits outweigh the negatives.
     
  19. Violence

    Violence Lore Keeper
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    Re: On PVP Changes

    :thumbup1: :thumbup1: :thumbup1: That's for the OP
     
  20. GalenKnighthawke

    GalenKnighthawke Grand Poobah
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    Ranged weapons with disarm.

    That idea cannot possibly be serious.

    Dismount with a heavy crossbow is bad enough. To say nothing of dismount, disarm, then pepper you with arrows when you can't dodge them because your weapon skill is now 0 or 20, or have to have wrestling to dodge arrows.

    -Galen's player
     
  21. grig_since98

    grig_since98 Guest

    I'm a strong proponent of chiv/necromacy changes. The sampire build should never have existed in the first place, as it isn't consistent with the "reality" of the game world. This is a ROLE playing game. What ROLE does the sampire have in the game world? Its a build that exploits unforseen combinations of abilities that have been put together for the sole purpose of maximizing the ability to kill monsters. I can't prove it either way of course, but I simply don't believe that it the sampire build was something that was intended to be.

    One of the few disappointments I had when I returned to UO was the existence of this build, which in my opinion is an immersion destroying contrivance and is against the spirit of the game.

    I'm sorry if you're fond of this build, and doubly so if you have a fleshed out reason why your character should exist in the game world, but I really feel it is something that needs to be changed.
     
  22. Alezi

    Alezi Lore Keeper
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    First time I ever agree with popps! WHAT'S HAPPENING?!!? :eyes:
     
  23. Picus of Napa

    Picus of Napa Slightly Crazed
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    I don't have the time to reply to the whole thread though some of it makes sense. I'd hate to see some rash changes made simply due to the fact that the Dev team is unaware of the day to day aspect of game play.
     
  24. icm420

    icm420 Seasoned Veteran
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    Am i the only one who remembers when apples had no timer, you simply ate them until you were full? I remember cursing a guy 10 times in a row until he was full and couldn't eat anymore apples...

    Anyways my issues with pvp have nothing to do with apple timers, poisoning or chiv. All of this won't matter because of mysticism! I don't see how no one has huge issues with this set of spells, it is just too strong when compared to magery or necromancy. Mysticism is only beaten by mysticism, which results in no template diversity. Purge magic is the main reason, but cleansing winds is a problem imo, as well as stone form and well RC has made every other summon in the game look like a joke. Mayb I missed a nerf to cleansing winds or something, but when this spell came out it made all other templates weak and forced everyone into mysticism. I have seen countless times skilled necro mages loosing to bad mystic mages because of pro/cleansing winds. It completely nerfs necromancy. If it nerfs necromancy how can a pure mage have a chance? Ward removal talismens don't work, you can say they do but why go threw that trouble to play a template that isn't as strong as mysticism? It is stupid really, the purge magic timer is 8 seconds, a talismen is way more then that and you have to equip it to use it.


    As for the sampire, I can see it being stupid/overpowered etc, but it is not easy to get a party together in uo. Wow, DDO, etc have built in systems to group up and fight. We have general chat which is usually being spammed by someone who died pvping and has 20 minutes to kill by complaining. So I see it being good in a lot of ways, but I also see it being bad when people who play solo, at odd hours, etc can't get a party together to do things. I think sampires are stupid, and I hardly do any pvm, but if the people who use them all the time wanted to play a party based game they wouldn't be playing uo. Sure no one should be able to solo a harrower, but they beefed up most of the bosses, making it so that you need a sampire type character to kill it. I don't want to spend 45 minutes casting fireballs at a baracoon, when a sampire can do it in 5.
     
  25. Cetric

    Cetric Grand Inquisitor
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    I'd like to throw out there, that cleansing winds should cure OR heal, not both.


    And for the mage SDI, 40 may be a bit much, 20 is prolly too low. Lets say 30.

    poisoning resistance when having the poisoning skill on feels like a bit too much.
     
  26. Violence

    Violence Lore Keeper
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    Re:

    CEtric.. As opposed to Poisoning Resistance even WITHOUT the Skill? :pp It's redundant. But it's Win-Win. In fact it's all Lose for Poisoning but who cares?

    RANGED DISARM!? Okay, NO. Missed THAT part.. :thumbdown: :rant2:
     
  27. Cetric

    Cetric Grand Inquisitor
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    oh, and apple timer should prolly be 30sec instead of 45sec.
     
  28. Tinsil

    Tinsil Guest

    Agree whole-heartedly on everything with the OP except let's try 25s on apples. That right there pretty much fixes necros, small chance to poison on a poison strike is okay I suppose. Add in a 50 ss requirement to get vamp form's benefits (doesn't hurt pvp, helps limit the sampire a little).

    To Cetric, cleanse plus a mini heal is fine, heal may be a little too much right now. Not a big issue, on the right track with cleanse plus mortal.
     
  29. icm420

    icm420 Seasoned Veteran
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    Cleansing winds curing against lethal poison is mayb 50/50 to cure, I am more inclined to say 60/40 in favor of curing. If I get lucky I can get a mystic when they fail to cure 2x in a row on the cleansing with a necro nox scribe mage. This happens rarely. I will say that when the mystic gets a cleansing threw that lethal it doesn't heal for a whole lot, but with a healing stone it doesn't matter.

    What is the current mana cost for remove curse? I feel like cleansing winds should cost a whole hell of a lot more mana. 12 mana is what it takes for me to cast cleansing winds, it just seems too cheap for what it does. I am pretty sure remove curse costs this much if not more. So I would be happy if cleansing was scaled a bit better, if it's gonna heal, cure and remove curse then it should cost you a decent amount of mana.

    Also I would love to see stone form tweaked a bit, it is just too powerful against a non mystic mage. IDK I mean the casting is slow but mysticism is nice in protection, so really the guy in stone form isn't loosing much, especially in a situation where you would be in protection anyway. You can use the on foot argument, but then they drop the RC and that thing is stronger then ..well IDK it's like a Greaterdragon.. lol.

    I liked to use an alchemist mage against the stone form guys in a choke, but since you can't load up on potions anymore you can't really justify using alchemy. A pure mage needs to carry a lot more potions too, a mystic gets a renewable healing potion and has (arguably) the best heal, but a pure with alchemy can't load up heavy on heal, cure, refresh, str, agil, explode and conflag pots because you arn't moving anywhere. This I don't understand because basically you are specialized in potions, so you have a penalty for using what you specialized in?

    Also my necro nox scribe does 50SDI flamestrikes in combos, I hit 52s on fs's often and that is not enough to kill a mystic usually. I get lucky from time to time, but really for a mage its mysticism or nothing and I don't see that changing anytime soon without tweaking some of the mysticism spells. I still think purge magic should be a spell that is given by scribe, this would allow more template options and balance mysticism out more. I know a lot of mystics are scribes but it would let non mystics be able to compete better. I don't think it's fair to make everyone a scribe, but it's a better choice then making everyone a mystic.
     
  30. TheMac

    TheMac Guest

    Messana. On your PvP changes:

    How did these PVP changes turn into Nerf Sampire Changes?
    Screw a classic shard.. make a pvp server so all these whiny people can go grief each other by themselves. Make the pvp changes on a pvp server and leave pvm alone.
     
  31. Cetric

    Cetric Grand Inquisitor
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    LOL

    Just because they were called pvp changes, doesn't mean the things added that altered sampys a little bit weren't needed.
     
  32. Sevin0oo0

    Sevin0oo0 Guest

    How many sampires snickered and laughed at Cal when he didn't know what a sampire was?
    Revenge! He will totally ownz you eventually.
     
  33. weins201

    weins201 Certifiable
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    You shold ne have a weapons skill unless you have trained that skilll

    Mage weapons in general is a complete JOKE, a mage is a mage be one.
     
  34. Picus at the office

    Picus at the office Certifiable
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    Mage weapons need a nerf stick hard. No other class gets such a massive gimp stick to play with.

    At first I thought most of these changes were fine but the more I think about them the more it confirms that the dev team does not play the game.
     
  35. icm420

    icm420 Seasoned Veteran
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    I totally 100% agree, but a tactics mage is not viable. To give a mage absolutly no defense would kill the class. Dexxers right now have more mana then most of my mages, which results in 4 mayb 5 sometimes 6 AI's in a row. If there is no way to dodge that then you just killed the mage class. To say pick up wrestle is not possible. 120 magery 120 eval 120 resist 120 med and then 120 necro/ss 120myst/focus (or imbue) I just don't see where you get the skill points. IF tactics wasn't needed the way it used to be, you could get rid of the mage weapon, BUT then you would complain that mages are disarming and bleeding you. I wish you could run a wrestle scribe mage still but you just can't. At least 95% of uo mages can't of course I'm sure someone out there is super sick on the mage and can own everyone they run into on a crafter.

    Devs should have to at least play this game a few hours a week and if they intend to mess with the pvp, or add in new skills they also need to pvp a few hours a week.
     
  36. Tinsil

    Tinsil Guest

    Putting this over here too because it's important for PVP's life.

    I know from PVPing on real shards every day though, 45s is too long for apples, and 50% cap with scribe is going to be way too high.

    Couple pure mystics casting hailstorm together is going to kill everyone way too fast. There's too many grinder fights (set this way by the dev team) for a change like this to go through.

    Mystic/focus/parry/resist/wrestle/med.. 3 of these guys any grinder everyone coming in will instantly die. Just doesn't work.
     
  37. Talin Birdsong

    Talin Birdsong Visitor

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    I think it should be a 7 minute stat loss, like being put in the penalty box. Long enough to give the advantage to the more organized, but not kill the fight because you're tired of waiting it out...
     
  38. Alezi

    Alezi Lore Keeper
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    I'd say 25-30% SDI cap + 10% from scribe is max. without making makes too OP. Also, apples at 45sec cooldown is FINE as long as Mortal Strike gets revamped.. instead of blocking out healing completely it should decrease healing received by 50-75%.

    My logic behind this is that both MS and Curse are spammable abilities/spells.. but you can only heal through one of them..
     
  39. Skill Focus: 30%, 10% inscript bonus

    Mysticsm: Spell Plague needs a bit more of a turn down in power though. Cleansing Winds: cure or heal, but not both

    Apples: 25 seconds.

    Cure Potions: 5 seccool down timer

    Factions:

    1. Wipe all points and make faction gear wearable by anyone in Factions (for the cost of silver).

    2. Make the Fel ruleset the switch for the Faction gear. Leave Fel, the gear becomes normal armor with no affects whatsoever. No more Trammel Factioneers. *This is a MUST*

    3. Make stat loss 30% and last for 10 minutes.

    4. Reduce sigil time to 3 hour again. Keep towns for 3 days, as per currently norm.

    AND PLEASE FOR GOD SAKE, DO SOMETHING ABOUT SPEED HACKING, AND CHEATING!!!!

    Hand out some 24hr temp bands if caught regardless of how many marks on account. Sort of a wake up call and a slap on the wrist. You cant go hardcore and perma band, to many accounts would go bye bye
     
  40. Lord X

    Lord X Sage
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    Honestly, I dont think my whammie would be hurt too much by not being able to cast chiv spells.... only time would be consecrate and Enemy of One on the boses (but even then its game changing effect is low due to elemental weps and slayers). The spawns themselves I do without chiv anyway. My sampire could do without chiv too, but I would have to lock his karma to be able to use necro.

    All that aside, it used to be where having neg or low karma affected chiv spells duration or being able to cast them negatively, has this changed?

    I also agree on the Myst suggestions by icm420.
     
  41. Widow Maker

    Widow Maker Slightly Crazed
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    Some great suggestions here. I really hope Messana is looking.
     
  42. Cloak&Dagger

    Cloak&Dagger Guest

    My Wife has a necro mage with 120 wrestling, just tossing that out there. I also have both a mystic and a necro with no med, another worthy mention. My most used character is a scribe mage, but you did say 95% of people can't do that. If it is player skill that is missing, then perhaps practice is the best remedy, if figuring out a tactical way to use a character that does not have a mage weapon then again practice.

    A little bit of confusion on my part is this, you say a tactics mage is not viable, I assume because you need tactics in the template for it to work? I don't understand how removing the need for tactics really is any different than just tossing wrestling on your character, same amount of skill points are needed and you will still be "missing" one of those 6 skills you just said you had to have, so what am I missing?
     
  43. Yalp

    Yalp Guest

    These are GREAT ideas and should have ALWAYS been in the game. Yes it will strongly affect sampires.. but sampires have bastardized Chiv/Necro. Pick a side.. positive or negative karma. Excellent idea.
     
  44. Obsidian

    Obsidian UO Forum Moderator
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    I think we need to look at these combat changes holistically. They are not only impacting the PvP community but very much the PvM community as well. As a frequent sampire player, I think we need to acknowledge that the sampire concept is a part of UO. It has been around in mass since 2007 when Baghdaddy made his epic post on the template in the Warrior forum. Whether you consider it a bastardization of game mechanics at odds with fantasy role playing, it is now a rooted and unique part of this game.

    The problem with comparing chivalry to necromancy is that chiv works soley with karma while necro is primarily tied a support skill (spirit speak); karma only plays a minor role. My preference is the only changes that go into the game is the increased chivalry skill requirement. This alone will require warriors to integrate roughly 40-60 extra skill points in Chivalry. If you are going to make vamp form have a secondary requirement, it should be the supplemental skill Spirit Speak (not karma) and then scale the percent of life leech off the skill. This is consistent with how necro works now. Either that or consider deleting the skill spirit speak and only using necromany and karma.

    It is possible to run a dread sampire without chivalry. You can hit the 300% damage modifier with slayers and perfection (without EOO) and you can imbue weapons with the best elemental damage type. Tag vamp form and curse weapon and it is an impressive combo. But I don't see why we need to take away sampire diversity to appease folks that just don't like it due to traditional fantasy character types. In my opinion the mix of skills templates is what makes UO characters the best in any MMORPG. There is no reason to place artificial restrictions on character types in this Sandbox that is UO.
     
  45. MalagAste

    MalagAste Belaern d'Zhaunil
    Reporter Professional Governor Stratics Veteran Stratics Legend Campaign Supporter Royal Knight

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    I like the idea about Chivy and Necro.

    I also like the ideas about Factions save one NO Warring in Trammel beyond guild wars.

    AND with that said one more Major change that needs to be in effect for Factions... You should be able to party anyone whether or not they are in Opposing factions when in Trammel... Faction gear should be only useful in Fel... And all aspects of Factions should REMAIN in Fel... (Save on Siege and Mugen). Once someone tries to cross into fel who is in a party in Trammel with anyone of opposing factions it should drop you from party. The Fel Rules and policies should stay in Fel. They should have ZERO effects in Trammel.

    And even though I used Ranged weapons 90% of the time I believe that NO they should NOT have Disarm... much as I would like that it would be overpowered.

    And I agree Mage weapons... they need to be massively nerfed. Infact bonus's for being a "pure mage" should NOT apply if you are holding a mage weapon. Pure mage is a pure mage not a dexer/mage.
     
  46. TheLetterQ

    TheLetterQ Journeyman
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    Well. Let's just go crazy.

    You can use either Chivalry or Necro.
    You can use either Bushido or Ninjitus.
    You can use either Spellweaving or Mysticism.

    If we're going insane with that stuff...let's just go CRAZY! :drool:

    E
     
  47. grig_since98

    grig_since98 Guest

    Bad analogy. Alright, I can definitely buy Bushido and Ninjitsu. There is nothing I can see that should make the use of mysticism and spellweaving mutually exclusive, however. There are definite reasons, supported by Ultima lore, UO fiction, and general fantasy archetypes, that Chiv and Necro just shouldn't be able to be used together. It is quite obvious that the practice of necromacy would be morally repugnant to the paladin archetype.
     
  48. Tinsil

    Tinsil Guest

    Stop your crying. Stealth is one of the more powerful skills in the game, easily.
     
  49. aarons6

    aarons6 Certifiable
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    if it wasnt for sampires very few of the harder bosses in this game would be worth doing..



    you guys ever done any of the bosses in the abyss with a group?? yes some have too many hps and just stand there and are too easy, but others can 1 hit kill you even with 150 hps. so dont think sampires get a free ticket..

    1 drop 3% of the time divided by everyone?? what about peerless?? only get a few gold and some junk items and then one person gets the CC? when it was a team effort?

    maybe just maybe if they made it so everyone in the group has a chance to get a drop at the same time they would have more groups doing things.. 5 people go kill mel, when the CC drops all 5 people get it.. i sure would invite my friends to do mel instead of doing it by myself if that was the case.


    the problem with this game isnt that you HAVE to solo everything.. its nobody wants to go out and die 10 or 20 times for 500 gp and a few junk items when ONE person in the group gets the drop.

    i dont think that sampires are too powerful, i think other temps have been nerfed so much for "pvp balance" that they suck.

    my ninja archer was great at pvm, we all know what they did with archers that dont have the ABC template..

    heck, these new changes are messing with that temp too.... but archers get the quiver so its a lot easier having a fire,cold or energy weapon for them.

    if sampires were a PVP template you know for sure they would have been ruined by now.. witch is sad how PVP affects everyone in the game yet only a handful of players actually pvp.

    this game is a sandbox, yet you are forced to pick between a handful of templates that work.

    yeah you can mix things up, but you would suck so bad at everything. nothing you do as a group would you get enough damage to get anything.

    thats what happened to my ninja archer.. i didnt even get loot rights last time i took him to do mel with a group with a couple dragons, a spellweaver and a mystic mage.

    they need to make a switch in the system that says if you are attacking a NPC you get FULL power and nerf PVP without affecting PVM.

    PVP will never be balanced..
    all the PVP changes do is affect people who pvm.. they make a lot of things impossible to do with any other templates except a few.. then everyone gets but hurt and wants those nerfed as well..

    make things so you dont HAVE to solo everything to get something and i bet you will see teams of people doing things again..



    about the whole chiv and necro thing. i dont see sampires as necros.. they are vampire paladins..
     
  50. grig_since98

    grig_since98 Guest

    You're defending sampires yet you go on to say that you're forced to pick between a handful of templates. That is part of the problem. The monsters have to be adjusted to keep them from being soloed by sampires, which makes other templates weaker.

    The concept of a vampire paladin doesn't make any sense. Furthermore the fact still stands that you're using necromacy and chiv at the same time, which seems mutually exclusive to me.