Well at the risk of being flamed by every disarm/splinter happy dexxer left in UO (and yes there are lot of those) I've decided to bring this up and voice some concern on the subject. Before I get into specifics I would first like to point out that I play characters of all types including the temp that abuses this particular problem the best aka Fencer Archer. Ok so we should already agree that disarming is pretty much the most n00bish special move in UO at current and tends to cause the most frustration among the 90% of templates that carry SOME sort of weapon whether it be a dexxer type or a mage weapon. Disarm is still abused SEVERELY and WIDELY used contrary to dev belief that their "nerf" several months ago fixed everything. Their fix was to implement an immunity for 10 seconds which seems like the right idea at first till one points out that you are still DISARMED for 5 of those 10 seconds. This means that you will have a 5 second window of opportunity to be offensive and on screen with a target...yippie??? Assuming u are some sort of dexxer you will get between three and four swings of your weapon if they stand still for melee or on screen for ranged. If you elect to NOT disarm back then it means you'll hit roughly 1.5-2 times in that window before you can be disarmed again. No one is coming close to dying in 2 swings which means you are right back to getting disarmed again and there's nothing you can do about it. If you are some sort of caster with a mage weap it means that assuming they miss after you rearm you can cast about 2 bigger spells (6th-7th circle) in that window. Once again no one is dying to one explosion and a spell plague even if cursed. There's my argument about disarm ONLY before I get into the meat of the problem. You COULD say "Well you should just run if you get disarmed and let the timer expire". If you say this you are correct to a degree sure. I can just get away for 5 seconds and come back. Unfortunately there's no good answer for someone who just refuses to let you hold a weapon on their screen and you WILL be forced into defense and offscreening. Now let's combine that with someone that can disarm you and still hit you ranged either with throwing, archery, or a tactics mage using a fork for disarm. Ok so we've established part of the problem. Now here comes the rest of it..... Everyone knows that splintering was overpowered to a degree and received a nerf to make it more fair. Splintering on its own is PERFECTLY FINE. It's very strong giving a bleed and a slow walk to a target. It's harder for mages to cast between bleed ticks and blocks some healing with bandage on dexxers. Now when you combine that slow walk with bleed and add in DISARM (which is both offensive and defensive in the same special) I can now just pound my target while they're bleeding for a good 3 seconds while he's stuck on my screen. Splinter cannot be removed with apple or any other means so they are essentially "stuck" in front of me defenseless with no weapon in hand. 210 stamina archers can fire an easy 2 AIs for 35 a piece plus hit spell(s) in that window and follow with running shot till they die using VERY LITTLE effort and not much mana because of 55 LMC studded suits. Now you could say "Well hey frenzy whirl makes you slow walk now so what about that? Isn't that overpowered too?". To that I say no bc Frenzy doesn't disarm you and make you bleed all at the same time. Yeah on my fencer archer I also carry a Wakizashi in case I run across someone I can't disarm (wrestle mage). The big problem becomes "What should the devs do about it assuming they see my point, pvp test that, and then draw the same conclusion?". My answer is....I don't know....Overall I think the disarm immunity timer should be a good bit longer than just 5 seconds after rearm timer expires. Even without splintering I can just completely deny someone's offense for as long as I choose and that doesn't promote pvp action. Forcing every temp to have wrestling in order to pvp and play their character isn't a solution. Most templates have ABSOLUTELY no room for another 120 skill points if they don't already have it. My only real conclusion is this....If the devs wanna leave splintering the way it is and leave disarm the way it is then splintering should NOT FIRE if you have disarm special toggled. Splintering is essentially a free strong "special move" at 20% of the time based on intensity for 0 cost that can be combined with the most offensive and defensive move in the game.