PvP Updates Discussion Thread
Rules of the Thread
- Be respectful. Keep your PvP in the game, if you can't participate in civil discussion about actionable gameplay changes send an e-mail with your thoughts instead to uo@broadsword.com
- Do not discuss unapproved 3rd party programs or clients. This is something on our radar and we aren't going to discuss any action we are taking publicly. If you want to comment on this topic email uo@broadsword.com
- You need to provide actionable feedback. Actual changes we can implement. The community is then encouraged to discuss those changes in an attempt to build a consensus.
Happy posting!
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Comments
2.) Make Tele rings paralyze the user while waiting for cursor to appear, similar to how magic wands function.
3.) Increase diminishing returns on evasion or halve the duration, or both.
4.) Make the no cool down timer for wrestling tied to the mastery, but without mastery apply the same timer as usual. Also implement a mana based form of the old unbreakable stun punch from pre aos as a wrestling mastery.
5.) Turn in for item events should be done in fel only to prevent scripting of the events. Your player base is the most effective and numerous enforcement tool.
6.) Dismount immunity cool down of 60 seconds in conjunction with treating pet statues like pet balls, where there is an interruptible freezing period to get the pet to pop up.
7.) Let lances dismount while mounted regardless of whether or not your opponent has a Lance in their hand. Should also force you to be on foot if landed.
8.) Include wrestling In the skill list to qualify for mana discount on special moves.
9.) Implement some automation so that if hexadecimal strings are passed through guild or alliance chat an automatic log is created for further review by a GM.
10.) The only people using EJ accounts are using them for nefarious purposes.
1. Rebalance weapons to give non-bokuto weapons a purpose to be used. (This will help pvm diversity as well potentially) Suggestions:
2. What exactly is the point of parry when every template has parry? Why not just give all chars parry and delete the skill? This is a skill point increase problem , just a thought, probably not actionable.
3. Add action timers between dismounting and toggling specials (and make dismount toggled abilities deselect when you remount) - to combat scripted dismounts and give counterplay
4. Necromancy sucks in pvp-
Suggested changes-
Give spiritspeak mana regen similar to focus
Make debuffs harder to remove (tie removing these curses to necromancy skill)
Make mounts summoned by animate dead permanent until dismounted
Make the aoe for poison strike 1 tile wider
Maybe make the necromancy mastery passive increase the difficulty to remove debuffs
Mostly small changes that would make these immensely more popular choices imo.
5.
Make equipped spell channeling weapons/shields reduce damage output
Make equipped spellbooks/wands increase damage output
Make spellbooks non disarmable
-To create diversity and give a benefit to not using parry/hybrid templates on casting classes
6
Make disabling abilities unbreakable apart from apples for at least a small duration.
-Too many absolutely useless weapons and abilities because they are just instantly broken with trap boxes
(Paralyze/Sleep/nerve strike etc.)
I agree with most of Links ideas as well
This sounds good if it replaced one of the Fencing Mastery abilities. I don't think Swordsmanship needs access to this ability.
Also probably unpopular opinion but I think Mortal Strike is a toxic ability. Completing preventing heals seems a litttle extreme and should just be like a 75% healing debuff.
I will be slow to reply because I cannot log in/stay logged in to the forums.
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ICQ# 478 633 659
He is not saying raise the cap from 720 to 820.
And the fact there is no real cap in pvp is the issue, some templates are picking up too many all-round abilities.
He is suggesting a hard cap with items should be 820 or 840. The idea is a common one among pvpers, and has decent logic.
This would however hit my pvm rogue, who has 936 skills, his entire template is built around this, and I would be upset to lose it as such.
A lot of pvp issues come down to players not reading or understanding the suggestions properly.
Definately liked the idea of beefed up pvp objective based content.
Just going to say this, if I am going to return to PvP again.
Pls don't nerf templates.
If one template is "OP", then upgrade other templates to challenge this.
Bukuto mage too OP?
Then make Archer, Stun Mage, Para Mage, etc equally OP.
Then, it's up to each player skills to see who is a better player, to counter each other.
Don't nerf everything until it's so... boring.
The cheap process is to simply nerf mindlessly.
It's better to level the playing field by adding "countering methods" and make all templates viable to counter each other.
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ICQ# 478 633 659
You are right, some of the points need to be backed up more. But in many cases, they assume forum readers understand the game mechanics, but they are completely mistaken.
ICQ# 478 633 659
I fully plan on quitting the game when my subs ends so take my words however you will but i love UO pvp. I spent the better part of 15+ years doing it and would love to hear it become massive again.
I would highly advise against an insider group. A closed pvp focus group was tried in the past. It ended with a select few having a personal hand in changes with insider information giving them time to have the next ready made FotM temp when those changes were made public.
It may be cold to say but pvpers know more about how mechanics work together than any dev ever will. We all know how long it takes pvp related changes to happen here. Any change that results in an absurd OP temp being born usually ends with mass people tramming out or quitting entirely before any adjustments are made.
If i was a dev knowing how much better suits and mods have become i'd probably revisit nerfs of the past and adjust accordingly.
Nerfs force people to play what works. You need balance but also diversity where there's options to play other templates that could be equally as effective and also fun to that specific player. From 2003-2012 an average weekday was 100+ person dungeon fights. We all played different templates that we enjoyed playing.
Nerfs just off the top of my head:
-Stealth archers destroyed (annoying but funny to have an entire guild pop out)
-Ai cap
-Pet damage cap
-Archers and throwers miss more than hit
-Comp bow increased swing speed
-Increased mana for spamming specials
-Tying hiding and stealth to deathstrike damage killed a lot of fun hybrid ninja temps
The list goes on and on.