It bugs me that a third level spell is more effective than a skill at gm most of my rogue builds have zero magery they are thieves and assassin's not wizards
For anyone who wants to play a true rogue, when it comes to going into the dungeon portion of this event and others like it, it's more challenge than it's worth. I've done it a number of times, in hopes the rewards might somehow be greater if you go after chests in the dungeon. Doesn't seem to be the case though the risk is extreme because of needing to become visible to cast telekinesis in areas that are super overflowing with mobs with no one fighting them. Super super super time consuming, trying to stealth to corners, waiting for a chance that mobs will face the other way. Or waiting for them to shuffle off away from the chest. Usually they just stay put, surrounding the chest you'd love to peek into but don't dare.
I wouldn't mind taking my chances and occasionally failing on removing traps while being in a super mobbed up spot, raising the chances of being detected. Sometimes chicken, sometimes feathers...and you'll be off getting rez'd. But we can't even realistically take our chances on it because RT is a sure fail.
That puts a whole other level of content out or reach for rogues that would be happy to do a dungeon crawl. You might be able to pull it off if you're stealthing around a room with a fighting group (hard to come by on low population shards).
It bugs me that a third level spell is more effective than a skill at gm most of my rogue builds have zero magery they are thieves and assassin's not wizards
Do I remember it as right that the Developers, a while back mentioned something of the kind that they wanted to make the Remove Trap skill be more effective ?
I totally agree. Players who invest a whopping 100 skill points in a skill and mind you, in a Template like the Rogue which with hiding, stealthing, stealing, snooping, lockpicking, detect hidden, magery is quite tight to also accomodate Remove Trap and when they do, this should result being a hell of a valuable addition (i.e. work at GM to remove the trap 99.99% of the times even with the most difficult chests...)
That nasty incurable poison bug from failed Remove Trap attempts (supposedly patched) is still alive and kicking in this event. Remove Trap continues to be utterly useless... and kicking chests in sandals is really uncomfortable! I'm starting to think they should rename the skill to 'Remove Hope' - that's all it's removing these days!
What irks me is I can pop it with telekinesis at 7m and not get hurt. When I use Remove Trap at the same distance, I take damage. And the incurable poison is BS IMO
Are people not using crystal balls of knowledge and the detect hidden skill on unlocked chests before attempting to remove trap? It saves a lot of headache.
Are people not using crystal balls of knowledge and the detect hidden skill on unlocked chests before attempting to remove trap? It saves a lot of headache.
I dont think the Crystal Ball of Knowledge works to improve detect hidden (not sure if that is what you are suggesting).... I tried that before to help reveal quicker/less attempts and never got a message about the difficulty of detecting. Maybe I'm doing it wrong (the crystal was ON...lol)?
using the crystal ball acts like a 'warmer' 'colder' indication of how close you are to the chest. 'easy' you're far away, 'too easy' you're pretty much next to it. Lost the message, you're either too far away, or you already revealed it but you can't see it - use circle of trans.
Are people not using crystal balls of knowledge and the detect hidden skill on unlocked chests before attempting to remove trap? It saves a lot of headache.
I dont think the Crystal Ball of Knowledge works to improve detect hidden (not sure if that is what you are suggesting).... I tried that before to help reveal quicker/less attempts and never got a message about the difficulty of detecting. Maybe I'm doing it wrong (the crystal was ON...lol)?
When you target an unlocked chest with the Detect Hidden skill the Crystal Ball of Knowledge will roughly let you how hard it will be to untrap the chest by telling you how hard it was to detect the trap. The levels are Too Easy, Easy, Optimal, Challenging, Too Challenging. and Nothing Detected. Challenging and Too Challenging trapped chests have the deadlier poisons.
Most of the hidden chests I've revealed during this event have been at the "Too Easy" level. During the previous event the hidden chests were at "Optimal" or "Challenging" level for the same character.
Are people not using crystal balls of knowledge and the detect hidden skill on unlocked chests before attempting to remove trap? It saves a lot of headache.
I dont think the Crystal Ball of Knowledge works to improve detect hidden (not sure if that is what you are suggesting).... I tried that before to help reveal quicker/less attempts and never got a message about the difficulty of detecting. Maybe I'm doing it wrong (the crystal was ON...lol)?
When you target an unlocked chest with the Detect Hidden skill the Crystal Ball of Knowledge will roughly let you how hard it will be to untrap the chest by telling you how hard it was to detect the trap. The levels are Too Easy, Easy, Optimal, Challenging, Too Challenging. and Nothing Detected. Challenging and Too Challenging trapped chests have the deadlier poisons.
Most of the hidden chests I've revealed during this event have been at the "Too Easy" level. During the previous event the hidden chests were at "Optimal" or "Challenging" level for the same character.
Ah ok that makes sense... I don't detect the actual chests once revealed... that takes too long
It would be nice if some of these non-combat skills could have their cooldowns adjusted downwards.
I feel like any skill that doesn't 'attack' or 'defend' in any way as a standalone skill, should have the same on-use cooldown of like Animal Lore, or Eval-int (approx 1.25s).
Remove or change casting focus & poison immunity it reduces the need for "Player Skill" it's garbage. Bring timing back and eliminate chance in pvp!
It would be nice if some of these non-combat skills could have their cooldowns adjusted downwards.
I feel like any skill that doesn't 'attack' or 'defend' in any way as a standalone skill, should have the same on-use cooldown of like Animal Lore, or Eval-int (approx 1.25s).
https://uo.com/wiki/ultima-online-wiki/technical/previous-publishes/2000-2/2000-publish-04-8th-march/ I've searched through previous publish notes, but I can't find when, or why, it was increased to what it is now. I imagine it was something to do with macroing training, if so, maybe it could reduce for characters having GM in the skill? We've done our training, now we just want to find the darn things.
Are people not using crystal balls of knowledge and the detect hidden skill on unlocked chests before attempting to remove trap? It saves a lot of headache.
I dont think the Crystal Ball of Knowledge works to improve detect hidden (not sure if that is what you are suggesting).... I tried that before to help reveal quicker/less attempts and never got a message about the difficulty of detecting. Maybe I'm doing it wrong (the crystal was ON...lol)?
When you target an unlocked chest with the Detect Hidden skill the Crystal Ball of Knowledge will roughly let you how hard it will be to untrap the chest by telling you how hard it was to detect the trap. The levels are Too Easy, Easy, Optimal, Challenging, Too Challenging. and Nothing Detected. Challenging and Too Challenging trapped chests have the deadlier poisons.
Most of the hidden chests I've revealed during this event have been at the "Too Easy" level. During the previous event the hidden chests were at "Optimal" or "Challenging" level for the same character.
This sounded good in theory but I found it wasn't accurate and it's easy to fail when the CBoK tells you the trap is Too Easy.
RT breathe a sigh of relief....pause....looks at watch....used RT again...fail...poisoned...dead. As much fun as that sounds...
Edited to say: It may have been pilot error. I may have been reading the stealth system message saying it's too easy. That said, the DH on the trap comes up with Challenging and Too Challenging at a lot higher rate than the easier levels of difficulty. Which I'm guessing is part of the RNG factor?
Are people not using crystal balls of knowledge and the detect hidden skill on unlocked chests before attempting to remove trap? It saves a lot of headache.
I dont think the Crystal Ball of Knowledge works to improve detect hidden (not sure if that is what you are suggesting).... I tried that before to help reveal quicker/less attempts and never got a message about the difficulty of detecting. Maybe I'm doing it wrong (the crystal was ON...lol)?
When you target an unlocked chest with the Detect Hidden skill the Crystal Ball of Knowledge will roughly let you how hard it will be to untrap the chest by telling you how hard it was to detect the trap. The levels are Too Easy, Easy, Optimal, Challenging, Too Challenging. and Nothing Detected. Challenging and Too Challenging trapped chests have the deadlier poisons.
Most of the hidden chests I've revealed during this event have been at the "Too Easy" level. During the previous event the hidden chests were at "Optimal" or "Challenging" level for the same character.
This sounded good in theory but I found it wasn't accurate and it's easy to fail when the CBoK tells you the trap is Too Easy.
RT breathe a sigh of relief....pause....looks at watch....used RT again...fail...poisoned...dead. As much fun as that sounds...
Edited to say: It may have been pilot error. I may have been reading the stealth system message saying it's too easy. That said, the DH on the trap comes up with Challenging and Too Challenging at a lot higher rate than the easier levels of difficulty. Which I'm guessing is part of the RNG factor?
Yea I found the crystal ball thing wasn't super helpful for trying to narrow down the chests because I'd kind of lose track of the message if I was trying to invis/cure/avoid mobs (wrestle/tact)/etc so I turned it back off.
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Remove Trap continues to be utterly useless... and kicking chests in sandals is really uncomfortable!
I'm starting to think they should rename the skill to 'Remove Hope' - that's all it's removing these days!
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I'm glad it has a bit of range for containers tucked in odd places around walls.
When you target an unlocked chest with the Detect Hidden skill the Crystal Ball of Knowledge will roughly let you how hard it will be to untrap the chest by telling you how hard it was to detect the trap. The levels are Too Easy, Easy, Optimal, Challenging, Too Challenging. and Nothing Detected. Challenging and Too Challenging trapped chests have the deadlier poisons.
Most of the hidden chests I've revealed during this event have been at the "Too Easy" level. During the previous event the hidden chests were at "Optimal" or "Challenging" level for the same character.
Never be afraid to challenge the status quo
I've searched through previous publish notes, but I can't find when, or why, it was increased to what it is now. I imagine it was something to do with macroing training, if so, maybe it could reduce for characters having GM in the skill? We've done our training, now we just want to find the darn things.