Lets Discuss and fix PvP for Everyone Now
in PvP / VvV
Now that we have a forums that the devs see more often, lets try to get all pvp related issues fixed to make it better then it has ever been. Ill start by suggesting splintering should not proc with any specials and should also not be used via mage weapon.
Comments
Arthur: "Be quiet!"
Dennis: "You can't expect to wield supreme power just 'cause some watery tart threw a sword at you!”
Monty Python & the Holy Grail
I guess one could say that PVP Tamers were brought to heel.
Arthur: "Be quiet!"
Dennis: "You can't expect to wield supreme power just 'cause some watery tart threw a sword at you!”
Monty Python & the Holy Grail
Archers got hit hard for a reason. I mean if you see all the mana and what not you can get from Legendary armor for specials it is unbalanced in what a Dexxer can do I guess in that fact it is King. As for Tamers, I can say I'm not alone in thinking they did not belong in PvP anyway, if you need to fight with a monster by your side then maybe you should be fighting monsters...
I rarely see mages in pvp anymore, and I pvp every night, and get involved in large scale battles.
When players who have played mages for 20 years - like me, and the rest I know, start playing EC based nox/chiv/deathstriker dexxers, and everyone is playing one of these, it's not balanced.
What is not balanced? The sheer amount of stats dexxers can get, combined with the sheer amount of specials they can chain, and especially lethal poison which is very hard for mages to get rid of in a fast paced battle whilst being dumped on. Splinter, mortal, shield bash, dismount (huge issue), lethal poison, etc. The nerf to parry did not help, and even with parry, mages lose too many other stats and don't have enough mana to cast anything useful for any length of time.
PvP does have numbers at the moment, because anyone can grab a dexxer and play with no skill, so it is appealing to the unskilled masses, just run, dismount and randomly gank stuff, it's easy and boring.
This will have a limited timeframe in my opinion, because I'm already bored, and thinking of quitting pvp again for a break, and I know others who feel the same.
With the power creep of items it has caused issues that should have been caught many years ago. The accessibility or legendary armor allowing for every stat possible to be achieved has made PvP boring and dull.
Archers would not have needed to be nerfed if they didn't have endless mana and were doing 30+ dmg moving shots.
Parry needed a nerf due to having the best offense and best defense in game. 40sdi pary mages were way too strong. They take little effort to play and require only a handful of macros.
Tamers have been in PvP forever and deserve to be in PvP. They have huge sacrifices depending on the hybrid template they go with. 1v1 of course they are one of the strongest templates, but there are counters. A simple Para field, paralyze the pet, mass sleep etc all make the pets useless for enough time to kill the player who now has 200+ skill points negated. Tamers need to be reworked and brought back to being a part of pvp.
Splinter should never have been put in game to begin with. it's more useful than most specials and require zero mana or skill to use. I would rather see them tie splinter into bushido or ninja or rework a weapon that is under utilized and add it to their special moves
Masteries need to be looked at again cause many are not utilized.
What pvp desperately needs is content, VvV was not worth the exchange of factions and needs to be re-thought and re-worked entirely.
Remove Poison "Immunity" procs from pvp.
Reduce Parry chances by 50% if Parry is being used in conjunction with Wrestling or Anatomy. Remove the Dexterity Requirement for Parry skill, because of their ability to have a hand free to chug potions without disarming anything and losing their extra defense like every single other weapon skill + parry.
Remove the penalty from Bushido that causes you to lose parry chance while holding a shield.
Necromancy > Corpse Skin should only reduce the cap resistances of a target if the caster is a "focus Necromancer" - Mages primary damaging spells deal fire damage, there's little to no reason to use curse if you have the ability to use corpse skin.
Also Necromancy > Corpse skin resistance reduction needs to be based on "real skill" as it says in the patch notes, currently it works with modified skill as well.
add a ~4-6 second cooldown on Cure Potions & increase the chances they have to cure vs all levels of poison.
Pet vs player damage should be a % reduction based on the amount of followers the tamer has under his/her control. -8% damage reduction per follower, capping at -40% with 5/5 followers.
This way it'll treat lower follower pets more fairly, as those pets would likely have lower damage output, instead of only single 5/5 slot pets are useful in pvp.
ICQ# 478 633 659
But casting poison and then harm with auto target last super fast is not skillful. The natural poison resistance gives a break from this.
I also quite like the casting focus now, adds an element of uncertainty which can be interesting.
with regards to cure potion cooldowns, perhaps a very short one.
Corpse skin.. don't you already need quite a lot of both necro and spirit speak to do -15? also, so many people use refined armour to have +5 fire and can eat fish fire pies, corpse skin is not a big deal now. Maybe they should just make it do -13 fire and poison resist.
The parrying stuff, I don't really want them to make the game mechanics any more complex than it already is. Removing the dexterity requirement for parry would indeed simplify the mechanics, then again so would putting "dexterity requirement 80" on a shield...
As for pets in pvp.. I really don't know what to suggest, the way they made the pets have 1000 hp with 80 resists,.. Okay they don't deal a lot of damage but boy, you have 0 chance of killing someone's pet on a pvp char. I don't know what the answer is.
What usual temps do tamers trend with?
Asking for a friend.
Arthur: "Be quiet!"
Dennis: "You can't expect to wield supreme power just 'cause some watery tart threw a sword at you!”
Monty Python & the Holy Grail
pets shouldn't really have a place in pvp, but that's a personal bias.
Id have to catch up with any other changes to make a intelligible argument about the rest.
But if you want to kill mages more, nerf parry.
Corpse skin does involve REAL non bonus 200 skill investment so ithink that's fair, it's hard to make a Necro around that and with refinements and all that, it's counterable.
The EC vs cc points are good points I'd be interested in seeing addressed, as well as the invis teleport items but I think those are scheduled to be revised.
One thing I think would be nice is addressing disarm again. Making it so dropping ur weapon isn't 100% hit, but takes your weap skill into a sort of an anat+eval defensive blocking calculation. Disarm really shouldn't be an offensive ability like it is, but I know it's a fairly touchy adjustment.
I hate that UO became PVP or PVM game years ago. And now they are pushing even more for it by taking tamers out of PVP... it makes the game dull. And VvV sucks, there is not even a point of having PKs anymore. PvP is just a bunch a people running around and killing each other with no purpose...
I personally would like to see even miners being able to fight on PvP, more reasons to live and play in felucca. Make PvP more interesting and colorful.
also come to Siege and PvP will have a purpose and meaning (no insurance, all fel)
I believe many players who say don't like PvP will actually get more involved, and even create a PvP character for revenge, or join a hybrid guild to be protected. I understand there are many players who DO NOT like PvP and just don't want to be a part of it. That's why you leave most content to be trammel ruleset, and you can still play the game 100% PvM. But as it sits right now, there is very little point to go to felucca. I barely PvP anymore, because it is monotonous and not that much fun, and because spending my time with my tamer in safe lands is more practical.
Wanna fix PvP? make more of the game Felucca ruleset. I think it should be more like:
70% Trammel ruleset.
30% Fel ruleset.
Champs and VvV is not enough. I personally live in Felucca because of the nostalgia of UO before there was trammel. I fish, mine, etc.. in fel. It doesn't have to be siege style, or classic uo style, but we should be able to find a middle ground.
PvM has way more players then PvP so why give more area's to PvP players when they dont even use Felucca to its fullest.
The Devs need to make like what other games have, Battle grounds and have players queque up and send them there then we will get real PvP and not some players that want to get easy loot/kills.
Render to Caesar the things that are Caesar’s. Let them keep it, and concentrate on campaigning for a fel only shard with insurance (non transferable)
Then we could attract more subscribers and the trammel trollers will not be able to ruin our beautiful game.
Let us say that the shard is dead and brings no new subscribers at all. What harm has it done to you?
What if I am correct and that 5 mins leads to double the subscribers or more?
You may say oh well it’s unlikely to bring in more subscribers, how many more subscriptions will we get from uo fixing an arbitrary palemino horse bug?
it is a risk free investment in 5 mins to make a new shard.
The fact that diehard trammel trollers like yourself try and Vito the idea is only because you’re scared that people like me are correct, and nobody will care about your precious event items on normal prodo shards as the big money will be on the new fel shard.
Why else would you comment? If it would not affect you at all surely?