Two pretty great posts from someone who isn't part of the self-proclaimed "PvP Elite". One of the best points is how many of the PvPers really don't want PvP... they want the advantage and an easy kill. Sure, they claim they "PvP" while sharing PvM loot with their friends, but they absolutely...
There are obviously areas of balance between "unusable" and "OP". Like anything else, the skill would be tested and the skills balanced. And if no one wanted to waste 100 skill to prevent potions from splashing, you wouldn't see alchy mages in town. In a thread geared towards getting casual...
Which is perfect. Those that would like to see a variety of mage builds would PvP in town, while those that desperately need expl potions and stun punch would avoid towns. Everyone has options.
You have no problem with the suggestion then, right?
Okay. Then change the requirement from Tactics to something else, like Item Identification. Now all classes have to invest into a different skill to utilize such a powerful PvP weapon.
It means exactly what it says: tactics would prevent potions from splashing. I also love how you assume that nothing else could be modified for balancing... as if, after this change, and without any sort of tweaking and testing, one class is tremendously overpowered and everything is set in...
As I've said before, if the potential reward was great, most would participate. If some stopped being interested, oh well... the PvPers are now potentially getting rewards for PvPing, as are those that decided to stick with it. Hence, PvP became more active.
Surely you see a difference between being ganked on a PvM character at a spawn over consensually joining in structured PvP with a PvP character, especially when a metric like damage, and not kills, is the standard.
(Some of this was taken from another thread.)
It's clear that a meta mage build dominates UOF structured PvP. Throwing potions and stun punch are must have abilities, but this wasn't always the case: explosion potions used to splash, and were therefore unusable in town. In addition, other...
I've always believed that there should be more viable mage builds.
I feel that Alchemy should be required for potions to deal relevant damage, and that tactics should be modified to prevent potions from splashing. I feel that poisoning should be reworked to make it PvP viable.
Assuming the...
I can explain exactly why it would change his/her play style: right now, they PvM to make money. Whether that be relics, power scrolls, skill scrolls, gold... money is the driving force. If there were that same incentive backing PvP, players would also join in, because his/her interest in...
It lessed world PvP by shifting everyone into battlegrounds, which was the design. World PvP (or ganking someone who wasn't paying attention) was still out there in full force.
I've made my views on UOF PvP clear over the years: there shouldn't be one viable mage PvP build. Period. Just like...
It doesn't, of course. It can be like it is now, with a significant portion of the population not participating in PvP.
If the word ''relic" bothers you, make it gold. Lots of gold. It'll have the same effect, and will likely bother you just as much.
Yeah, why would I want to spend my time gaining a bunch of gold and valuable in-game items when I can get chased by 4 mages spamming expl potions?
I also think you're wrong with the last sentence, and I can prove it: if every player who participated in PvP for one hour was guaranteed a relic...
This was only pertaining to structured PvP. There are absolutely plenty of reds out there. Right now, there's no place for the solo PvPer in structured PvP.
Again, this suggestion isn't something I need. I'll either do some PvM nonsense or play one of the hundreds of other games out there...
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