Winstonian
Grandmaster
(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 skills (poisoning for one) used to be highly effective in the field. This isn't the case here.
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 standard 4x mage skills are:
Magery
Meditation
Evaluating Intelligence
Resisting Spells
Players would have to choose between stun (Wrestling and Anatomy) and a final skill (Poisoning, Inscription, Healing, Alchemy for improved defensive potions or even Hiding) or throwing potions (Alchemy and Tactics), which would require either Wrestling or Anatomy for defense. This would divide the current stun/pot meta mage build... instead, you'd see stun mages running around with other skills, or throwing pot mages without stun. Both would have their strengths, and you'd see different mages on the field... which should be the case anyway.
As for Poisoning, I feel that deadly poison should tick slightly faster in PvP, and should be harder to cure with potions and the cure spell. At even a 50% success rate (example), Poisoning would instantly become more effective.
Running is absolutely an issue on UOF, and there are undoubtedly ways to try and curb it, but giving everyone throwing potions to use in non-running situations isn't that solution. If players still want to use throwing potions, and understandably so, they can... they'll just have to modify their build to accommodate. (This would leave dungeon PvP largely untouched, as splash damage often doesn't matter.)
Any interest in considering changes that diversify UOF structured PvP? @eppy @Swayze
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 skills (poisoning for one) used to be highly effective in the field. This isn't the case here.
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 standard 4x mage skills are:
Magery
Meditation
Evaluating Intelligence
Resisting Spells
Players would have to choose between stun (Wrestling and Anatomy) and a final skill (Poisoning, Inscription, Healing, Alchemy for improved defensive potions or even Hiding) or throwing potions (Alchemy and Tactics), which would require either Wrestling or Anatomy for defense. This would divide the current stun/pot meta mage build... instead, you'd see stun mages running around with other skills, or throwing pot mages without stun. Both would have their strengths, and you'd see different mages on the field... which should be the case anyway.
As for Poisoning, I feel that deadly poison should tick slightly faster in PvP, and should be harder to cure with potions and the cure spell. At even a 50% success rate (example), Poisoning would instantly become more effective.
Running is absolutely an issue on UOF, and there are undoubtedly ways to try and curb it, but giving everyone throwing potions to use in non-running situations isn't that solution. If players still want to use throwing potions, and understandably so, they can... they'll just have to modify their build to accommodate. (This would leave dungeon PvP largely untouched, as splash damage often doesn't matter.)
Any interest in considering changes that diversify UOF structured PvP? @eppy @Swayze