I think we just need to add a delay for stealing and explo pots both...couple second delay between snoop and steal...and few seconds between throwing a pot and readying the next...
Wasn't aware of this... i have honestly never used pots in pvp on this shard...only for testing and douchebaggery...There is already a delay before you can use exp pots again.
The delay is small and inconsequential, and changes nothing about their potential for abuse. Yes that is a big issue. People often liken explosion pots to moving shot, but they forget that moving shot requires mana, and it also has both a 50% chance for the arrow to miss, as well as a chance for the moving shot itself to fail.Wasn't aware of this... i have honestly never used pots in pvp on this shard...only for testing and douchebaggery...
then maybe we should make it a bit like poisoning skill (chance for the potion to not explode or chance to miss) since we no longer have a chance to return the potion...
No, paralyze and stun do not affect you throwing a pot. Nothing except out of range or no line of sight (LoS) will prevent an exp pot from being thrown.question...can you stun someone in the middle of throwing a pot ie dexxer para/stun punch...paralyze spell ?? and does it make the pot blow up on them ??
So to throw potions you need two skills? Boy that would screw up 80% of the shard's templates.Enable the throwing skill to toss pots !! muhahahahha
well that's nice that at least you have that option...but really no stun ??? If I time my Paralyze or whatever on you it should NOT be possible to continue throwing the potion that makes no sense in any way whatsoever..No, paralyze and stun do not affect you throwing a pot. Nothing except out of range or no line of sight (LoS) will prevent an exp pot from being thrown.
But here's the cool thing, if you watch alchy duels, if a pot is being thrown, what do they do? They run it into their
enemy. If you stand beside your enemy when they throw the pot, it will hit them along with you.
So to throw potions you need two skills? Boy that would screw up 80% of the shard's templates.
Wen you are "throwing" an exp potion, you are in reality drinking it and spiting a bomb on your enemy that explodes with a timer. The "consume" rules apply to exp pots as they apply to heal/cure/refresh potions. There is no limitation on them except for cool down timers (on some).well that's nice that at least you have that option...but really no stun ??? If I time my Paralyze or whatever on you it should NOT be possible to continue throwing the potion that makes no sense in any way whatsoever..
No, paralyze and stun do not affect you throwing a pot. Nothing except out of range or no line of sight (LoS) will prevent an exp pot from being thrown.
But here's the cool thing, if you watch alchy duels, if a pot is being thrown, what do they do? They run it into their
enemy. If you stand beside your enemy when they throw the pot, it will hit them along with you.
So to throw potions you need two skills? Boy that would screw up 80% of the shard's templates.
In the UO world, all potions are "Consumed". So to "Throw" an explosion potion, you first drink it, then it magically flies through the air and lands at your target to explode. Hey, I never said it makes any RL sense in this wizard game.I am curious though how you consider throwing a explode potion as just "drinking and spitting" . I would think it would be more of pulling a pin on a grenade and then tossing it.
I don't think #1 is the answer. I do like #'s 2, 3, 4, and 5 but not if they are all implemented simultaneously. A good balance can be found in some combination thereof.If people truly want this to be balanced, then perhaps these changes could help:
1. Remove the countdown and timing of exp pots, and make them chance based like the rest of the game.
2. Give them a chance to hit the target based on your alchemy vs their weapon skill. At 100/100 it will be 50%.
3. Give them a 4 second cooldown, which is i believe the default swing speed of regular bows.
4. Reduce the range of exp pots to 10 tiles.
5. Give them a mana or stamina requirement to make people use their brains and strategize, rather than mindlessly spam them until they run out.
and in addition to this change, i would add something like a 15%+ efficacy bonus to heal, cure, str, agil, so that that exp pots aren't the only incentive to have alchemy.
So with this change you would double click the pot and target a player, the pot would then fly to them with that same ~1 second animation delay, and have a chance to hit them. Now there is very little potential for abuse with scripts, and exp pots are brought in line with the rest of the game, ie they are chance based and open to further balance.