Seems we are in stall.
We can't talk about Talisman, Wands, Stun and Skills separately becouse all of them are part of a greaters system; also we cant modify all of them in the same time: after the first change all others things will change importance and impact in the system.
We need to choose the most important feature to modify first and then we will see, then we will talk and modify the others things always in order of improtance.
The issue with talismans effecting pvp that people upset about are with defense talisman's passive damage reduction against mobs and phase shift being used to evade or even catch up to opponents.
The issue with talismans effecting pvp that people upset about are with defense talisman's passive damage reduction against mobs and phase shift being used to evade or even catch up to opponents.
If there is a change implemented to deactivate the talisman I would hope that it does not mean the talisman is unequiped but rather just doesnt work until combat timer is done. The combat timer is 30 seconds. I dont think that would be a huge thing to deal with even with accidentally aggro'ing.
IMO though both are not a huge issue overall with pvp and skill gap between new players and vets. In most cases if all those things were eliminated the outcome of a fight wouldnt really change. UO has always had a big skill gap when it comes to pvp. Every good pvper has spent a lot of time eating dirt before they got good.
I think wand syncs create more of a skill gap than anything else right now. That being said it is still something that everyone is free to practice with thier group to do as well.
you cant not use lighting on non factions
you always can use heal
^^This is what I mean. Just deal with how the mechanics are and let it be - they are not bad mechanics. Regardless of what things are changed to in UO, people will always find some way to use it to an advantage -- its part of UO to do that.The issue with talismans effecting pvp that people upset about are with defense talisman's passive damage reduction against mobs and phase shift being used to evade or even catch up to opponents.
than alot ppl payed to have the advantage it would not fair to take it away now.
its pretty easy if you dont want to have ppl advantage with defense tali stay in nocut.
Ok so there is still another I'm balance there then. A faction PK has healing pots, Band-Aids, heal spells AND wands to keep alive. That is alot of survival agenst a pvmer .
Thats pretty much my feelings about it. If you dont like fighting people that have an advantage amongst monsters then dont engage them there. I am more or less willing to conceed to deactivating the effects for aggressors though if something must be done.than alot ppl payed to have the advantage it would not fair to take it away now.
its pretty easy if you dont want to have ppl advantage with defense tali stay in nocut.
There are two parties that are asking for this change it seems. PvPer purists that get pissed when they see their opponent taking advantage of a pvm bonus to beat them or escape them. Then there are PvMers that see defi talisman wearing PKs that are barely effected by the mobs among them when killing PvMers. I sympathize with the pvmers reasons for wanting change moreso than the pvp purists. It takes pretty specific situations for the talismans to change the outcome of a fight and it doesnt take much negate the advantage by not letting your opponent dictate where you engage.
It would never fly Streets - despite what people say, no one PvP's just for the sake of PvP - they only do it if/when there are pixels involved. They PvP when it's tied to PvM - when they can make a profit, when they have something to gain from it. People don't PvP just for the joy of PvP. You could set up that battleground, unless there were some sort of gains for people, it'd be dead in a month. Even factions, with their faction only item incentives, really doesn't fly because once people have had them, they no longer care..
Ultimately PvP is a part of the UO world, as such needs to be balanced there with PvM and their templates. IF PK'n is what constitutes PvP - then PvM'rs shouldn't have gimped templates in order to PvM - arms lore/spirit speak need to go away to start.
Little of column A little of column B for me. Honestly I am in a dungeon not even 5% of the time I'm playing UO. It's annoying when I do fight in a dungeon and fight someone running through firebreaths in destard like it's no big deal, then I get instakilled a second later? Maybe changing this (and fixing the gay ass preloaded firebreath so that it's randomized) would get more of these "PVP purists" into the dungeons.
I hope this is changed more so for the average Joe new player PVMing in the dungeon. Why should he be put at such a disadvantage when coming across a PK with a defense talisman with all their relics and firebreath immunity and a swamp dragon taking away 20% of damage from the mobs.
You say that it takes a pretty specific situation where the talismans change the outcome of a fight, but when fighting in a dungeon that chance is much higher. Also anytime the person being attacked has pets that chance is much higher. The PK is already at a HUGE advantage. They are completely geared, have their skills built around PVPing, and are probably a veteran of the game. Meanwhile the person being attacked normally has hardly any stock, has skills built around PVMing, and may either be new or maybe not even completely finished with their character yet. Why further this advantage with talismans and swamp dragons? Will it effect the outcome of the fight? Probably not. But why unlevel the playing field even further?