LKP
Forum Member of the year 09'
Re: Hybrid is great because it's so diverse.
Maybe players are better now, but I don't agree that that should negate two and a half years of history. Why didn't we get so much better then?
Isn't there any other solution to this? It's true that people running away after dumping all their mana is infuriating, and not being able to catch the fucker and make him pay is frustrating. At the same time, not having any chance whatsoever of outrunning a purple potion is even moreso. I'd much sooner people be able to get away from me sometimes, and I be able to get away from them sometimes. As it is now, I can't see a damn thing I can do when being chased by an alchy dexer. If I stop to cast a heal, I'm going to get hit with the weapon. If I keep running and chugging potions, I'm going to keep getting hit with purples twice as often as I can chug a heal pot, and every one is going to hit and do as much damage as the heal. I'm going to die either way. The only thing I can see working is heal wands (which will eventually run out) or bandages (which aren't an option for templates that don't have the healing skill).
I'm glad you've found your niche. I'll concede that there is a disparity of skill among alchemists. I always respect a skilled player who can take something seemingly simple and get creative with it and take it to new levels. I give you props there. And I don't want to nerf your ability to keep on doing that and being successful. What I do want to do is put more templates on that same level and make this game a little more interesting. So you've got a lot of experience with this, throw me a bone. Can you think of any way in which purple potions could be toned down slightly while not impeding your ability to be successful and have fun with them?
Where do I find a hally that can do 90 hp of damage? Even a valorite one won't hit that hard... and if it did, there'd at least be armor and RA to reduce it. The thing is, everyone can wear armor, and almost every PvPer on this shard has magery, so they can all use RA and archprotection. A mage can keep a tank poisoned to make him disarm, that's true. And a dexer doesn't really have that problem, as he has the advantage in close quarters already. Countering an alchemist isn't as easy as you make it sound, though, because the counter you suggest is template-specific. I can't punch disrupt an alchy mage, I don't have wrestling! Should I drop Anatomy and lose 30% of my weapon damage just so I can get that punch disrupt? Holding a greater heal doesn't work if he poisons, and chugging a cure pot will cancel that spell. And even if you do manage to pull that off, you can't take the right of way away from him... the next explosion pot is coming 4 seconds later, and if the punch disrupt worked, he's still got the mana to start the combo over again.
I would probably die less often too, because on the occasions that I do run (read: when I'm badly outnumbered, loaded with loot, or need to stop playing and go have a life), I often get away unless purples are involved. I still say there must be a better solution to running, maybe in the form of addressing mount stamina...
Rock-paper-scissors isn't real balance. Bandaids might help you escape, but again, they're template-specific. How can a nox-scribe survive in that same situation? He can't use bandaids, so he's fucked? How can you call that balance?
If there were nothing to be learned from the past, today's generals wouldn't be scholars of history.
I force my resolution with Razor up to 1024x768. I can see more than 12 tiles. I can't hit a guy I'm chasing unless he's well onto my screen, but I constantly get hit with purple potions thrown by pursuers I can't see.
Agreed.
I've died to that in tournaments, where potions other than explosion were disabled. If I'm stunned with my healt h down a little bit, I can't cast a heal, and if heal and str pots are disabled I can't use one of those either. What else could I have done?
I don't see the correlation between spam and skill. I do see the connection between spam and latency, though. How about the guy who just walks his horse around slowly and randomly (making it impossible to predict where he'll be and run his own potion into him) and throws 30 potions in a row? Is he truly skilled? I don't think a cooldown timer would be that big a handicap. I think things might change a little bit, but really all you'd have to do is prevent your opponent from healing a whole lot during those 10 seconds. With 2 explosion potions plus the amount of magery damage you can drop over a 10-second spam, you should still be able to kill people just as effectively.
By the way, getting 100 strength could help my survivability a bit. An extra 10 HP would be nice. However, I don't think that would do me any good once people figured it out and mindblast started hitting me for 40 damage. I'd also lose the obvious benefit of swinging my weapons a little faster. Maybe I'll try it for a while though.
So maybe it doesn't have to affect it quite that much. Maybe put a limit to how much damage reduction your armor will get you. Say, a reduction of 5-10 points. That would be a step in the right direction, while making high-end magic armor only a bit more effective than GM-crafted stuff.
Even if you let armor have its full effect and people who are willing to risk losing their invuln suit on the field get the reward of the protection it gives... I don't see the problem with that.
Well, delaying the "inevitable" could be a chance to turn the tide of the fight.
According to your earlier description of that defense, I think a better name for it would be "having wrestling and/or healing." That's not good enough if it's not available to everyone.
Stides;1917237 said:np
I can invalidate all these points you made here in one sentence. "Players in the present time are much, MUCH better then they were back then." Hell players are much better now then they were 4 years ago on this shard. When I first started this shard in 04 yes I could usually kill people with just magery and stun. Nowadays its pretty much impossible with the quality of overall player skill. One just has to look at the last tourney held with the ruleset of 7x, all pots, minus str and explos. Every fight in that tourney with the exception of the noobs knocked out in the first round went to sudden death. Look up the videos for proof if you dont believe me.
Maybe players are better now, but I don't agree that that should negate two and a half years of history. Why didn't we get so much better then?
Im sorry but I dont even want people to have the option of dumping all their mana on me then running away. Explo pots are for this purpose. It makes players with no honor have to answer for their crimes.
Isn't there any other solution to this? It's true that people running away after dumping all their mana is infuriating, and not being able to catch the fucker and make him pay is frustrating. At the same time, not having any chance whatsoever of outrunning a purple potion is even moreso. I'd much sooner people be able to get away from me sometimes, and I be able to get away from them sometimes. As it is now, I can't see a damn thing I can do when being chased by an alchy dexer. If I stop to cast a heal, I'm going to get hit with the weapon. If I keep running and chugging potions, I'm going to keep getting hit with purples twice as often as I can chug a heal pot, and every one is going to hit and do as much damage as the heal. I'm going to die either way. The only thing I can see working is heal wands (which will eventually run out) or bandages (which aren't an option for templates that don't have the healing skill).
I totally disagree with this. There may be a huge amount of alchy mages on this shard. But the skill level with alchemy is not level across the board. There are people who are good at alchy and people who are bad at alchy. Just like their are people good at tank mages and people bad. I guarantee you cannot play an alchy mage for a couple days and have it down perfectly. Hell ive been using an alchy mage since 05 (before most people started using them) and im still learning new combos and tactics and ive probably gone thru 500 explode kegs just myself.
I'm glad you've found your niche. I'll concede that there is a disparity of skill among alchemists. I always respect a skilled player who can take something seemingly simple and get creative with it and take it to new levels. I give you props there. And I don't want to nerf your ability to keep on doing that and being successful. What I do want to do is put more templates on that same level and make this game a little more interesting. So you've got a lot of experience with this, throw me a bone. Can you think of any way in which purple potions could be toned down slightly while not impeding your ability to be successful and have fun with them?
I still fail to see how alchemy is over powered? I really dont have that hard of a time healing through 99% of people on the shards alchy dumps. A hally can do 90hp of damage and 1 hit while keeping a flamestriked prepped or something. Is being able to hold 1 spell and double click an enemy then press last target to kill them from full health over powered? I dont think it is because their is a counter to everything in this game. You can hold a gheal or nox the tank mage to get the weapon out of his hand. Just like u can hold a gheal and punch disrupt an alchy mage and run his own pot into him. Everything has its counters.
Where do I find a hally that can do 90 hp of damage? Even a valorite one won't hit that hard... and if it did, there'd at least be armor and RA to reduce it. The thing is, everyone can wear armor, and almost every PvPer on this shard has magery, so they can all use RA and archprotection. A mage can keep a tank poisoned to make him disarm, that's true. And a dexer doesn't really have that problem, as he has the advantage in close quarters already. Countering an alchemist isn't as easy as you make it sound, though, because the counter you suggest is template-specific. I can't punch disrupt an alchy mage, I don't have wrestling! Should I drop Anatomy and lose 30% of my weapon damage just so I can get that punch disrupt? Holding a greater heal doesn't work if he poisons, and chugging a cure pot will cancel that spell. And even if you do manage to pull that off, you can't take the right of way away from him... the next explosion pot is coming 4 seconds later, and if the punch disrupt worked, he's still got the mana to start the combo over again.
As for the fact that they are "heat seaking" I have no problem with this. Running is too rampant these days with broadband internet. I can honestly say that if there was no explo pots I would NEVER die. Even if i had 50 guys chasing me. I would just run and run like forest gump until I got home or lost them. What fun is a game where there is no risk to dying? Bandaids totally negate purple pots as well on the run as well if you want to talk about balance of skills.
I would probably die less often too, because on the occasions that I do run (read: when I'm badly outnumbered, loaded with loot, or need to stop playing and go have a life), I often get away unless purples are involved. I still say there must be a better solution to running, maybe in the form of addressing mount stamina...
Rock-paper-scissors isn't real balance. Bandaids might help you escape, but again, they're template-specific. How can a nox-scribe survive in that same situation? He can't use bandaids, so he's fucked? How can you call that balance?
Once again your posts seem to be centered on the past. What you say may be all well and good in 2000 but not today. People are MUCH MUCH MUCH better today! Its pointless to debate how things were back in the day. You have to talk about the situation we're in now.
If there were nothing to be learned from the past, today's generals wouldn't be scholars of history.
And this range thing?? I dont know what youre talking about but purple pots have the same range as any magic spell in the game. Try it out yourself.
I force my resolution with Razor up to 1024x768. I can see more than 12 tiles. I can't hit a guy I'm chasing unless he's well onto my screen, but I constantly get hit with purple potions thrown by pursuers I can't see.
Griefing is just lame and im happy that the gms slowly removed all the possible ways for no life losers who only play this game to piss other people off and not pvp have an opportunity to get their jollies. Real uo players get their jollies from honorable pvp. Im happy the shard caters to pvpers. There is no reason a random blue who the person throwing the purple pot didnt even intend to hit should be able to give a murder count. Its just lame, im sorry.
Agreed.
No wonder you think explo pots are overpowered if you die to explo pot fs. Dude you serious? Thats like the newbiest combo there is. theres so many things u can do to not die to explo pot fs. Like hit a heal pot, mini heal once, str pot and heal pot right before the damage hits. Really... like really you die to explo pot fs???
I've died to that in tournaments, where potions other than explosion were disabled. If I'm stunned with my healt h down a little bit, I can't cast a heal, and if heal and str pots are disabled I can't use one of those either. What else could I have done?
People who are good dont die in 1 deadly combo. People die from free hand pot mana dumps with lightnings harms and magic arrows with explo pots mixed in. These are the truly skilled alchy mages. making pots take 10 seconds just turns the alchy mage in a 1 newbie combo doing (like explo pot eb or fs) hacks. I know you must die a lot to one combo because you say you like to have 80 str in your other posts. News flash. Get 100 str.
I don't see the correlation between spam and skill. I do see the connection between spam and latency, though. How about the guy who just walks his horse around slowly and randomly (making it impossible to predict where he'll be and run his own potion into him) and throws 30 potions in a row? Is he truly skilled? I don't think a cooldown timer would be that big a handicap. I think things might change a little bit, but really all you'd have to do is prevent your opponent from healing a whole lot during those 10 seconds. With 2 explosion potions plus the amount of magery damage you can drop over a 10-second spam, you should still be able to kill people just as effectively.
By the way, getting 100 strength could help my survivability a bit. An extra 10 HP would be nice. However, I don't think that would do me any good once people figured it out and mindblast started hitting me for 40 damage. I'd also lose the obvious benefit of swinging my weapons a little faster. Maybe I'll try it for a while though.
I'm okay with that. I think it beats the alternative of not being able to escape an overpowered template that you don't want to fight.people would just offscreen and run away with no risk of being potted down.
Rich people who can afford invul armor would always be at a benefit. An alchy mage vs alchy mage fight would be as never ending as a pure mage fight with pots.
So maybe it doesn't have to affect it quite that much. Maybe put a limit to how much damage reduction your armor will get you. Say, a reduction of 5-10 points. That would be a step in the right direction, while making high-end magic armor only a bit more effective than GM-crafted stuff.
Even if you let armor have its full effect and people who are willing to risk losing their invuln suit on the field get the reward of the protection it gives... I don't see the problem with that.
They already can be resisted. They could do 20 damage or 30 damage. Its totally random like a spell. Reflected?? Meh I really dont see what that would do other then delay the inevitable.
Well, delaying the "inevitable" could be a chance to turn the tide of the fight.
There already is a defense. Its called skill.
According to your earlier description of that defense, I think a better name for it would be "having wrestling and/or healing." That's not good enough if it's not available to everyone.