nightshark wrote:Derrick stated nothing changed regarding weapons. Matt, I think the problem you are having is in regards to the new swing timer changes. Your swing will not advance unless you completely stop moving for a moment.
Before: You had to stand still to get your weapon timer to tick, once the swing was ready, it was ready forever.
Now: You don't have to stand still to get the weapon timer to tick, but you do have to stand still to get the swing state to advance. Swings are not held, so the swing will not be "ready forever", the counter will restart.
Ok, bit of a rant here, but I'll keep it as short and to the point as I can as to not waste peoples time.
I have to admit, I ended up being really dissapointed in this patch. I keep throwing this out there, since I was not a T2A player, that I'm no expert on the era, but this just seems like a broken system, less broken then the last, but still broken. From what I've gathered, prior to T2A, timers would advance and you could swing while moving, after T2A, you could also do this, but for some reason, people think that during T2A, you couldn't?
I don't exactly go browsing ancient forums for accuracy like some of the guys here (nor do I find that a reliable source of accuracy personally), but I do know this much. People consistently say hally mages were amazing during this era because people didn't have gm resist, yet on this server, a server where most people have GM resist, Hally mages are still at a serious advantage over other styles of play.
Imo, there should be no reason why warriors would have to randomly stop to swing there weapon, it makes no sense, and hell even your first hit you CAN hit while on the move, its just every hit after that isn't letting you for some reason. This system just lets mages get in consistent heals since you can't stay on them and swing away, either canceling out or out dps'ing minor heals, or interrupting greater heals, it doesn't happen because warriors have to stop for some unknown reason, something that was not in the previous era, nor the era after, and I can't see the logic of it being in this era.
I know that people want accuracy on this shard, accurate to the era, but for it to be completely accurate, there would have to be a lot of bugs, exploits, duping, and others also introduced to the server. We obviously don't want that, and don't implement it. Why on earth we implement other bugs though, is beyond me. I consider this gimping of warrior classes a bug personally, I also consider "all follow me" refreshing a bug, and I can see no reason why either of these things are considered desirable simply cause they were in the era, by that standard, you might as well just allow other exploits/bugs/duping too for "accuracy".
my two cents at least, coming from a non-T2A player, but someone who obsessively reads these forums trying to learn more about this server. I like the server, Derricks awesome, the servers stable and legitimate vs other shards that do their own custom scripts or have cash shops/paid voting/trammel, but I just can't understand the logic of implementing broken mechanics when they were considered broken and changed either during the era or immediately after you "accuracy" cutoff, or even questionable of existing in the first place based off random comments from who knows who on forums so long ago, when basically everyone was a noob to mmo's and generally didn't know what they were talking about. I'm not asking you to eliminate the hally mage like UO:R did, I am asking you to reconsider your stance on, what I and other non-hally mage players consider broken mechanics. Until it's changed, us fighters will manage by bringing numbers to fights, but it'd be nicer to be able to have more balance on the field.
edit: don't get me wrong, this is an improvement from the last system, it still has the same problem though, having to stop. A dexers strength always came from his ability to relentlessly chase someone down, forcing them to stop is really counter intuitive.