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Nerf and more nerf

Posted: Mon Nov 10, 2008 1:22 am
by Rok'Zurg
I tried the test center and the implimentaions there on hit timers and such. The dexxer was already killed on the regular shard due to nerfing the heal timers for one example. IMO it seems that this shard is being created into a pure mage shard. I guess the 'day of balanced templates ' are over. The mages have won, dexxers are now or soon to be extinct.

Re: Nerf and more nerf

Posted: Mon Nov 10, 2008 9:17 am
by Derrick
We're honestly just trying to do a correct timer implementation. What problems/differences di you find on test?

What's been "nerfed" and how?

Re: Nerf and more nerf

Posted: Mon Nov 10, 2008 9:33 am
by Faust
I don't see how the new changes could effect dexers. The only possible thing maybe is the ability to go from katana to hally or quarter staff to warhammer, which is obviously known to be incorrect. Archers have significantly been improved with the changes, especially if you're an archer dexer.

Re: Nerf and more nerf

Posted: Mon Nov 10, 2008 10:06 am
by venox
archery has been changed, not necerserilly improved...
no more potential for that kill shot when they run...

Re: Nerf and more nerf

Posted: Mon Nov 10, 2008 10:17 am
by Faust
I don't see how removing the ability for your combat timer to expire while only standing still isn't an improvement. Would you prefer to sit still an entire 15 seconds at 25 dex for a heavy xbow to expire it's combat delay, or run around and let the delay expire? That is a HUGE improvement if you ask me.

I don't understand what you mean by "no more potential for that kill shot when they run". The only thing fixed for archery was that the movement restriction for your combat timer. It can now expire while you're moving unlike before. What does that have to do with a kill shot when they're running? If anything you can now chase someone down while your combat timer is expiring, meaning once they stop you will be able to shoot instead of continuing that timer when you stop again.

Re: Nerf and more nerf

Posted: Mon Nov 10, 2008 11:51 am
by Slade
Faust is right. How is this not a massive improvement for archery?

The way it was before, you could easily wind up with a several MINUTE cooldown on a heavy Xbow if you were chasing someone through the woods.

15 seconds takes a long time when you only stop for a few tenths of a second each time you hit a tree and change directions.

Re: Nerf and more nerf

Posted: Mon Nov 10, 2008 11:56 am
by Hoots
Faust wrote:I don't see how removing the ability for your combat timer to expire while only standing still isn't an improvement. Would you prefer to sit still an entire 15 seconds at 25 dex for a heavy xbow to expire it's combat delay, or run around and let the delay expire? That is a HUGE improvement if you ask me.

I don't understand what you mean by "no more potential for that kill shot when they run". The only thing fixed for archery was that the movement restriction for your combat timer. It can now expire while you're moving unlike before. What does that have to do with a kill shot when they're running? If anything you can now chase someone down while your combat timer is expiring, meaning once they stop you will be able to shoot instead of continuing that timer when you stop again.
now im saying this without fully understanding the change but if what Faust is saying is true i would consider creating an archer now.

Before the class was 100% gimped. Not being able to move around and reset bow timers made it worthless.

Re: Nerf and more nerf

Posted: Mon Nov 10, 2008 12:02 pm
by Faust
It is true. If you read the thread involving archery in the suggestions I discovered some major break throughs with it on the demo. Previously, every weapon would expire its combat timer ONLY when you stood still. It would pause otherwise if you were moving until you stopped again. This was not the case for archery on the demo. However, every other weapon class still had the movement restriction besides archery. The terrible equip delay still applies to archery, but not the movement restriction. I successfully beat a tank mage with an archer mage on the test server. I will admit it is still tough cause of that equip reset on the combat timer if it's active, but it is possible unlike before when it was 100% worthless.

Re: Nerf and more nerf

Posted: Tue Nov 11, 2008 5:55 am
by venox
this thread is from the perspective of a dexxer not a mage...not everyone in t2a is plays mages.
after striking with a melee weapon, you must now wait for the your bow to re-set...thus you cant kill them by equip a bow when they run.

Re: Nerf and more nerf

Posted: Tue Nov 11, 2008 3:56 pm
by Faust
Weapons didn't go by the "last time" it shot/swung during this era. In fact it never has. This is a poorly coded function into the RunUO distro packages that one too many people get used to by playing all these free shards.

A fast weapon to a slow weapon has never existed.

Re: Nerf and more nerf

Posted: Tue Nov 11, 2008 4:17 pm
by DrFaustus
Faust wrote: A fast weapon to a slow weapon has never existed.
Perhaps that'll help clear things up.

Re: Nerf and more nerf

Posted: Tue Nov 11, 2008 6:28 pm
by Mor'Sereg
This really isn't an issue once you convert your "pure dexxer" to a tank mage like I did. ;p