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Changes - April 16th 2011

mjkramah

Squire
Answer to your problems: Put your explosion stack in a BAG. Then when you arm explosion it separates 1 explosion into your MAIN bag and has no problem re-arming it.
 
Tried this yesterday, and it had little to no effect for me. Once again, the potion that is separated into your bag is not always the potion you are ticking.
 

Lament

Knight
who wants to race me to the first 60k stack of explosion pots ~_~

i might already be halfway there v_v
 

WaRgAzM

Knight
Cant say I ever used wands but I think the Halt in movement with them kinda kills them in general. Instead I could see them just using mana. I mean healing on the run is a godsend for anyone right.
 
It's not that hard to predict... If a group of pvpers without weapons breaks line of sight or comes from off screen then rushes you and whips out wands, there is only one logical explanation.

And if you mean that its impossible to know who the target is, all of the mages still have to look directly at whoever they are syncing the explo on, and as long as your group isn't very tightly bunched together this shouldn't be too hard to see. You can also see the first explo or two bounce off the target if they have reflection up, which helps in countering gank squads that roll around with explo loaded simply to use this tactic as a preemptive strike.

I honestly don't think there was a problem with wands before this patch. They allowed for more options for defensive builds in terms of clutch kills, enough to make playing that sort of spec that much more interesting when almost all pvp builds are 100% offensive.
Before the patch a fireball wand had a cast time relative to the spell itself, but shorter, same with Gheal wands. Now both wands are almost exactly the same "cast movement delay" time. This simply doesn't make sense.

If the change in movement delay was implemented for nerfing lightning/fireball wand syncs as a couple people have suggested, it seems to me that the effect will be just the opposite, instead nerfing solo fielders.

If a group of 3 stun mages (not necessarily alchy mages) were to attempt to pot/wand a fleeing soloist before this patch, the soloist should be able to keep only one or two of them on screen at a time, thus being able to chug/bandage/minihealwand or chug/ghealwand through it for a good while if they know what they are doing and are not inebriated.

Now after the patch, with 1 or 2 stun mages chain potting the soloist, they will eventually gain enough ground on the soloist to utilize lightning wands because the soloist will eventually have to cast/wand gheal or mini heal, even if they are a healer with gheal pots. This will result in the third pvper in the gank squad catching up no matter what because he is not delayed in any way, and the first or second attempting to stun then transitioning to explo+light wands again or a different sync if that is their forte, or back to basic potting because stun failed and the soloist is still running.

I'm not sure if anyone understood or read that wall of text, but it seems to me this will have the opposite effect intended. My suggestion would be to revert back to the regular wanding system but have a mana cost on them of 1/2 the spells cost, either rounded down or (rounded down)-1. Either that or just change it back the way it was. In my humble opinion, if a soloist is confident enough to carry around 20+ gheal wands, he should be permitted to escape a gank for as far as his skill and his mount's fatigue take him.
 

Endemic

Sorceror
Pots not only have trouble reactivating once you use them, another gets put out of the stack and becomes unstackable. This poll about the wands.. wtf? Point was? lets spend time in the suggestion forum where the people who play and know the game can make a impact for the best. One wrong move after another here.
 
It's not that hard to predict... If a group of pvpers without weapons breaks line of sight or comes from off screen then rushes you and whips out wands, there is only one logical explanation.

And if you mean that its impossible to know who the target is, all of the mages still have to look directly at whoever they are syncing the explo on, and as long as your group isn't very tightly bunched together this shouldn't be too hard to see. You can also see the first explo or two bounce off the target if they have reflection up, which helps in countering gank squads that roll around with explo loaded simply to use this tactic as a preemptive strike.

I honestly don't think there was a problem with wands before this patch. They allowed for more options for defensive builds in terms of clutch kills, enough to make playing that sort of spec that much more interesting when almost all pvp builds are 100% offensive.
Before the patch a fireball wand had a cast time relative to the spell itself, but shorter, same with Gheal wands. Now both wands are almost exactly the same "cast movement delay" time. This simply doesn't make sense.

If the change in movement delay was implemented for nerfing lightning/fireball wand syncs as a couple people have suggested, it seems to me that the effect will be just the opposite, instead nerfing solo fielders.

If a group of 3 stun mages (not necessarily alchy mages) were to attempt to pot/wand a fleeing soloist before this patch, the soloist should be able to keep only one or two of them on screen at a time, thus being able to chug/bandage/minihealwand or chug/ghealwand through it for a good while if they know what they are doing and are not inebriated.

Now after the patch, with 1 or 2 stun mages chain potting the soloist, they will eventually gain enough ground on the soloist to utilize lightning wands because the soloist will eventually have to cast/wand gheal or mini heal, even if they are a healer with gheal pots. This will result in the third pvper in the gank squad catching up no matter what because he is not delayed in any way, and the first or second attempting to stun then transitioning to explo+light wands again or a different sync if that is their forte, or back to basic potting because stun failed and the soloist is still running.

I'm not sure if anyone understood or read that wall of text, but it seems to me this will have the opposite effect intended. My suggestion would be to revert back to the regular wanding system but have a mana cost on them of 1/2 the spells cost, either rounded down or (rounded down)-1. Either that or just change it back the way it was. In my humble opinion, if a soloist is confident enough to carry around 20+ gheal wands, he should be permitted to escape a gank for as far as his skill and his mount's fatigue take him.

i'm not reading all of that.

yes, it is impossible to predict. how do you know if the lightnings are sync'd are delayed? just because someone equips their wand doesn't mean it's directly after they cast an explosion. if lightning wand syncs were always on sync, then they would be easier to heal, but they're not. arguing with me isn't worth your time. i know these game mechanics in and out. for all you 'what do you know sig, all you do is duel' people out there, i was fielding on this shard when you were all still mining and doing escorts. I know the flaws and they're there. stop denying it.
 
oh, and let's not forget to mention how macro-heavy pvp is these days, allowing people to make two macros: regular lightning wand syncs, and delayed lightning wand syncs.

yes, there are groups that use macros like these.
 

Trevor

Knight
This is just going to cause group pvp. Before you could take a 3v1 you could cast an exp then have the 3 pvpers run after you as you are running drop exp then pot and following with lighting wand and try to get another lighting off hopefully almost killing or killing one before they would even realieze. If they were chain pot and exp potting you. you could gheal wand and chug and be fine till they realize they arnt going to kill you that way. Now you actually have to be stationary during all dumps increasing risk of a stun and a full dump on you. And there is no way to chug pots on the run and staying alive for more then 2 person exp potting you. So you have to stop and heal and risk being stunned.

Once again you have hurt solo pvp even more. before you had a chance of living a gank, Now its make it harder.
 
Should make gheal and regular heal wands consume mana, but allow movement.

That's the only negative thing I can say, just a little harder to get away from a gank.
 

kilo-hybrid

Sorceror
Explosion pots are bugged on razor. IF i stack my explosions everytime i hit my explosion pot key. a purple pot goes into my bag. so if i hit it 3 times trying to get a cursor to come up while trying to do a simple combo 3 pots will be in my main bag. and il still pot myself. it works fine on sallos but everyone using razor pretty much has to unstack theyre explosion pots to get them to work right.. which sucks ass. and needs to be fixed if you want ppl that use razor to pvp on this shard.
 

Ryan

UOGamers Founder
Staff member
Explosion pots are bugged on razor. IF i stack my explosions everytime i hit my explosion pot key. a purple pot goes into my bag. so if i hit it 3 times trying to get a cursor to come up while trying to do a simple combo 3 pots will be in my main bag. and il still pot myself. it works fine on sallos but everyone using razor pretty much has to unstack theyre explosion pots to get them to work right.. which sucks ass. and needs to be fixed if you want ppl that use razor to pvp on this shard.


I think what you meant to say was something like this:

Since this patch I've noticed the behavior of explosion potions has changed when I am utilizing Razor. Now that my potions are stacked, when I hit my explosion potion hotkey it simply does not work correctly because it moves the potion to my main bag and then the potion hits me. An interesting note though, it works fine on Sallos. I just thought I would let you know what I've experienced.

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Otherwise you're attitude is unnecessary.
 
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