royal kapero2
Sorceror
EHEHEHEHEHEHEHEHE you couldn't complain about small details if you had any team to play withit been over 6 year mage cast way too fast fix it HOW I DONT KNOW BUT FIX IT
EHEHEHEHEHEHEHEHE you couldn't complain about small details if you had any team to play withit been over 6 year mage cast way too fast fix it HOW I DONT KNOW BUT FIX IT
Not sure who your character is but trying to pvp with a blade of insanity will not kill anyone. You need to actually seek out a template and weapon that can kill people. I've killed plenty of mages on my dexer. No, I can't stand there and let them fireball/ma me but they also can't stand there and let me armor ignore away.
Yes mages have the wrong recovery delay but dexxers (specially archers) have the advantage over a bug related to swing during turns so they can shoot while chasing people between trees, walls, etc.
Something in my opinion that would balance a little bit, because nowadays 99% of the mages rely on weapons with mortal strike to play, is the Enchanted Apple which is pretty simple to code.
you're really gonna whine on here about mage casting being broken, and you're talking about running around on a lame ass archer mage template... the most broken shit on here right now
http://www.uogamers.com/community/index.php?threads/545164/
- I Coded it and I might look into this Swing Speed Fix
The swing issue is a 1 line fix, I already posted that years ago however Demise staff judged unfair to fix this but keep the casting broken back in time and I agreed; problem is that - in my opinion - adding fletching runic tools and wood property bonuses may be a good time to review that.
Regarding OSI cast speed it is not hard to track down where the difference is and come up with a valid formula but as far as I can see Demise players may prefer the RunUO cast speed as-is.
Any here remember when these 'fixes' were implemented on osi? Guess what a lot of ppl quit playing right after. Mostly because they had to rely on those 'bugs' and didnt want to make the adjustment. Yea fletching runic kits are going to make a lot of balance (LOL) wait till these stealth archers have bows with 50 HLD huge SSI and a hitspell, and couple more mods. oh yea and does that mean "balanced" bows will be here? No disarm for pots? The apples are going to help balance this? Oh yea you wont have to run when mortaled....Also I dont remember all the details (years ago) but seems to me every 'fix' screwed something else up. They tried "balancing" pvp and then ppl complained cause in pvm they "just were not the same". How about parablow? Was'nt that shortened on OSi at one time? I been back pvpin for two days and i dont think i was parablowed on osi that much in the years i played as i was yesterday. Also the damage was reduced on osi I think. Like i said its been years. But when you get hit for half your life and paralyzed your dead in next two seconds. Yea i know trapped box ftw its coming back to me lol. Still fun to me no matter what tho. I know this will never be put in but archers got quivers so they dont lose arrows how about reg bags for mages that cant be looted LOL that will be fair. Adding items to 'fix' broken mechanics is not the way to go. I really dont think giving archers runic kits with that bug is a good idea. I'm not seeing how giving them better bows is going to balance anything. I say fix that bug and give em kits leave casting alone its still fair
You must not pvp much cuz atm to die to a dexxor or archer 1v1 right now you have to stop playing as long as you are smart and mobile they cant do anything right now even with the shoot while moving bug.
I'll get it just takes some time and effort but I'll keep that in mindI been back pvpin for two days and i dont think i was parablowed on osi that much in the years i played as i was yesterday.
I tend to qualify it as a mechanic issue. It's not so much a bug that only a limited can figure out. You can actually para blow while (almost) moving on this server.I'll get it just takes some time and effort but I'll keep that in mind
Shoot while moving is not a bug its a weapon ability called "Moving Shot"
RunUO has a flaw that allows you to shoot while turning, so lets suppose you are chasing someone and evading from trees, it happens quite often; he was not talking about the moving shot ability.I'll get it just takes some time and effort but I'll keep that in mind
Shoot while moving is not a bug its a weapon ability called "Moving Shot"
People rely on mortal now because you fucked it all up with your shitty program. I use to enjoy playing my pure mage and now i can't because people simply heal way to fast by just holding down one button. Pure mages are now dogshit because of you, you're also dogshit.es mages have the wrong recovery delay but dexxers (specially archers) have the advantage over a bug related to swing during turns so they can shoot while chasing people between trees, walls, etc.
Something in my opinion that would balance a little bit, because nowadays 99% of the mages rely on weapons with mortal strike to play, is the Enchanted Apple which is pretty simple to code.
If I get some extra time I'll check OSI for mage spell delay discrepancies using UOSteam, but it would be better if someone with low/stable ping test it, I can provide some macros for testing that will output spell delays. Demise already took the very first step which was fixing the target exploit bug.
PS: I've reported the dexxers swing issue previously (years ago) including a fix, but it never got in because casting is also broken.
People rely on mortal now because you fucked it all up with your shitty program. I use to enjoy playing my pure mage and now i can't because people simply heal way to fast by just holding down one button. Pure mages are now dogshit because of you, you're also dogshit.