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Templates and Balance issues. Suggestion (controversial)

Anti.Christ

Sorceror
I have been asking many PVPers, Faction Guilds, and basically anyone that fields they all tell me that this is a good idea and much needed, But expect the catch same flap and get ready to hear people complain.

Templates need balancing BADLY when i quit 3-4 years ago explo pots were starting to get into the pvp world quite fast.... i come back now i see that that changes towards taming and barding nerf peacemaking. Great i agree it was needed how about we look at the pvp side now? Not PVM

It is impos to solo field now a days 2 Stun alchy mages should NEVER fail to kill one person EVER unless you suck. basically i did a count when i was in the field i only saw 3 templates. 90% of them were alchy stun mages the only two i have yet to see are Bola Tamers, and Alchy Dexters. what it boils down too is these are the three 3 templates with all the power. a bunch of pvpers and faction guilds say that no one wants to play on anything else but alchy and bola tamers. the field is redundant with same shit Explo pots do more damage than a fucking ebolt. think about it... its like giving mages 140-160 int.

i am in no way crying i can adapt i just know that what im saying is the truth idc i love my alchy stun and i use it.

( SUGGESTION )
I feel PARRY should be given a % of chance to either block EXPLO POTS or a certain % of the damage. ALSO i think it should give u a % to block bolas, and % of chance to block STUN. as of right now there is NO DEFENSE against these templates.
Meaning its highly unbalanced. Now in order to balance the PARRY i say make the DISARM skill when used against a shield that player can not equip his/her shield for 5-10 seconds. but weps can be requiped right away. In no way does this give all the power to this template in fact it will bring in two more unused skills into the field PARRY and Armslore for disarm.
maybe put a CAP on the stun as in the more u try the higher the timer goes untill you can stuna gain. this is basically for the people who DEPENED ON STUN. they basically wont do any offensive spell at all with out the stun. i fought a couple dudes who explo'd and failed on thier stun a few times in a roll and ended the dump because of a failed stun. after only casting the first Spell
( SUGGESTION )

Now alot of the active guilds and players say people will cry about this and whine, but all agreed it as a good idea . I asked myself why do would they cry ? Well what it boils down too is you wont be able to kill people as easy it will take more SKILL and be more of a challenge/. when i first started to play uog pots were not used and people were doing just fine. IF you are one of the players who WHINES about this ask yourself why are u crying.

SOMETHING ELSE needed to be looked at. Poisoning give you 10% chance of lethal right? well cure is 100% how about we up the lethal %? or maybe not make cure 100% for lethal???
 

crikey

Sorceror
Even if parrying got a boost like this, I would still ignore it on my dexxers. Besides using one handed noxxed weapons as a secondary attack, I like the high damage of two handed weapons too much to give them up for defense. Sometimes, the best defense is a good offense

However, boosting poison would be pretty rad. If I could put lethal poison on my viking swords and warforks, dear lord.....
 

pete liv

Sorceror
always thought something like a 3 charge use of level 5 poison; dropped rarely by poison eles instead of their normal poison pots(taste id would be the only way of id'ing it), only applicable at 100 skill to put on weapons
mayube give it 30% of working on hit or something
 

Countessa

Knight
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