#PvP Feedback
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That can happen
maybe it was the fizzle mechanic
which btw i think u should be pushing through instead of this
yeah fizzle mechanic should only be for multiple people
i want to be able to sync combo with a teamte and kill someone
never in a 1 on1
the 9 was a resist
i need to step away for a bit
@mortal palm use the red vendors while grey, they work
Ill check back in soon, keep finding problems please folks
make it faction tag and Red/BH exclusive for no fizzle - would be a good way to go about it frist
if u can code it like that
Id have to look, i havent had chance to look into that one yet. Scribe and archer fix were on the long list of requests
It always did. That was the whole point originally
As to why I tried to get bmf to go mass archer in the days of the 7v7 mage pillar days where everyone would just dump explosions
hopped off to go to this pillar
can hop on after
im sorry i missed it, does the protection spell apply to spells casted too or just melle archery?
should be anything
i'll test on myself
easy enough
definitely works against spells
works through poison
At work sorry
bug: mage buckler disarms during casting
ok thanks, I'll fix that
I'll be finishing early today so ill get some of these bugs fixed
also i'm at GM parry and have yet to parry a blow
try a different shield
see if you get the same
Could just be a bug related to moving those shields from scribe to BS
ok so just the mage buckler then
ill fix that
- Bow equip timer still present
- Investigate massive damage variance on spells (ebolt doing 5 damage or 40)
- Mage buckler doesnt parry and disarms when casting
imo, ebolt/explosion shouldn't ever be hitting sub-30 except on a successful resist check. averaging around 35-40. that's 3 full 6th-circle casts for a kill if nobody does anything to heal. a mini-heal will likely save you from that dump.
and to get that kill on, say, a pve player, they'd need to not run away from someone for around 4.5 seconds. at that point it's your fault.
got to fix the recall or gate into a zone and not being a to transtion into dungeons entraces/level changes and delay on action bug
pretty important
Yeah im aware of that, only have so much time
the protection spell lasting longer is nice. the buffs are nice. parry, once usable, will make scribe mages very survivable
reactive armor buff is nice too
just put one line of code that says if inscription = 100 and target = nonplayer, damage = 3x
and i'm happy
it can't be, my ebolt was hitting bakes for 30
20% of shit is still shit, as they say 😄
ya maybe put a minimum damage on damage spells or do a spearate calculation where it does the first ssytem resist check
Ill check the min/max
but yeah, ebolt hitting a bake for 30 and then a wep hitting for 150 isn't balanced
We can test all this, the scroll thing will help but im not against makes getting buffs in PvE also
I think they need it tbh
This stuff hasn't really been changed in ages so there is a lot of testing that needs to be done
i'm here for it, i've been asking to play a pve mage for ages so whatever you do i'm down
Get this stuff tested and live with folks happy then I can circle back to some of the other things
scrolls/scroll bag etc I have working
but thats PoC at best atm
i think inscription buff would be cool once the archer/mage will be common again
if you can't use the RA advantage against archers i dont still think inscription is worth atm
once people know you are a scribe advantages are halfed
gonna test better the archer once im back home brb
archer mage is gonna rape again once that reequip is removed
Easy on the word use there
imho will not be a new meta again. we know that what has been made the archer mage a meta was the ebolt+arrow istant dmg
and the full combo explo+ebolt+arrow was even better but not easy to achieve
but people mostly were just going around with ebolt in precast and bow equiped, that was enough.
since this mechanic is not supported i dont think mage archer is going to be a meta, maybe a back usable build, that yes.
i got one so sounds good to me
two actually
and i remember how fun it is to play it actually
been playing it gain
forgot how fun a mage was
yeah at some point i had like 3
as long as u dont get spell fizzled mechanic from team combos, pretty good shiit
archery needs an improvement, imo the only spells that should have a reequip timer should be offensive damage spells, how is it balanced that you can equip a DP 2h spear and have any spell precasted still. either shorten reequip timer for all spells or eliminate the timer for non damage spells or make all wep classes the same for precasting spells. It all seems really un balanced and the archer hybrid still feels a bit rough to play currently
necro too 😅
I say let it all back in. Precasting is the shit
ya me too lol
Confirming, you cannot equip a bow after casting a spell for ~5 seconds still?
When I tested earlier today - yes
Baby steps, lets get things working first
precast is what makes a mage still preferable especially in group fights. the ability to sync dump without miss chance is the key.
dont to mention the crossheal
so even if during all the time everything got buffed except mages they are still an option
they should have some love but at same time you should touch precast or introduce a mage anti zerg mechanic
yes because its 5 of them doing it... 5 players with a teleport precast and ready to equip and swing a 2h will insta kill too
yes in game that is played on discord of course. in game that doesnt happen cause of lag and desync. why do you think people play mostly ranged? to avoid that 2-3 tile lag/desync. the game is dynamic and net code is not properly a wonder.
just open two clients and watch yourself.
i agree, just saying causes that produce a certain meta can get jumbled when you quantify it by sync attacks with multiple players, a coordinated sync with 3+ players of almost any class supersedes a single meta
i personally think for this shard and with scribe/boosted spellbooks that the anti-sync spell mechanic is not bad, except that it should Never trigger by 1 caster, or really even 2 casters
its cat and mouse with kiting even in big engagements. Someone stays just in range to bait a couple spells to get hit, gets crosshealed, then counterattacks. Anyone that Leroy Jenkins into 4 people by themselves and gets dumped is of course going to die. if you are outnumbered by a lot, of course you are going to die. Creating artificial anti zerg mechanics is not the answer IMO. If it is, apply to EVERY source of damage which just creates more unfun but at least its across the board.
yes anti zerg if present should be universal of course.
today during pillars i realized after getting allot of dmg n not getting kill shots im getting screwed over on points can we get some sort of assist dmg point system or just add all who did dmg as kills something like that
#1400155581049733230 message
Some of the above might cross over into PvP, nothing is final and EVERYTHING can change so the usual suspects please don't freak out.
ok I have fixed the buckler parrying issue
Pushed the fix to test, tested this in dev and seems good. Can you folks test JUST the scribe changes pls
If the scribe changes are all good we can get that out
Reactive Armor working vs ranged, absorbed 100 dmg
everything seems to work, except i dont understand what the protection formula means lol
lol ill create a wiki
15 seconds at 0 magery. 60 at GM magery. 5 minutes at GM magery and scribe.
in that case, everything functioning as stated
Seeing the usual complaints, let’s clarify what 'OP' means. OP means no counterplay. Cocoon and Contagion aren't real defense, they just waste the attacker's time.
Cocoon pops with one Magic Arrow. Contagion is useless against Magic Arrow + mini heal. They don't block dumps or deal damage. Once they are gone, Necros are naked because their healing weak. Spirit Speak has a 60s cooldown and breaks on damage. Transfusion only works the first time for a 30hp at the cost of 1/3 mana. Necro's best defense is offense, which has limits. Necro is good for small scale, but mid/large scale (3+) they get wrecked by sync dumps. Other Necro limit is about Hybrid builds. You can't really build an Hybrid that can use offensive spells + weapon cause blood siphon that is one of the top main damage spell is dropping your weapon every tick.
You want to talk about OP? Poisonable Spears. That’s literally illegal in UO history lmao. An weapon that can para, slow, hit for 50, and poison is stupidly OP. Before, you had to weapon-swap. Now you just carry one god-tier weapon. There’s no counter to this except running and having good ping.
https://www.youtube.com/watch?v=oaH6bOWTOoM - minute mark 3:11 2 v 2, fighting against necro nox fencer and archer, then right after minute mark 3:57 same thing fighting against necro nox fencer and archer, minute 8:20 2 v 2 against nox mage AND necro nox fencer
https://www.youtube.com/watch?v=FSA94AJpWsE - 9:26 minute mark, 1 v 1 vs necro nox fencer, then right after at 9:59 2 v 2 against necro nox fencer and tank mage
Most of our fights lately have been against a necro nox fencer since @shadow wren has been active in pillars and enjoys the build. You can fight against it though. IT IS a meta build in 1 v 1 and strong in 2 v 2 small scale but falls off vs range in larger team fights. Moose has always been against fighting melee in general and spear and nox spear specifically. Hes a spellcaster supremacist haha.
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In regards to Necro, it feels like 95% of the shard plays it. It is almost all I fight against, and that alone should give you an idea of where its power curve is.
Since Contagion and Cocoon are not on the same cooldown, a Necro can cast them and instantly full-stop a mage in both solo fights and team tactics. It breaks coordinated dumps because the follow-up spell gets fizzled by the bleed and spider. Then the bleed has to be cleared with mini heal and spider my magic arrow.
So the mage has to clear it, run away, clear it again, and then only has a short window to make a kill before the separate cooldowns allow it to be put right back up.
Now compare that to Magic Reflect from Magery. You clear it, and it is one and done. It does not mess up a team dump. You clear it, then go into your next offensive spell.
With Necro, it becomes: clear it, deal with spider, then try to get back to your next offensive spell. That completely messes with timing and sync dumps. Same with the bleed from Contagion.
Reactive Armor is basically a non-entity because, stupidly, it does not block archery unless you have Inscription. That kills hybrid builds. Meanwhile, Necro’s archery block is not locked behind another skill. Once Reactive Armor is cleared, it follows the same idea: long cooldown.
What also makes Cocoon and Contagion so insidious and powerful, besides being able to flip back and forth between them, is that the anti-mage mechanics from bleed and spider are automatic in nature.
If the Necro had to immediately cast a level-one bleed or a level-one spider as a follow-up after their shields were blown up, that would go a long way toward making them less OP. Either that, or put Cocoon and Contagion on the same timer.
Now imagine team tactics, which we have run into. You have 4–7 Necros, which means 4–7 spiders chasing you and 4–7 bleeds auto-proccing. That full-stops offensive pressure. In team fights, if you do not sync it perfectly, you are getting counterattacked.
And that is just talking about one part of the problem.
To throw some other stuff into the bin:
Why can’t melee weapons stay equipped in general, and bows specifically for Magery, the same way they do for Necro when casting non-offensive spells?
Why is Blood Siphon half-high inital burst damage without needing spirit speak, screen range and basically able to go forever? You cannot break it if someone just keeps following. On top of that, the wiki says it requires a Cursed Crook equipped, which is not true.
How is Haunt not just a reskinned Explosion spell that also stuns? Same idea, just better for no real reason. CC is king in any PvP game.
Why does Magic Reflect not reflect casted poison back onto a Necro? Is it just because poison fits the Necro theme? That is supposed to be the whole point of the spell: reflect it. Instead, Necro gets another extra little power spike just because. Get yourself come juicy AR with Bone Armor.
The whole evolution of Necro on this shard has been buff after buff after buff through the years because it is one of the devs’ babies. It never seems to get balanced downward. Its power only goes up. All of this is a recipe for Necro hybrids to be king, especially melee.
I challenge anyone to be more like Mouse and play a non-Necro. Bonus points if you also avoid the recently buffed Inscription.
I challenge you to try play a Necro. Difference stands here: i played everything and im not against returning playing them back. I'm still thinking at some point if numbers grow up we will play Mages, especially open world. What you seem to don't get is that you have already counters out there. You run extremely aggressive/offensive builds (Hybrid, Nox Melee) that obviously sacrifice survive ability and ending complain at mechanics that annoy you. What is making you run those builds is just that we are usual to play small groups but you know that the groups are going to be larger you would need to care more about survive ability getting healing, parry, inscription then be all offensive.
except the reverse isnt true vs necro.
I got my new mage builds ready to roll whenever necro gets nerfed
chase the meta baby
Need I remind you you exclusively played the most op build in existence for three years straight lol
i played med fencer most of my time so tehncially not the best build