I like the idea of nerfing this spell at least in PvM. PvP has its own mechanics and if you gotta balance your stats - that's just part of a PvP template. Most PvP chars are hybrids anyway and profit from all three stats. In PvM on the other hand, you often decide for one direction because there's certain support skills you put into your template (Lockpicking, Fisching, Mining, Cartography, Hiding, Music/Peace/Provo ) which usually mean there's at least one Stats that's totally worthless to your char. Being obligated to waste stat points for that "trash" stat weakens specialized PvM chars quite lot and it's just because of one spell whose mechanics have changed over time.
Woah, seriously wodan? Okay man you clearly have a SEVERELY limited understanding of uor pvp. First off, the statement, "if you have to balance your stats that's just part of pvp," is downright ignorant of the entire beauty of what UOR mechanics originally introduced. UOR opened the door to a WIDE variety of templates you could create. It literally is up to your imagination and play style preference. For you to sit there and use the logic that "well most people play a hybrid" somehow means what, we should all be forced to play a hybrid because of ONE imbalanced spell? You need to sit back and realize that if you really don't have much experience in any one aspect you have no business making suggestions on said subject. According to your logic, because of MB being so powerful against imbalanced stats, you should play a hybrid so that you can effectively pvp with balanced stats. That alone cripples the whole beauty of what uor pvp allows. I'm sorry, but there are and were far more ways to play aside from a hybrid without having to worry about getting fucking train wrecked by 40 damage mindblasts. Of course, you would make the argument that as far as pvp goes "that's just part of pvp," but as far as pvm goes, you want it balanced because its forces you to alter your stats? Are you stupid? You're making the exact same point about the need to nerf MB because of pvm while simultaneously saying it shouldn't be nerfed for pvp because "that's just how it is." Let me explain something to you. In UOR there is far more options as far as pvp goes. For example, you could play a stun/heal Mage, a nox Mage, a scribe Mage, an alchy Mage, or any cross of those. You can also play a med warrior or a pure dexxer. As it stands, unless you run with 90/80/55 stats you can die in THREE mindblasts. MB is a 5 circle spell, which means it is faster to cast than explo or ebolt which are 6th circle, and it costs only 15 mana. So, according to you, the entire pure Mage class, which is and was a very popular class in uor, should have to cripple themselves by reducing their mana or health to a laughable level, so they don't have to worry about being crippled by ONE spell. Also, let me reiterate this for you. I tested with 90/90/45 stats, which IS HYBRID STATS, and still died in three MB. Now, lets go back to the pure Mage class. If I choose 90/80/55 I am basically playing a useless template because I either don't have shit for mana to play with since that's what the Mage class relies on, or I don't have shit fr health which no one in their right mind would run around with 80 str. That was NOT how uor was. This server aims to be "history perfected" and if you ask me, a spell that forces you into one class of play style, or choose to be extremely vulnerable playing anything outside that class because of one spell, is far from history perfected. I'm sorry, but it's a broken mechanic. What you're doing, wodan, is comparable to me, who knows nothing about crafting, going to a crafting suggestion board and telling them how things should be done. It's illogical and quite frankly pisses me off. This is coming from someone who has done nothing but focus on, and study pvp for over 10 years.
I'm not as experienced in PvP but it also pisses me off that I can't play a serious warrior (100/100/25) without knowing full well that once my stats are known, I'm getting faceraped by three spell casts. My big dumb warriors are just that, and should have massive health and dex and be too stupid to cast anything beyond a GHeal or two. I got my Concussion blow raped to only %25, so why is MB still able to rape 1/3 of my health for 15 mana? kthx
I'm not apposed to seeing some work done on the spell. Even a slight decrease in damage and upping the mana required to cast the spell would fix the issue quickly.
Some balance on MB may also help proliferate the use of platemail. I know I barely ever rock it simply because I'm already low on Dex due to balancing my stats. If I could actually have high dex on my dexxers without scrapping a significant amount of HP, I'd be able to rock the plate suit as a proper warrior should!
If you run 80/45/100 on a pure mage you take 27 damage on hits that aren't resisted (and it gets resisted frequently, I saw Balla resist 6 in a row just yesterday). After a weaken and clumsy you're at 79 health and taking 33 damage per hit that will clearly kill you in three. It's a lot...but it's up to you to respond in some way. Agility yourself, be more disruptive of spells, drink stat pots - something. As I said before my biggest concern with nerfing this spell is the damage it will do to hybrid templates. The tank mage will be fine, obviously, since everyone loves to be 100/100/25 on a tank mage. The pure mage is fine. The pure dexer is fine. But anything in the med warrior, eval dexer, or dexer with magery on the side for utility/healing is at a disadvantage afterwords. Clumsy and feeblemind won't be used anymore, and mage pvp gets a little bit closer to people spamming energy bolts. I play pure mage templates almost exclusively....I have four of them for pvp and they all have 100 int. Having the mana regen and mana pool as high as possible is a choice I made knowing that it meant a combination of lower strength and higher mindblast damage that I face - and I've never had an issue with MB. There are certain duel situations that can be made difficult but lately I haven't had a complaint there either.
You're telling me you'll run 80 str/45 dex/100 int? So weaken puts you at 70, and after clumsy you're looking at 2 MB nearly killing you. And you're telling me that you're going to be casting agility in a duel if I do explo nox lightning clumsy then MB rape you while you're trying to get out of a poison lock and dealing with stun sitting at 70hp? I don't think so.
80 str is 90 hp, after a weaken I have 79 hp. In the field I would almost always respond to this by drinking a white and a blue pot before getting dumped on. TBH I don't cast agility on myself in a duel. I would be more likely to feeblemind myself since it's more mana efficient and then try to cunning myself afterwords or just work with 89 mana. As I mentioned before in duels it can be pretty tough. Anytime you get stunned in a duel you may die, but I suppose if stun is allowed in a duel then we've opened up a lot of options for myself as well. In the scenario you mentioned if you cast exp/poison/lit, clumsy, then MB on me I'd die if I didn't resist something. But it's also to fair to assume I'd take a shot at healing myself or disrupting you too. Keep in mind that a 33 damage mindblast is in line with a 33 damage ebolt and is very close in casting time, but you don't see anyone complaining about that. To be more specific I would probably have to bank on disrupting you. If you were using protection I'd probably have to use protection and hope for not getting disrupted. But this is all dependent on duel rules...a proper 5x duel wouldn't have stun, protection, reflect, or ra in it. A 7x duel is likely to allow those, and I won't really bother trying to balance a 7x duel since 5x is the only one I consider balanced.
I think that mindblast serves an important role and doesn't need to be messed with. While it does make it difficult to run a 100/100/25 dexer, this template would be pretty bad in pvp anyway even without mb. Relying on bandages and a tiny mana pool would get you killed regardless. What mindblast does make difficult that would be viable otherwise is a 100/25/100 stun mage. If MB was nerfed enough that 100/25/100 was viable, mages would be able to run around with awesome stats while all of the melee templates would still be forced to pick up around 40 mana for healing and curing. I think that messing with mindblast might tilt things in such a way that discourages the viability of multiple types of template and would encourage everyone to run mages with perfect stats. A mindblast nerf would be much tougher on dexers than it would mages.
Personally, I don't find myself hitting my mana pool too often. Perhaps it's because I'm balanced and don't take much damage from MB, but I barely every get to the point of casting GHeal. I'm bandage/pot/mini mini %90 of the time. I don't think I'd ever really rock 25 Int, because I like a bit larger pool than that and would more likely go 35-40. I don't like needing to run 50+ Int on a warrior because it seems stupid to me. I do love the discussion coming from the vets here though so I'm trying to pipe down and not talk to much about stuff that I'm still pretty new to.
Damn man, calm down. Are you on your period ? Stop trying to read stuff into my comments just to vent your frustration. All I'm saying is that I have no idea about PvP and MB seems to be an integral part when designing your PvP character as proven by this whole stat balancing discussion going on. I don't care about PvP and mostly talk about PvM. No idea how you could choke up three paragraphs of PvP talk in a response ... @HateCrime Changing the mana usage of a spell would involve moving it to another circle - can't imagine that can be done without a client patch.
You're an idiot man. Go read your previous post. You just admitted you know nothing about pvp, so why would you make suggestions or opinions about how it should be, but then use the same exact argument you just rebutted to make a point for pvm about the mechanics of it. In one instance you say it shouldn't be nerfed for causing such an impact on pvp, then immediately follow up with how it should be changed for pvm because of that exact same reason. Maybe you should reevaluate what you're saying but cause it's borderline retarded.
Let me explain something to you since you clearly have no idea what you're saying, and likewise you contradict yourself entirely in one post. There are multiple combinations of Mage templates to play fr pvp that I mentioned earlier. For example, a stun/heal Mage, nox Mage, scribe Mage, etc. there is almost no need for dex on those templates, period. So you're trying to make the case that "Being obligated to waste stat points for that "trash" stat weakens specialized PvM chars quite lot and it's just because of one spell whose mechanics have changed over time," while simultaneously contradicting yourself when you say "if you have to balance your stats that's just part of pvp mechanics." Then follow up with a post saying you really don't know anything about pvp, and that much is painfully clear, yet you continue to try and defend your idiocy. #mindblowing or should I say #mindblast?
MB sucks, having to alter stats to have lower str or dex or int on the char to avoid getting raped from a level 5 spell sucks. MB affects char creation and game play so much there is no way it should be considered balanced. Instead of hashing and rehashing the same old arguments though, why doesn't someone list good stats to run with the dif templates, and the pros and cons and why. Then sticky that in the forum so we can just deal with the retardation that is mindblast.
I'm in full agreement with Blaise on this (did I just say that?) Mind Blast became such an overpowered spell back when it was "buffed" in an attempt to "balance" game-play. It caused the balancing of stats and for a short time became a boon to mages who could simply skull-fuck a dexxer with three spells in a matter of seconds. The mage community hailed it and defended it as if it was the last bag of Doritos on a deserted island of fat camp castaways. Eventually even the staff at OSI had to admit that a fifth circle spell that could be cast in such quick succession resulting in dexmonkey death was overpowered and it was nerfed, as it should be in my opinion. It is a game-breaker, and I'm sure hybrids and mages alike will run feverishly to it's defense, and why shouldn't they? It simply is a warrior slayer, I would sing it's praises as well if I ran a hybrid or mage, which I did for many years back in the day. It makes everyone else have to "change" due to it's huge impact on the play of the game. Yes, many will rationalize it's use and give many examples as to how one can "adapt" to the spell's use in PvP, how you can run an effective template with the use of potions, buffs, and numerous other methods of adaptation to adjust to Mind Blast, however, as many warriors can attest to, the spell simply is overpowered and creates an imbalance in favor of other templates. Maybe the "fix" would be allowing concussion blow to do what it was meant to do, drop a mages Int in half (maybe if it required both swords and lumberjack skills, costing two skill slots would be a fair trade IMO) that would in a sense offset the chain casting machine-gun of 3 spell death combo inflicted upon many who believe wholeheartedly that three spells cast in such quick succession should not kill a warrior with GM resist.
I will preface this by pointing out that I am certainly no expert but I did do a healthy amount of pvp during the era back on Sonoma. I had 4 toons in factions, 2 of them dexxers. Pure dexxers. Zero magery. 100/100/25 stats. High 80's - low 90's resist on both. I did just fine. The biggest reason being the ability to heal myself. Here we have an era accurate mindblast coupled with outdated healing mechanics. It really hurts a dexxers viability. Magery for additional healing at the very least is pretty much required and it really shouldn't be for a warrior. Not trying to derail the discussion but there are a lot of valid reasons to leave mindblast as it is which I support, but heal mechanics should be looked at.
How do you recall heal mechanics working? Like faster (than we already have) heals with high dex or what?