Change 2997
Originally Posted : Wed May 31 17:21:02 2006
Posted by : Razan
Title : pvp changes
OK after much consultation with wizards and a player council
I've put in 2 changes thatI want to test - don't freak out,
I want to see how these work out.
Firstly, all player vs. player damage is now filtered by 50%
(cut in half) *BEFORE* resistances, modifiers, etc is applied.
Therefore if your dirge +100 would have done 133 damage, it gets
filtered down to 66 damage (again, before further resistances).
All the messages should correctly work with this - so it won't
give a message like you did a 133 point dirge, you'll just do
smaller damage. There are some things that can get around thisbr>(meaning do the same damage in pvp as in player vs. mob).
If you find these, please send them in - I know of several and
actaully want to leave them as they are. Think of this as a
way to slow down PvP combat and (gasp) actually add some skill
back into fighting instead of just doing 600 damage combat
rounds.
The second change is to PLAYER SHOP HEALS and orbs. If you
have an aggro timer (meaning you are the aggressor to someone
*OR* you have someone hunting you) then consuming a heal sets
your casting timer. This means you can no longer consume
10 heals in 1 round while also casting blast - now you might
have to actually stage out your heals, escape to a safe place,
consume some healing, and go back into battle.
Hopefully these changes will make PvP more fun.
Notice I said only player shop heals - so clever players may start
to use mud heals to their advantage. Also note that this *DOES*
apply to wars (well, not the heals, bu the damage filter).
Hopefully wars will be a little more strategic with this as well.
Please don't jump to conclusions, let's test this over the next
week and see how it goes - in wars, in PKing, and then think about
if we want to keep it.
- Razan.