Swing on the run (dexing)
Posted: Fri May 13, 2011 1:02 pm
any chance that this can be brought back? dexing really sucks.
A forum for discussion of Second Age UO Shard
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thanks for the link i will think about it. can you point me in the direction where it was decided that swing on the run wasn't accurate?Ronk wrote:I would say no. While most can agree that dexing (and especially archery) suck...the nature of this shard is to be accurate to T2A. If one exception were to be made then more would have to be made.
The only thing I could see as justified to add (and even it is a stretch) is the dex based healing because it WAS around in the T2A era...the problem is, at that point you would have to justify reasons for picking and choosing various aspects from patch notes because we certainly wouldn't want to implement everything in the patch notes along side it.
Regardless, if you want a dexxer and wanna have fun doing it, and don't mind roleplaying, check out the Bloodrock Orcs. http://www.bloodrock.org
Nope, I can't. I just remember for a long time there people were ganking us dexxers left and right in the accuracy forums finding every little thing to slow us down and gimp us, lol. There is a patch note forum that could be used.Matty wrote: thanks for the link i will think about it. can you point me in the direction where it was decided that swing on the run wasn't accurate?
WAHHHH! dexxing! lol. aite i'll try and find this.Ronk wrote:Nope, I can't. I just remember for a long time there people were ganking us dexxers left and right in the accuracy forums finding every little thing to slow us down and gimp us, lol. There is a patch note forum that could be used.Matty wrote: thanks for the link i will think about it. can you point me in the direction where it was decided that swing on the run wasn't accurate?
Also, I know a lot of the timers and such were tested on an old unmodified UO demo client.
Rose wrote:I was exited to see swinging on the run implemented, and I think it worked well for the dexers (players who do not cycle weapons). But the problem arose that hally mages were even more supreme then they should have been, hally cycling was to easy to pull off, and you could do it while running full tilt with no delay.
I'm unclear as to why this feature was removed, I don't believe there was a very detailed explanation of why.
I put fourth the idea that the movement restriction should be "semi-lifted", meaning: you are hit with the movement restriction upon equipping a weapon, and only then.
So a dexer, who always has a weapon equipped will only have to pause before his first swing (providing he recently equiped a weapon), all other swings will fully allow swinging on the run.
And a hally cycling mage will have to pause before every hit (as we have now) because he is constantly equipping a weapon.
Implement that pls!
if this were implemented on test, i'd show you the opposite. dexers not having to stop to swing while chasing a mini-healing tank mage = dexer owning mage more often. in fact, i played a dexer daily before swing on the run was patched out. it felt much more real then. the swing timer thingy seems off to me, regardless of all this. sometimes i literally run into someone with full stam and don't even swing.nightshark wrote:this would make tank mages even more overpowered than they already are
i still think something is wrong with the mechanics now. i could be wrong but i'm about to turn both my dexers into tanks just because of how non-threatening this template has become; something ain't right.nightshark wrote:Rose you should know this shard is about era accuracy and not altering game mechanics for balance. Yes a swords tank is easily the most overpowered character, but dexers are useful in groups and when kitted out correctly.