poisoned weapons for other players

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Artefact
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Postby Artefact » Dec 10, 2010 16:36

Btw about this issue, the only thing that i found is that :

* Attempting to equip a weapon without at least half of the required Envenom skill of the applied poison will cause the poison to be removed from the weapon.

Patch Notes: Version 1.104 - Poison Changes
http://support.darkageofcamelot.com/kb/ ... php?id=986


this change is really recent.
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Seyha
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Postby Seyha » Dec 10, 2010 17:49

Ronian wrote:It is live-livke but againsti the botting philosophy. Do you think other players poison 12 to 24 weapons each run for some players? :lol:


I was one of the first on the forum to qq about poisons for non-envenom classes, and the response I got was that it was live-like for Uthgard's classic setting. Just like auto-train, defense penetration based on weapon type, and critical class balancing that will remain unimplemented because of an arbitrary patch limit, this is yet another stupid "feature" of classic DAoC that isn't going to be touched because in 2002 Mythic didn't understand how their own game worked.
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Ronian
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Postby Ronian » Dec 10, 2010 19:10

@Disdain
Oh man, you seem to be a little bit fussy. Of course I meant DEFENSE MECHANICS - are you now satisfied? :lol: I dont have a problem with poisoned weapons. However, abusing that feature with like using 24 poisoned weapons and dont even bother to report such "unimportant issues" like variance for non-assassins just sucks :lol:

So and now lets stick to the topic plz.

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Seyha
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Postby Seyha » Dec 19, 2010 23:47

Starting to see Rangers now with str/con debuff and dot poisoned weapons in their inventory. I don't know what to say, other than that I told you so. :P
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Zarkor
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Postby Zarkor » Dec 20, 2010 01:09

Seyha wrote:I was one of the first on the forum to qq about poisons for non-envenom classes, and the response I got was that it was live-like for Uthgard's classic setting. Just like auto-train, defense penetration based on weapon type, and critical class balancing that will remain unimplemented because of an arbitrary patch limit, this is yet another stupid "feature" of classic DAoC that isn't going to be touched because in 2002 Mythic didn't understand how their own game worked.

Well, Uthgard customly changed the way pets behave regarding stealthers simply because our dear staff was of the opinion that pets should work like that. The change does also exist on live servers but it got implemented after it got implemented on Uthgard, so it's more a custom change than anything.

Now if we could be reasonable about all this you could argue that the staff thus also has the power and possibly even the motivation to similarly balance issues such as these, however it seems to me that whenever a need for balance customisation gets sparked from within the community first, it gets ignored by the staff...
In defense of truth-to-experience.

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Postby Disdain » Dec 20, 2010 18:29

Zarkor wrote:however it seems to me that whenever a need for balance customisation gets sparked from within the community first, it gets ignored by the staff...


Not true, theurg rr5 got customly nerfed to completely ignore stealthers after the stealther community whined (but the stun part never got fixed :p). See, they do listen! ^^
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Finalement
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Postby Finalement » Dec 20, 2010 19:03

BUMP

Common, already fix it SOMEHOW. This is just stupid

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Postby Zarkor » Dec 20, 2010 19:21

Disdain wrote:
Zarkor wrote:however it seems to me that whenever a need for balance customisation gets sparked from within the community first, it gets ignored by the staff...


Not true, theurg rr5 got customly nerfed to completely ignore stealthers after the stealther community whined (but the stun part never got fixed :p). See, they do listen! ^^

Oh right, I also forgot about raping the melee system for pretty much everyone due to people whining about not being able to land reactionaries with 2handed weapons! :roll:
In defense of truth-to-experience.

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Postby bawww » Dec 20, 2010 20:50

Zarkor wrote:
Disdain wrote:
Zarkor wrote:however it seems to me that whenever a need for balance customisation gets sparked from within the community first, it gets ignored by the staff...


Not true, theurg rr5 got customly nerfed to completely ignore stealthers after the stealther community whined (but the stun part never got fixed :p). See, they do listen! ^^

Oh right, I also forgot about raping the melee system for pretty much everyone due to people whining about not being able to land reactionaries with 2handed weapons! :roll:


Stop with provocative behavior you two.
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Nymeros
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Postby Nymeros » Dec 21, 2010 16:40

Ronian wrote:Bump. Would be nice to hear a feedback by the staff. More and more players have their full inventory with poisoned weapons to make more damage. I dont think that this feature was intended like it is at the current state.

So I'm wondering, how do you go from this... to doing the exact same thing you complained about yourself? :roll:

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Razzer
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Postby Razzer » Dec 21, 2010 16:45

With low envenom and for non-assassins with 0 you should have a very high variance of damage ... like 25%-75%.
This was once tested in the internal boards but I don't know if this is implemented this way.
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Postby Zarkor » Dec 21, 2010 19:56

Razzer wrote:With low envenom and for non-assassins with 0 you should have a very high variance of damage ... like 25%-75%.
This was once tested in the internal boards but I don't know if this is implemented this way.

Does this even matter? It has no effect on disease and most likely on debuffs either, which on themselves can change the outcome of a fight within the first 2 swings. The fact of the matter is that it's way to easy to abuse and has a terrible impact on smallman RvR, way worse than the crappy buffpot/charge implementation...
In defense of truth-to-experience.

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Postby Voloxy » Dec 22, 2010 10:10

Zarkor wrote:
Razzer wrote:With low envenom and for non-assassins with 0 you should have a very high variance of damage ... like 25%-75%.
This was once tested in the internal boards but I don't know if this is implemented this way.

Does this even matter? It has no effect on disease and most likely on debuffs either, which on themselves can change the outcome of a fight within the first 2 swings. The fact of the matter is that it's way to easy to abuse and has a terrible impact on smallman RvR, way worse than the crappy buffpot/charge implementation...


Agreed on both points (envenom and buffpot/charges). This is becoming Dark Age of who has the most time to level a 50 envenom and alchemy bot wins.

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Postby Nymeros » Dec 22, 2010 15:07

A question to the staff:

Do you plan to fix this?

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Postby Zarkor » Dec 22, 2010 16:36

They said they were voting on possible actions... :D
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