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        > If you could change anything on SZ what would it be?
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Diabalein Avidyia
Registered User
Posts: 429
(3/23/04 6:14 pm)
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Re: .
mb/lb/dt all removed from the pvp environment. as it stands evils have 3 instakill classes to noot/good wizards.
remove all bind points from bluebie zones, give a one week warning then ship em all back to the newbie bind.
no spell casting in bluebie zones
all deaths in bluebie zones cause triple exp losss (grats you didnt get coined but you can get res'd either)
instagate type aa's now take you to north karana wizzy spires. yes you can get away but lord only knows what you are getting into.
all Dots become triple damage on anyone who zones with one on. they also triple the poison/disease counters making them that much harder to remove.
remove bards from the game.
remove gms/guides and replace them with people who give a @#%$ about pvp.
give the new gms/guides the power to ban based on observed evidence beyond what is now allowed. (hi you ghosting piece of @#%$ how ya doing and welcome to BANNED) its pretty obviously not a lag spike when one person zones in, lds and reapears where they were going every time they zone in.
leave dt/lb/mb in game, make all sk's/necros/anyone in skell form count as undead vrs paladins (and clerics) Hi mr sk was that a SU crit for 3k? sorry you lose for a change.
convince the tards at sony that the pvp game would make them more money if it wasnt so damn abandoned. improve the pvp aspect and pvp'ers will play.

that or leave when a new game comes out

CochiseSZ
Registered User
Posts: 4
(3/24/04 12:08 am)
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Re: .
Quote:
make all sk's/necros/anyone in skell form count as undead vrs paladins (and clerics) Hi mr sk was that a SU crit for 3k? sorry you lose for a change.


I have dreamed of this for a long time, especially since AoN's are so popular...I'd grind out SU3 in a heartbeat heh.

Sir Cochise <Sanctus Lumen>

Diabalein Avidyia
Registered User
Posts: 436
(3/25/04 2:58 am)
Reply

Re: .
oh yeah, remove the gear/hp bug where you zone and have hp=to whatever gear you are wearing. nothing like pvp with an ft15 ep/time geared wizard who regens to 40% every time he zones.

Pickk Pockket999
Registered User
Posts: 411
(3/25/04 1:51 pm)
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Re: .
Shadowknights are the deciding factor in almost every large scale PvP battle I have been in.

Death touch is insanely overpowered because it is the only instant kill and it is also the only one that does enough damage to kill most of the top end players at 75% (the avg manburn takes maybe 50% of my health off).

When you get into the big battles lag is so bad that targeting people becomes a real issue and smart tactics give way to 2 FPS battles where double lure/ death touch combinations take out every single opponent one by one. Once the death touching is over you usually have a large enough number advatange to make the rest of the encounter trivial unless your opponents massively outskill and outgear you. It is telling how many Shadowknights show up in most of these battles. It isn't unusual to see a good third of your opponents forces comprised solely of DT SK's.

During that large scale battle in Feerot there were a good 20+ Shadowknights in attendance.

So what would I do? Change the improved AA death touch to an 8 second cast timer so it is on part with manaburn and lifeburn. Either that or remove the skill completely.

Also enforce mesmerization PvE limits in PvP. This prevents bard rapture from landing on 60+ opponents and I think it also stops the enchanter unresistable mezzes from landing on lvl 65 opponents.

I would also keep the nerf on bard dots, don't want them back to their overpowered glory. Adding a random element to dispells again would also be great for PvP. No more hiding behind 4 instant clicks (and yes I have that many).

Kaail Lasra
Registered User
Posts: 810
(3/27/04 1:22 pm)
Reply

Re: .
Adding randomness to dispell's is a horrible idea IMO, Part of PvP skill is pelling debuffs off of yourself.

Some of my suggestions....

First of all I think they could possibly put in a timer than judges the last amount of time that someone has had pvp contact, to stop certain spells from being used in pvp, but still usable in pve.

1) Horses and Drogmar's are now targetable, and killable. Give them about 200 hp or so with a no miss chance.

2) Paladin and SK AA horses now have a 3.0 casting time.

3) Manaburn and Lifeburn can now only kill from 50% or lower health.

4) No SK spell will have more than a -200 modifier.

5) Divine aura not usable by any classs but cleric within 1-2 minutes of pvp contact)

6) Death touch not usable within 5-10 mins of PvP contact

7) Ghosting leaves a ghost that can be attacked.

8) Plugging puts you are the other side of the zone linkdead.

9) Selo's is now a travel only song, no item in game will have selo's with casting of less than 6.0 seconds. And Selo's may not be casted within 1 minute of pvp contact.

10) Bard mana drains are now about 50% as effective as before

11) Bards fleet of foot aa now makes them run at least spirit of eagle speed at all times(to offset selo pvp nerf).

12) Bard dots resist mod has been doubled(in thier favor)

13) Player hit boxes have been expanded slightly

14) Instant gate spells no longer usable within 1 minute of pvp contact

15) Lay hands not usable within 1 minute of pvp contact.

Lots of other @#%$ could be done, and alot of these maybe shouldn't be, but I dunno, it would be nice to see some of it.



The true power of not testing your patches. (see sig)
*P.S. Yes, "plentiful" is spelled wrong :(, it's a sig I made years ago, somewhat special to me, so I didn't fix it*

Shadobane of Rodcet Nife 
Registered User
Posts: 11
(3/31/04 9:10 pm)
Reply

Holy..
Damn Kaail, you still playin? Shoot me a tell man.

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