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UO needs a higher skill cap and implent a skill inc cap

Started by TastyTreats · 2018-07-29 · 39 posts · General Discussions
#0
Balance needs to happen the skill cap should raise to 750 and skill increase from items should be capped at 50 for a total of 800 points.

There is no reason for an unbalanced PvP system between the have's and have nots. This is a serious issue that needs to be addressed. This will still keep good skill increase jewelry in high demand but allow players to get to the same tier suit wise as fellow players a lot cheaper and even the playing field. You can't give players upwards of 80 point skill advantage over their peers it's just not balanced.
#1
Congrats in contradicting yourself in one post. How will having a HIGHER skill cap decrease the gap between the elites like myself, and everyone else?
#2
Another nerf PvM all in the name of PvP balance, LMAO.
#3
Mervyn said:
Congrats in contradicting yourself in one post. How will having a HIGHER skill cap decrease the gap between the elites like myself, and everyone else?
Maybe read more precisely or stop trolling.
Now: Player without skills on items 720 skill points - Players having 80+ skills on items 800 skill points. Gap 80+

His idea: Player without skills on items 750 skill points - Players with skills on items capped at +50, 800 skill points. Gap 50.
#4
Where are you getting this 800 skill cap from?  My Tamer has 840 total skill points and I am working on a Bard that will go over the 800 also.

Raise Skill points to 840 like it should have been done when PSs came and leave the cap alone.
#5
That might have been what skill masteries were aimed at, raising the skill/kill cap.
#6
But why would you raise the skill cap to 750? If you think it’s unbalanced then why not suggest to just introduce a skill cap of say 770 without raising the base?

If you want to talk about balancing, they need to balance the 2 clients first. By lets see, making them both run the same speed and stopping the EC players from skipping all over the screen? 

Also, please stop accusing me of trolling. 
#7
Cos the code is so old they wish to make as little changes as possible. they are trying to do just one change at a time to balance it out seemingly.being safe. They are trying not to break things i guess
#8
I think it's fine the way it is now
#9
Of just stop +skill mod from spawning any longer, and make everyone play within the 720 limit like we should have been doing all along.

Like everyone screams at me when I suggest something...adapt!!!   <span>:wink:</span>
#10
I personally could do with a 40 point skill increase to 760.  That would let me go Legendary with one skill and GM with another.
#11
waste of time
#12
All I got from this is, Mervyn self glossed himself an Elite.
#13
Mervyn said:
But why would you raise the skill cap to 750? If you think it’s unbalanced then why not suggest to just introduce a skill cap of say 770 without raising the base?

If you want to talk about balancing, they need to balance the 2 clients first. By lets see, making them both run the same speed and stopping the EC players from skipping all over the screen? 

Also, please stop accusing me of trolling. 
How about "The Great Thread Derailer"  Do you have to try and turn everything into your agenda?
#14
I won’t lie, I do happen to be one of the super rich with all the items. However...

one of my chars doesn’t even use super legendaries, VvV crystalline, obi di ense, and balakai shaman staff would put him over the proposed 50 skill cap limit. 

I just don’t think there is an imbalance between rich and not rich, but there is imbalance between classic and enhanced client. 
#15
using junk items does not some how make a point and you'd still have an additional 30 real skill points so you could drop the obi and everything is fine with no change to your template but listing off junk items with skill increases doesn't really mean anything to this discussion.

UO has always had a skill cap for a reason and it needs one now more then ever. Characters were not meant to be able to do everything just because someone can put 840 skill points on a character to use more skills doesn't mean they should be able to for PvM or PvP. So yes Bilbo your characters should be nerfed. This is an MMO it's not meant to be played your supposed to group up and do stuff with other players not overcap your skills and play solo.

If you keep skill totals unchecked you might as well bring back the archaic +5 skill cap per yer reward because that would be fair and balanced for new players as well right? I am sure players will be enthused knowing they have to wait 4 years just to hit the 720 skill cap to reach a level playing field.
#16
And the skill cap was set pre pub 16 when we all had 7xGM chars with 20 skill left over and when PSs came in this cap was never moved and we all know a 7xGM wasn't shit.  The cap should have been raised to 840 back then to give us 7xLegendary chars.  With even the garbage loot it is easy to make a 800 skill player and you dont need the Roof to do it.  I would think PKers would want all the skill help they could get to make them leet.
#17
One would only need ~910 for a full sampire build with the ability to control and heal a 5 slot pet.  840 would bring that within reach.  Over powered wouldn't even begin to describe that.
#18
I like the way everybody throws out that "over powered" BS.  After the pet revamp MOBs were made harder but did the player base get a boost, NO.  How is something "over powered" when all the player base can have it.  What is funny is my Tamer with 840 is from arties and imbued jewles but OMG I am so "over powered", now that is funny.
#19
Bilbo said:
I like the way everybody throws out that "over powered" BS.  After the pet revamp MOBs were made harder but did the player base get a boost, NO.  How is something "over powered" when all the player base can have it.  What is funny is my Tamer with 840 is from arties and imbued jewles but OMG I am so "over powered", now that is funny.
So... you don't believe a sampire tamer would be over powered?  I'm also curious on what critters have gotten drastically more difficult?
#20
What skills are on a Sampire Tamer and lets see how much skill points we can add up with current items.  Mine is a Peace/Discord/Tamer with a GD.  MOBs have been upgraded/introduced from AoS on and here we still sit at a 720 skill cap.

I also find it strange that everybody has all these "over powered" chars but I am the only one that has stated their total; skill points.  Where are all these other "over powered" people at or is this another one of those I got my butt handed to me threads and I want a nerf.
#21
At 840 cap:

120 swords
120 bushido
120 tactics
99 necro
90 taming (115 jeweled)
90 lore (115 jeweled)
90 vet (100 enhanced bandage)
60 parry
50 chiv (70 jeweled)

Thats 70 skill points needed in jewels or equipment.  Certainly achievable.
#22
if you have a lot of skill items in your gear, then you are sacrificing other stats.  If you nerf skill items, players will just gimp out another stat. then ppl are gonna want to nerf that as well...
#23
So what did you drop off your Sampire build to have tame/lore/vet and my second question would be that if this is the goto "over powered" build then why isn't everyone jumping on this build.  We all know that the solo people run the best build possible for soloing bosses, how many of these have you seen.  Are any hard core PvPers running a gimped out tamer combo?
#24
Bilbo said:
So what did you drop off your Sampire build to have tame/lore/vet and my second question would be that if this is the goto "over powered" build then why isn't everyone jumping on this build.  We all know that the solo people run the best build possible for soloing bosses, how many of these have you seen.  Are any hard core PvPers running a gimped out tamer combo?

because the current cap is 720 without +skill items.  If you raised the skill cap to 840 instead of 720 that build becomes a reality. 
#25
Kronal said:
Bilbo said:
So what did you drop off your Sampire build to have tame/lore/vet and my second question would be that if this is the goto "over powered" build then why isn't everyone jumping on this build.  We all know that the solo people run the best build possible for soloing bosses, how many of these have you seen.  Are any hard core PvPers running a gimped out tamer combo?

because the current cap is 720 without +skill items.  If you raised the skill cap to 840 instead of 720 that build becomes a reality. 
WOW You quote my post about how my Tamer is 840 skills already and accuse me of basically being over powered and the throw a Sam/tamer in the mix and now you backtrack to well if skill cap were raised to 840.  So which is it?  Just to make sure you understand that my current Tamer is 840 skills.
#26
Skill should stay capped at 720 and +skill items shouldn't take you above it.

Then players can choose to be 7xGM or 6x120 or whatever in between.

Yea it makes skill items useless at max skill level but they shouldn't be used how they are now. 

Also removing power scrolls would help even the playing field in both pvm and pvp.


#27
Let’s put things into context a bit here. Most but not all +skill items have negligible effect as most skills require real skill. 
#28
Syncros said:
Skill should stay capped at 720 and +skill items shouldn't take you above it.

Then players can choose to be 7xGM or 6x120 or whatever in between.

Yea it makes skill items useless at max skill level but they shouldn't be used how they are now. 

Also removing power scrolls would help even the playing field in both pvm and pvp.


WOW Pre-PUB 16 revert request, don't forget to do away with AoS also and the itemization of UO.
#29
Removed by the user 
#30
remove power scrolls and skill items?

These suggestions keep getting more ridiculous
#31
cobb said:
if you have a lot of skill items in your gear, then you are sacrificing other stats.  If you nerf skill items, players will just gimp out another stat. then ppl are gonna want to nerf that as well...
Sacrificing other stats such as? That's not even true your just reaching for counter arguments that don't even exist. There is no other stat currently available that players are sacrificing for maximum skill increases and even if they were (which they are not) all those stats have caps already in place.  Skill increases need a cap just like SDI / Damage Eater / DCI / HCI / HPR / FC Hp Inc / Resists / Casting Focus. Tell me why virtually every other mod in the game has a cap except one of the most game breaking which is skill increase? Sure no skill cap was necessary when gear was 5 mod's but now ? absolutely there needs to be a skill cap implemented to maintain balance @Kyronix @Mesanna .

Cap's are put in place to maintain balance and that's exactly what is needed right now with skill increase.


#32
Bilbo said:
Kronal said:
Bilbo said:
So what did you drop off your Sampire build to have tame/lore/vet and my second question would be that if this is the goto "over powered" build then why isn't everyone jumping on this build.  We all know that the solo people run the best build possible for soloing bosses, how many of these have you seen.  Are any hard core PvPers running a gimped out tamer combo?

because the current cap is 720 without +skill items.  If you raised the skill cap to 840 instead of 720 that build becomes a reality. 
WOW You quote my post about how my Tamer is 840 skills already and accuse me of basically being over powered and the throw a Sam/tamer in the mix and now you backtrack to well if skill cap were raised to 840.  So which is it?  Just to make sure you understand that my current Tamer is 840 skills.

I think I may have misunderstood what you were suggesting.  I was under the impression you wanted to raise the cap from 720 to 840 leaving 840 as a soft cap and still raisable after that by skill increase items....
#33
cobb said:
if you have a lot of skill items in your gear, then you are sacrificing other stats.  If you nerf skill items, players will just gimp out another stat. then ppl are gonna want to nerf that as well...
Sacrificing other stats such as? That's not even true your just reaching for counter arguments that don't even exist. There is no other stat currently available that players are sacrificing for maximum skill increases and even if they were (which they are not) all those stats have caps already in place.  Skill increases need a cap just like SDI / Damage Eater / DCI / HCI / HPR / FC Hp Inc / Resists / Casting Focus. Tell me why virtually every other mod in the game has a cap except one of the most game breaking which is skill increase? Sure no skill cap was necessary when gear was 5 mod's but now ? absolutely there needs to be a skill cap implemented to maintain balance @ Kyronix @ Mesanna .

Cap's are put in place to maintain balance and that's exactly what is needed right now with skill increase.


Any other stat you choose to put There? Mana increase, stam inc, mana regen, stam regen?

Lmao. Yeah Let' just pretend the +skill is not taking up a item property, so it fits your argument better.

My char that has the most skill increase is my bard. Also it is probably my weakest and most underused char. I don' understand this notion that somehow +skill items are superior to any other type of stat you can get. Can you cite an example of an overpowered template you run into that depends on skill items? I personally don't see much evidence of them being overpowered.
#34
cobb said:
cobb said:
if you have a lot of skill items in your gear, then you are sacrificing other stats.  If you nerf skill items, players will just gimp out another stat. then ppl are gonna want to nerf that as well...
Sacrificing other stats such as? That's not even true your just reaching for counter arguments that don't even exist. There is no other stat currently available that players are sacrificing for maximum skill increases and even if they were (which they are not) all those stats have caps already in place.  Skill increases need a cap just like SDI / Damage Eater / DCI / HCI / HPR / FC Hp Inc / Resists / Casting Focus. Tell me why virtually every other mod in the game has a cap except one of the most game breaking which is skill increase? Sure no skill cap was necessary when gear was 5 mod's but now ? absolutely there needs to be a skill cap implemented to maintain balance @ Kyronix @ Mesanna .

Cap's are put in place to maintain balance and that's exactly what is needed right now with skill increase.


Any other stat you choose to put There? Mana increase, stam inc, mana regen, stam regen?

Lmao. Yeah Let' just pretend the +skill is not taking up a item property, so it fits your argument better.

My char that has the most skill increase is my bard. Also it is probably my weakest and most underused char. I don' understand this notion that somehow +skill items are superior to any other type of stat you can get. Can you cite an example of an overpowered template you run into that depends on skill items? I personally don't see much evidence of them being overpowered.
Every stat you listed has a cap except mana inc and stam inc however swing speeds do have a cap so stamina increase is irrelevant in terms of the discussion. No one is currently sacrificing any stat to have 80+ skill points in their suits the notion that they are is ridiculous. How about any template can add in enough skill points to fit parrying on that's a distinct advantage over any player with just 720 skill points? The moment you can take 2 identical templates and give one player an additional skill whether its parry / poison / spellweaving / ninja or whatever else they might want it gives that player a distinct advantage over the other that's overpowered.

You are not even trying to present a counter argument by raising the skill cap slightly and putting in a skill increase cap from items changes nothing for current players but it evens the playing field for those returning or starting fresh. Why is it better for you to want to give players a handicap when competing against you? Is it that you need the additional skill point advantage over another player to win? Why is it not better to balance the game and make if fun for everyone?

You can continue trying to spin a false narrative that skill increases take up an important item property slot but you and everyone else reading it knows thats not the case. Your argument would be valid back in 2005 when items had 5 mods but not today, no one is sacrificing any mod to fit in skill points and that's where the balancing issue lies.
#35
Not sacrificing a stat? Can you show me an example of this suit from fantasy land that meets all the caps?

150hp
210 Stam 
300 mana (for arguments sake. No cap here)

18 damage eater
30 fire eater
30 kinetic eater
30 cold eater
30 poison eater
30 energy eater

45 hci dci
4/6 casting
50 ep
18 hpr 
24 Stam regen
30 mana regen (also no real cap)

HLD 
HLA
Reactive paralyze

250 reflect phys

Pretty sure I forgot some other stats as well
#36
^^^amen^^^
#37
No.
#38
If you had 30 of ALL the individual eaters, you wouldn't require damage eater. *Ducks*
Looking at the stats you've stated, you're talking about a warrior maybe, so i'd say you forgot 100 damage increase and maybe Swing speed increase. Lower mana cost. Hit spell
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