Infected Wounds Redesign

Volros

Neophyte
Maybe add in lowering the mobs attack rating and casting time for limited time during the "infected" period. *Throws out idea like toilet paper*

Still causes a character that desires killing asap to fight a longer duration strategy; however, it is an idea and could add some defense/utility option to the berzerker.

So it may lead to a new approach to fighting all together with a zerk... in the low levels (where I am now) when you can't kill easy mobs quick enough not to be killed yourself it would add a way to survive better, but in high levels it may actually help deal with the huge heavy hitting (and paragon) mobs in such a way that you incapacitate them.

Defense tali mitigates damage, this would prevent it from being dealt in the first place. Thanks Blaine for sharing!
 

Young Star

Grandmaster
A few thoughts about infectious wounds. I recently dropped armslore to add poisoning on my lumberjacker. I was hoping the benefits of the attack would offset the lower hit-chance. So far after doing a few champs and RDAs I barely notice the benefit of having GM poisoning other than I use up the poison slower. Here are a few ideas that I think are practical and wouldn't cause the talisman to become more OP:

1. Only put it into cooldown after you get a successful poison off. There are so many times even with DP poison being used with GM skill that mobs are unsuccessfully poisoned and then I have to wait another 45seconds with no actual benefit from the relic.

2. Have the relic only proc if the monster is still alive after recieving the blow that applies the infectious wound. It is very common that if you actually do get off a poison on a monster successfully they are dead with the same blow and you're in cooldown again with no actual benefit from the relic procing.

3. When a successful infectious wound is applied to a monster can you make it so the first poison tick is applied immediately? When using GM poisoning and DP and you do finally get a lethal poison off most weapon swing speed is usually fast enough to hit the mob a second time before even the first poison tick applies.

I don't feel that any of these suggestions would over power the zerker. To actually get the most benefit from the relic you need GM poisoning to get the lethal poison. That often means you are sacrificing armslore or lumberjacking. I know @eppy made the comment in the AMA that he was hesitant doing anything because the zerker was the most powerful under quicksilver but I think many would argue that the Rogue tally is actually stronger.
 

Decoy

Grandmaster
A few thoughts about infectious wounds. I recently dropped armslore to add poisoning on my lumberjacker. I was hoping the benefits of the attack would offset the lower hit-chance. So far after doing a few champs and RDAs I barely notice the benefit of having GM poisoning other than I use up the poison slower. Here are a few ideas that I think are practical and wouldn't cause the talisman to become more OP:

1. Only put it into cooldown after you get a successful poison off. There are so many times even with DP poison being used with GM skill that mobs are unsuccessfully poisoned and then I have to wait another 45seconds with no actual benefit from the relic.

2. Have the relic only proc if the monster is still alive after recieving the blow that applies the infectious wound. It is very common that if you actually do get off a poison on a monster successfully they are dead with the same blow and you're in cooldown again with no actual benefit from the relic procing.

3. When a successful infectious wound is applied to a monster can you make it so the first poison tick is applied immediately? When using GM poisoning and DP and you do finally get a lethal poison off most weapon swing speed is usually fast enough to hit the mob a second time before even the first poison tick applies.

I don't feel that any of these suggestions would over power the zerker. To actually get the most benefit from the relic you need GM poisoning to get the lethal poison. That often means you are sacrificing armslore or lumberjacking. I know @eppy made the comment in the AMA that he was hesitant doing anything because the zerker was the most powerful under quicksilver but I think many would argue that the Rogue tally is actually stronger.

Really good ideas! Surely we must be close to some kind of compromise?
 

baddie

Master
buffs would be nice, or anything without such a long cooldown... i probably get an extra 25-50 damage extra damage per minute from it on average.. negligible. it only ever feels like it does something against non-immune paragons.

and if you accidentally poison Akor youve healed him for 1000+ :p

i would even take like +7 dex over infected wounds.. at least i can retain a big of swing speed.

some casual ideas (or my version of what ive read from you guys so far). i, personally, like reduced effect relics with lower cooldowns..:

-cleave: chance to hit 1 additional target that is adjacent to your enemy (for 100% damage, 75%, 50%... w.e).

-kidney shot: reduces enemy stamina by 20 (30 second cooldown), or reduce by 10 (15-20 seconds)

-anger: regain 10 stamina on hit (30 second cooldown), or regain 7 stamina (20 second)

-battle cry: removes str and dex debuffs. takes into account buff potions (if 120 str reduced to 109 str, it will be put back to 120). hp and stamina lost stays lost (or not?). 30 second cooldown.

-nimble: allow a potion to be drank with 2 handed-wep equipped. 30-50 second cooldown. str and dex possibly count as 0.5 actions (both can be drank, but not str+cure. or maybe yes?).

-meditating blow: for every 5 seconds without an enemy hit, gain 5% damage on next blow. cap at 50 seconds would be 50%, or cap at 100 seconds with 100%

-way of the wind: increase dex cap from 120 to 127-130

-hero's burden: allow character to walk while overweight. disabled in pvp

-bloodletting: sacrifice hp for stamina. could be via cheap or blessed special dagger

-ancestral knowledge/animal lore: explosion pot used on monster does ~100 damage, 30-45 second cooldown

-dizzying blow: monster's next attack has 50-100% chance to miss

-death wish: when character is below 40% hp, receives 25% damage bonus for X seconds. or refreshes the cooldown of another relic. 30 second cooldown

-toxic wounds: if poisoned, transfer enemy the poison on being attacked.
 

Bromista

Grandmaster
Veering off-topic a bit, but drinking red pots with a two hander up is absolutely a dream. If only it were built into the Tali or a relic.

The zerker is a beast - but it's clunky.

If you phase shift you lose Stam, no matter if you get hit by the target or not because you land on the same tile as the target and 'push them out of the way' so you gotta pot up to tread, taking away some of the benefit of using phase to close a gap quickly.

When you tread you retain full stamina, which doesn't do you that much good in the grand scheme because you're now on cooldown. Keeps your swing speed up a little bit after activation but that's kinda meh.

Seems a little backwards, to get the most out of your tali you gotta rush in and tread then back off several tiles to phase. If you were lucky enough to get infected to activate on your first swing after tread...your target is probably dead by now but hey you maybe got a tick or two if you were unlucky enough to phase-wiff (which does happen) bringing us back full circle to the main topic.

Relic usage could be smoother and even though their elements don't exactly mesh well, on their own the strength of 3/4 of the relics mean the zerker is still incredibly powerful and that's great.

I think we all like the idea of reducing power for an increase in ease of use, so long as the net remains about the same. That goes for the Tali overall as well as infected wounds on it's own.
 

Decoy

Grandmaster
At this point, it seems safe to say that no change to the relic which will increase damage output is going to happen. Eppy has stated in Discord that he is NOT interested in us doing more damage. As others have suggested over the last 1 year+ since I created this thread, why not just add some kind of debuff to the mob, similar to how, for example, paralytic venom works? It will encourage people to bring the poison pots, and perhaps even get 100 poisoning to debuff (i.e. apply lethal poison to) the harder mobs like Balrons. I feel like this is an easy low-hanging fruit type of change and it's not going to unbalance things...
 

Volros

Neophyte
Fucking worst meta ever... I've died more in the last week trying to gain xp on my lvl 4 zerk than probably every character I've ever played combined for 8+ years of UO gameplay. Complete horse shit that the xp gain is as horrible as it is and that you can't wear armor, but have to then hit high hp/difficulty mobs to even make an inch of xp gains. DAMNIT!!! Does anyone have a secret mob or place to hunt with halfway decent xp returns and a strategy not to die all the effin time? This might be my last straw on here, between stalling out at 115 taming and a max lvl 6 meta drag... now a zerker that can't do shit but die. GRRRRR.
 

Zoobler

Grandmaster
Kill frames, use slayer katanas, and always carry refresh pots. Shouldn't die very often with them and they are good gains. Paragons are the best
 

Young Star

Grandmaster
I gave up on putting poisoning on my zerker at the expense of armslore. The added infected wounds poison rarely triggered on mobs that live long enough for the poison to tick. My DPS was reduced significantly with the reduction of hit chance.
 

Lord_Puffy

Grandmaster
I gave up on putting poisoning on my zerker at the expense of armslore. The added infected wounds poison rarely triggered on mobs that live long enough for the poison to tick. My DPS was reduced significantly with the reduction of hit chance.

Its still like this...
 

Decoy

Grandmaster
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Sandman

Grandmaster
Remember that one time Decoy made a valid suggestion and Staff definitely took it serious and responded to it..

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