Remove /switch

Started 26 Sep 2018
by Druth
in Suggestions
It's great that people can't use offensive charges without equiping it, but with /switch and macro this is still a 1-click action for people who run macro programs (keep in mind this has no condition, or delay, or allows you to do anything that breaks the game).

Add to this:

- Assassins weaponswapping/hitting to make each hit do dot damage 1st tick, making it a very large Damage Add.
- Light tanks switching+slam+switching back, thereby not having their damage affected by using shield.


Macroes should be for making the game less stressful for oldtimers (double chants for paladins, cure mez/mez enemy, etc...) and not the above.
Hope people can see the difference between freeing up 1 key and removing a weakness (chosing between shield or dual wield, or be forced to manually swap) or boost assassin damage by 20+%.
Wed 26 Sep 2018 11:35 AM by schreon
While I see your point, it is still possible to swap stuff using the mouse and the inventory.

Hence, the best players will do it.

Hence, fights will be decided by who is best at clicking and dragging tiny icons on a 2000-style UI that was designed for 800x600 resolution.

I personally would rather have battles being decided by positional play, group interaction and choosing the right skills at the right time.

If the goal is to prevent stealthers from carrying dozens of weapons with different poisons on each, I'd rather see a cooldown on poison procs. But I don't know if that is the right way to go.

Also, if the goal is to prevent people from circumventing the DD-Charges from inventory fix, one might rather reintroduce charge timers upon equipment. Hence if you swap in an item its cooldown will triggered immediatelY.
Wed 26 Sep 2018 11:52 AM by Druth
I don't mind reflexes to matter, and I think they should matter.

If someone can drag weapons around, style and position, all power to them imo.

But now it takes the power of enabling script.
Wed 26 Sep 2018 12:16 PM by klaggorn
Everything about this server is meant for qol and leveling the playing field. This is another instance of both. Your examples are valid, but the best players are going to do it anyway. It's something that closes the gap, however slightly.
Wed 26 Sep 2018 1:43 PM by Kaziera
Why even /switch. Right klick item in inv. Drag icon of spell to bar. Use spell from bar. Win.
Wed 26 Sep 2018 2:27 PM by schreon
Kaziera wrote:
Wed 26 Sep 2018 1:43 PM
Why even /switch. Right klick item in inv. Drag icon of spell to bar. Use spell from bar. Win.

Offensive charges can't be triggered from the inventory anymore. There has been a patch recently. Or what do you mean?
Wed 26 Sep 2018 3:56 PM by gruenesschaf
It's likely that items with offensive charges will go on cooldown when they are equipped, that seems like the simplest solution.
Wed 26 Sep 2018 4:04 PM by Kaziera
schreon wrote:
Wed 26 Sep 2018 2:27 PM
Kaziera wrote:
Wed 26 Sep 2018 1:43 PM
Why even /switch. Right klick item in inv. Drag icon of spell to bar. Use spell from bar. Win.

Offensive charges can't be triggered from the inventory anymore. There has been a patch recently. Or what do you mean?

it works for my int charge

edit: nevermind. didnt read the word "offensive" charge
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