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Should disarm no longer force weapons to drop?
Disarm should not make weapons drop anymore. 56%  56%  [ 18 ]
Disarm is fine. 44%  44%  [ 14 ]
Total votes : 32
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 Post subject: Re: Disarm
PostPosted: Mon Jun 11, 2012 5:50 pm 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
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Then again, I could just point out that Ardith goes out of his way to disagree with anything I say, by quoting the very first post in this thread where the chaos code was implemented.

viewtopic.php?f=22&t=21983

Ardith wrote:
Exceptionally lame. Especially the first one, this is a huge buff to disarm, and makes it so that if your weapon is disarmed you are SOL.

Also if you are weakened, or lose your adhesive medical strip due to dispel magic.


Most of the players in that thread voiced an opinion against the strength of disarm from this change, and Dulrik said he'd think about changing it in time. Well, it's been time, and it needs changing. Getting disarmed and being unable to use your weapon you spent time enchanting, or even the second or maybe third weapon you spent time enchanting, sucks. Let's make the game suck a bit less.


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 Post subject: Re: Disarm
PostPosted: Mon Jun 11, 2012 5:51 pm 
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Disarm is seldomly used, the point was to make people use their skills in the game, it's a good change and perhaps there will have to be another tactic or code set up to avoid weapon hoarding.


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 Post subject: Re: Disarm
PostPosted: Mon Jun 11, 2012 5:53 pm 
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Except how about we just do what the sensible players already suggested months ago, and make it so that disarm doesn't make your weapon drop on the ground. Either that or make an exception in the code to allow for weapon type items to be able to be picked up during combat. It's stupid to force a mercenary to carry around duplicates of his chosen specialty because he doesn't possess the ability to pick it up once a fight starts.


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 Post subject: Re: Disarm
PostPosted: Mon Jun 11, 2012 6:06 pm 
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Yeah you can use what my initial thoughts were on the code change against me. In the end I think it was a good code change as it stops Peso from grabbing everything and running for the hills.


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 Post subject: Re: Disarm
PostPosted: Mon Jun 11, 2012 7:12 pm 
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ninja_ardith wrote:
In the end I think it was a good code change as it stops Peso from grabbing everything and running for the hills.


So much this. I still sort of like the idea of having disarm not go to the ground.


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 Post subject: Re: Disarm
PostPosted: Mon Jun 11, 2012 7:22 pm 
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Add a "numb" effect to disarm, which would disable the wield/hold command for a single tick. Or add lag to the wield/hold command in general - the only time it would really matter is when you get disarmed or use aliases for weapon swaps from 2H to 1H + shield (and vice versa).


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 Post subject: Re: Disarm
PostPosted: Mon Jun 11, 2012 7:37 pm 
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There's already lag to the wield/hold command when you equip a weapon. How much lag is determined by the speed of the weapon. Faster ones give less lag, and slower ones give more.


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 Post subject: Re: Disarm
PostPosted: Tue Jun 12, 2012 12:03 am 
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Joined: Thu Feb 28, 2002 4:00 pm
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Location: Miami, FL
Carry a tanso or cold-iron backup (or two) of your preferred weapon subtype. This is a nonissue.


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 Post subject: Re: Disarm
PostPosted: Tue Jun 12, 2012 12:37 am 
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nothingxs wrote:
Carry a tanso or cold-iron backup (or two) of your preferred weapon subtype. This is a nonissue.


In the perfect world this would happen, but competitive pvpers of this game will instead choose to carry multiples of "high end" weapons because tanso and cold iron are inferior.


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 Post subject: Re: Disarm
PostPosted: Tue Jun 12, 2012 4:09 am 
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Location: Columbia, South Carolina
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I've tanked a cold iron bandalore from a barbarian on a deep-elf sorcerer with ironguard. Tanso and iron are not possible options.


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