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Disarmable weapons

I have noticed recently that even if your weapon is nodisarmable it still can be disarmed by few skills.In my oppinion this is pointless.Mages are getting sucked with every change by the way,there is no need to suck more.How a nodisarm weapon can be disarmed after it is "nodisarm",isn't it the same for nodrop weapon to be droppable?Oh come on.This "little" change can **** up a lot of tactics and equipment.In my opinion it is not good for someone to be able to disarm you after you wield nodisarm weapon.What do you think?

It is annoying, but you know, everyone's been complaining so much about mages/communers being too strong that hearing a complaint about melees is actually rather refreshing.

On a more serious note, there are very few abilities that actually grant this. Know what you're fighting, and adjust your tactics accordingly. I'd also mention that I've not noticed these abilities ever making you actually drop the weapon... it always goes to inventory.

There are two classes that get this ability.

And while one of them is taking the time to dirt and disarm you, you should be ripping them to shreds.

The other is your bane. Get over it. Not to mention you should be ripping them to shreds while they take the time to disarm you.

No it doesn't go to inventory it goes to my god when it is sacrificed ;)It is quite annoying to spend around 1-2 hours with a mage obtaining a good weapon and then be sacrificed.

Friends I am not asking how to fight agains disarms,I am asking you what do you think.Do you like it?Or you think that it needs to be changed because after all when a weapon is nodisarm it should be nodisarm.

I thought I had made my opinion clear.

Let me reiterate the pertinent lines:

"Get over it."

PS - If you are spending one to two hours getting a nodisarm weapon, you need to play around with the "locate object" spell. It takes between 10 and 20 minutes to get a decent weapon as a mage, depending on timing. As an invoker, it takes roughly 2 seconds to blow one up.

I believe the weapon goes to your inventory. It shouldnt go to the ground if it is norem/cursed. I know. Ive had it done to me with a couple of weapons

One being no rem (soul tear)

and the other being cursed (nature spirits)

They go into your inv. Maybe they are not nodisarm and you have your flags wrong.

Thirdly - christ. You arent going to tool EVERYTHING, get over it. Sometimes you are just going to be tooled.

Someone rolls a monk - who are underpowered for such a long time, uses them properly and all people do is complain. All the more power to them I say.

I thought I had made my opinion clear.

Let me reiterate the pertinent lines:

"Get over it."

PS - If you are spending one to two hours getting a nodisarm weapon, you need to play around with the "locate object" spell. It takes between 10 and 20 minutes to get a decent weapon as a mage, depending on timing. As an invoker, it takes roughly 2 seconds to blow one up.

Sure I will get over it I just find it useless and lacking any point in it.

PS - If you are spending one to two hours getting a nodisarm weapon' date=' you need to play around with the "locate object" spell. It takes between 10 and 20 minutes to get a decent weapon as a mage, depending on timing. As an invoker, it takes roughly 2 seconds to blow one up.[/quote']

For that you get the best reply of the day award.

Sure I will get over it I just find it useless and lacking any point in it.

I'm sure the monk disagrees.

There are no absolutes in MUD.

I am sorry Nomak but I like this change, I played a monk before this was implemented and against invokers it is really hard to dish out the damage out if you are in basics and dont have time to get the good gear. Since a fully charged staff can do some very bad things. Because of this change monks now have a better chance against DK's, warriors, rangers, and vokers since now they can actually disarm their weapons. Just because it can does not mean it will always disarm the weapon I had failed many times with my disarm even though I mastered it.

There are no absolutes in MUD.

Only Vodka.

I am sorry Nomak but I like this change

No need to be sorry I just want to know everybody opinion.

I don't like it, change scares me.

I don't like it' date=' change scares me.[/quote']

You're Republican aren't you?

Seriously though, why it's not going to your inventory is probably because it only has the noremove flag onto the weapon and the weapon doesn't have nodrop. So if you're an Invoker you'll get the shaft when that happens, but that just means you have to watch out for actually 3 classes I believe, though 2 for sure. As long as you're not in an enemy Cabal to them you should be fine because you don't have to fight them. If you're fighting them just to fight them, then you could always just change your mind and not fight them and live to fight another day.

What I think about the change is it's fine and sucks *** when it happens, but it could be prevented as well by looking what all is happening, you could dance around and wait for a monk to drop stance and stay on him until his offensive power runs off and jump him when he's stuck having to empower since a monk will be weakened in this state while the other two classes wont ever really be weakened aside from running their mana out.

Charge something other than a weapon and you won't be disarmed. Ever.

Except if you fight a battlemage.

No absolutes, hrm.

i have an idea, lets nerf everything besides the race/class im currently playing.

I have a better idea. Let's remove all races except human. Let's replace all classes with a single class called 'Hero' and give all skills and spells to that class.

That would make for an interesting Halloween Madness, at least.