Quote:
Originally Posted by Uthgaard
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Well, no one can go back in time and undo what's already happened so that's pointless to be concerned with.
I've been thinking about the recharging issue, and I'm seeing new items added to the list of things to be disabled as they're discovered. So how about considering this from the opposite perspective: instead of having things impact negatively until they're made known and fixed, is there any positive benefit from any items that can be recharged on the pvp server? Maybe it would be best (both for impact and amount of work) to disable it completely, and enable those few on a selective basis.
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TBH Recharging is fine if it needs to be left in... What isnt fine and what should be addressed is the Cost of Recharging said items... Before the nerf to recharge a Golem Wand it was a mere 500Plat.... What would be solid is to compile a list of items "together" and address them as a community, what needs/should be addressed, on a "recharging level"..
I would start with ALL planar Wands (before put in, this maybe addressed already unsure)
EG:
Wand of Souls -
http://everquest.allakhazam.com/db/item.html?item=11798
Wand of Darkness -
http://everquest.allakhazam.com/db/item.html?item=65994
Conflag Wand -
http://everquest.allakhazam.com/db/item.html?item=3672
Wand of Swords -http://everquest.allakhazam.com/db/item.html?item=2362
Live and Active - unsure if its rechargeable but would like confirmation
Wand of Ice
http://everquest.allakhazam.com/db/item.html?item=30
And the most ridiculous - 10 charge Potion of Calimony
http://everquest.allakhazam.com/db/item.html?item=65117
(alchemy pots maybe need to be looked at as a whole... Make recharging them if left in expensive)