My suggestions/input:
- No hacks/mods of any kind
- Refusal to gmod test, refusal to show inventory/weapon swap, will result in a ban
- All absorb has limitations per class/build. - Pointless rule... just makes the rule list longer than it should be
- No more than 75% poison reduction is allowed.
- 85% resistance cap per element, including auras.
- 20% absorb cap per element.
- When using both max resists and absorb of the same element, the limit is 80% resists/20% absorb. - This has been the common gm rule for years now, tgods reduces traps more than 80/20 does anyway so there's really no reason why it shouldn't be GM.
- No use of Life tap in Melee vs. Melee duel.
- No more than 40 Life Replenish is allowed on any character. - I think this should be raised to 42 because of dungo+rep ring+hoto (maybe 43 for dungo+rep ammy+hoto). Seriously, using 11 rep dungos is dumb.
- Items which contain spell charges are allowed, but the use of the charges is not. - After playing with East, Euro and West rule sets I think charges like oak, enchant and heart of wolverine are good for gameplay depth, but most of east will disagree.
- No mercenaries are allowed.
- No Guardian Angel Armors. - Another pointless rule, this should be covered under the absorb section.
- No two pieces of Sorb or Max Resistance of the same Element. - Again this is outdated cause of 80/20 setups being used for the past few years.
- No Naked killing.
- No Hotspurs Unless Said Otherwise Under Characters. - Pointless rule, 85% max resist rule covers this as does the character-specific exceptions.
- No Money Takers.
- 100%+ resistance shields are your 1 piece of sorb/max res - dumb rule, there's better ways to stack res that aren't banned
- Ties are ties not first kill
- A maximum of one poison small charm per inventory
- Ias and r/w have no caps - Pointless rule
- Only in game technique banned is overly defensive play - This either needs to be enforced or defined, i.e. the house rule
- No traps/missles may be casted prior to your opponent saying 'Go'
- Towning is infact a loss, accidental or not. - Agreed, but also perhaps state that the final decision is to be decided by the opponent? Whenever I feel like someone towned by accident and they immediately came out afterwards I never call them out on this anyway.
- No extended use of houses
- No prebuffing (fieldcasting is allowed).
- No more than 35% slow.
SORC-SPECIFIC RULES:
- No max res or absorb gear when using energy shield
- No prebuff energy shield - Pointless, can be included under a general prebuff rule.
- No more than 13 bmanas
- May use mana pots if es% is under 80% Sure... I guess, I feel that mana pots are more useful for other chars though.
- Can not have dr%+es% over 117% - I never understood this rule, integer DR is better with 95 es
- Can not use over 15 mdr and 15 pdr - This rule has been implemented on priv servers for ages, I feel it's good because sorcs can literally become immune to physical attacks and this is especially bad on east (where poison creeper charges are banned) and there are bug manas, so sorcs are literally unkillable with smiters/barbs/wwsins.
NECRO-SPECIFIC RULES:
- Recast of bone armor and golem is allowed - This needs to be said why?
- Bone prison is allowed (not vs. non-teleporting characters)
- All curses allowed except iron maiden - After playing zon vs nec extensively on both euro and east I can easily say that zon vs nec is 100x less retarded without slow missile and decrep, just more face paced duels rather than boring snail duels. I think decrep is fine vs everything else though.
- No corpse skills are allowed
- Fire golem + dwarf star is allowed (not vs. fire trappers) - Never understood this rule either, fb sorcs shit on necs
- Hotspurs are allowed
- No Overly Mass Defensive IBS Spamming - covered under overly defensive rule
DRUID-SPECIFIC RULES:
- No tgods - really really really stupid rule, seriously I can't stress this enough
- No snowclash - ..duh?
- No hotspurs - ..duh?
- Recasting cyclone, wolves, sage, ravens, and hurricane are allowed - ..duh?
- Can use raven/wisp/dwarf/infernos only 1 - ..duh? although this is badly worded because you can't use infernos+wisp at the same time (lol).
- No use of Carrion or Solar creeper/Vine
ASN-SPECIFIC RULES:
- Dual claw assassins can use one wisp/raven/dwarf - this is covered under the absorb rule
- Dual claw assassins may not use hotspurs or tgods - remove mention of hotspurs since the max res rule covers it
- Using left click mindblast, etc is not allowed - covered under "no mods", pointless
- Weapon-shield assassins may use hspurs and tgods but may not have a c/c swap
- No prebuffing - can be covered in general dueling
- May use infernos - pointless rule
BARB-SPECIFIC RULES:
- No prebuffing - can be covered in general dueling
- 2 ravenfrosts - Add in a cold resist limit.
- No hotspurs - why does this need to be in every section again?
- May use infernos - obviously..
AMAZON SPECIFIC RULES:
- All items which grant a chance to cast amplify damage are banned for amazon class - I never understood why zons needed this rule, the only viable source of amp is from javelins and they're not as good as nec/dru/sin/barb
- Battle orders/poison/slow is outlawed in ZvZ - my zvz experience is limited so I can't comment
- Hotspurs allowed (bowzons only) - Need to define "bowazon" because some smart ass with a hybrid will always try bending the rules. I suggest "(on zons with 1 pt jav skills)"
- Slow missiles allowed - not sure how I feel about this vs nec with decrep banned
- No Fort + Tgods - covered under resist rules
- 1 ravenfrost allowed on stacking amazons (250+ cr stacked)
- 2 allowed on non stacking amazons
- Cs Zons can use infernos - why is this here?..
PALADIN SPECIFIC RULES:
- Using a resistance aura counts as a piece of absorb when it has 2 or more points - Why is it a "piece of absorb"? Should just count under regular resist rules, pointless rule imo.
- Cleansing, meditation, and prayer are allowed - 1 pt prayer max, no excessive use
- Holy bolt is banned
- May use infernos - seriously what's with all the pointless rules?
- No hotspurs - and again
Basically I think the ruleset is way too long winded+redundant, why do we need "no hotspurs" and "infernos allowed" 9000 times when the main dueling section says no more than 85% resist? Seriously, common sense. Just makes the ruleset look ugly and bloated. imo stick to a CONCISE ruleset, no new player wants to look at a rule list that's as large as the great wall of china for no good reason. Resist rule should be 85% or 20% absorb or 80/20 combo and also sorcs really need an integer dr cap unless poison creeper charges are legal.
As far as charges go... I don't think I can ever convince east to use charges, but it's a really cool gameplay element that allows melee characters to duel more offensively due to summon stack, i.e. less boring duels.
This post was edited by Tails chao on Nov 2 2011 01:44pm