Bane requested that the mud list the things that have been nerfed over the years. I'll kick off the discussion:
Berserker: No MP (I know, I know, worth a try though =P)
Druid/Ranger: Disorientation after track spell
Monk: Reduced HP, damage, no meditate in battle.
Werewolf: Reduced HP.
Lich: Reduced HP, no drain in battle.
Paladin: No hands in battle.
Re: Nerfing Monday, June 11th, 2007 at 10:21 pmEdits: 2 Last Edit: Tue, 12 Jun 2007 12:09 am
Rogues: Reduced HP, in return for better thac0.
Werewolf: Worse thac0 when at extreme alignments. Maul can only initiate combat.
Monk: Worse thac0 when at extreme alignments.
Berserkers: Kick removed.
Also, alot of little things not directly related to skills/attributes that used to be detailed in the "help updatearchives": such as Ceris unable to have rejuvenate cast on them while magically lethargic, and stuff like vampires unmisting when picking up items. I don't necessarily consider them a nerf though.
Endure and Pray taken away and replaced with commune...bleh, and barkskin. This hurt because piety is still the main requirement for the duration of pet conjuration...not con as the book has always stated.
Pets changed from static to dynamic, which on average made the pets weaker.
Re: Nerfing Tuesday, June 19th, 2007 at 6:06 pmEdits: 1 Last Edit: Tue, 19 Jun 2007 6:09 pm
Scout and rejuvenate function in the same way. If you scout a non-existent exit (usually a typo), or cast rejuvenate on a non-existent target (someone leaves the room right before it), it still incurs the delay before you are able to do the next.
As for riposte, it had no time limitation before I believe. You can ask any old school fighter who used to kill 5 things at a time, while just standing there and not attacking. It was incredibly unbalanced and hilarious at the same time.