Hello, I would like to propose an idea for changing the effect of Blade Orbs on pickpockets, which in my opinion, is completely game-breaker. I will try to succinctly explain my feelings about the item.
I've now had the chance to delve deeply into the SoH aspect addressed to pickpockets on the server. It's truly funny. It creates gameplay, demands a logical skill investment, and even allows for the creation of RP in some cases. Intrigues, narratives, overall enriching gameplay.
What I do notice, however, is that to be a good pickpocket, it requires a significant investment in points, which are as follows:
Hide
Move Silently
Sleight of Hand
This means we have to level up 3 skills, compared to the ONLY skill that the "victims" need:
Spot
In this sense, one could naturally think that the "victims" already have an advantage. Since they only need to maximize one skill compared to the thieves. However, thanks to the Blade Orb, an item that is very easily obtainable in large quantities and in very little time, the thief is then completely prevented from stealing when someone has it.
The problem with this item is the 10-round paralysis. After sampling around a dozen examples, it's "almost" impossible to survive when caught with someone's Blade Orb. Because the player will kill us 90% of the time, and it's impossible to get out of this situation. Neither with Freedom of Movement, nor with -Pray, and even our gods don't intervene.
All level 30 players (the most interesting targets for a thief) have around 30-40 of these in their inventory. Here are some suggestions to make the item more fair-play:
1 - Drastically reduce the duration of paralysis.
2 - Make this paralysis dissipable with -Pray.
3 - Ensure that paralysis is treated as any other effect, so a player under the effect of Freedom of Movement is not affected.
4 - Allow a Reflex or Fortitude save to avoid paralysis. (DC 10-20)
5 - Remove all Blade Orbs from the game and reintroduce them