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    Posts made by Balder

    • Chat entry points
      I believe with the new requirements of only one alt out of chat at a time, that it would be a good thing to make Hall recall rooms chat entry points.. Also maybe on some floors of POA.
      Another point that I thought of is death.---
      You cant level/quest another while one of your alts is dead unless you log off (and then death timer doesnt move). Maybe a special dead only entery point can be made or something. Just some thoughts Discussion welcome
      posted in Suggestions Archive
      Balder
    • RE: Northern Tundra
      theres an easy way to get by the horses. After burn, arrows, throwing something at them. If you don't have any of these skills well, you are sol, but those are the ways to remove them.
      posted in Suggestions Archive
      Balder
    • RE: Sith Toxins
      Well a lot of people are starting to agree that the sith toxins are too powerful. I am not 100% sure on how they work, but I do know that Lukus is the most feared in Indil only because if he grouped, and someone else takes the damage, he sleep bites you, and slits throat, or just paralyzes you, and you can't heal in time. I am not an expert on how siths work, that is something that the imms will have to look into more, but they are more powerful than any other race in the game by far do to sleep bite/slit throat. My one suggestion would be the sith sleep bite. Have it go through calm, because you are biting them, not hitting them from behind. However, this can't be used if combat is started, and takes about 2 seconds of lag, before and after. So in order to use the bite, one would actually have to SNEAK up on their opponent, and bite them. The 2 seconds of lag before is so you can't use it in an arena battle and just have a trigger set for it. Balder
      posted in Adjustments Archive
      Balder
    • RE: Quest Items
      I like that idea star, but however, that will then ruin the point of having armors, if you can get tattoos with spell affects, then armors with special affects will have no point after you are quested enough. Balder
      posted in Suggestions Archive
      Balder
    • RE: Warpaint skill
      Well, there isn't really a good way to balance out warlords vs Destroyers. Warlords get useful helper skills, like leadership, healing aura, etc. However, other than leadership (which i am sure is commonly used in pk battles…) not many of the skills are worth a damn because they can be dispelled so easily. I so my point is, to have something that tones down a war cry in battle. Maybe war cry can't be used in battle vs. a warlord, the warlord can have some special skill to maybe even cancel it. Like bravery, which could affect frenzy, and affects like that. It could take some mana and moves to use it, but it would help in a battle. Behead, you can't take something like that away, maybe make it a command skill and not an auto skill, however just don't get too low on hp. Balder
      posted in Suggestions Archive
      Balder
    • RE: Arena
      I still like my idea, where you go to a whole new arena, where only you and the other person can attack one another, and have people watch, but add what myth said with the extra 15 secs of time to get all cor, find all the bolts and arrows the enemy missed with. Whole point is, an arena battle is a challenge between 2 people, not 2 people and someone waiting for the kill to be finished so they can cheaply steal a kill, and ruin success of the other fighter. Biggest problem is, I use smite a lot in combat, and it creates a whole lot of lag, and then if someone is waiting, they can walk up, and attack me, and fleeing away adds lag, and a level 50 vrs 120 will last a turn, maybe. And it is hard to flee all the way across the arena as well. Balder
      posted in Adjustments Archive
      Balder
    • RE: Cancellation
      Well, seeing as how cancellation… kind of sucks atm, I could go with it targeting any one specific spell, and taking it out. But cancellation should cost its normal 20 or 25 mana, and also cost what the spell affecting them costs. This includes time, mana, and moonstone spells. People that use a moonstone to cast one of the most over costly spells in the game, slow, would make it almost pointless to use slow ever if someone can just use cancellation real fast to counter it. But making cancellation affect any spell would be worth it, even people behind spell deflection. It isn't like it would be hard to quaff a potion of spell deflection down if it is lost in battle. Just a thought. Balder
      posted in Adjustments Archive
      Balder
    • RE: Arena
      I am all for making a new arena system. The system I believe would eliminate cheapness would be ass followed. The game would ask for a challenger, you can accept on not accept like before, accept they have to type no or yes fully, people often move with n so the don’t accept on accident. Also no more than ONE battle at a time, so multiple people can’t be in the arena to take kills on some other cheap way. If the challenge is a success, the players will be transported to a waiting room for like 1 or 2 ticks. This is for preparation, and so both players know when to begin. And other players can have an option of watching what someone else does, they can chose a player and see how they fight and handle a battle, or they can be like an immortal and have an invisibility, however, they can’t see other invisible players, and they can only have this option from a safe room. Secondly, the players start off in a 3x3 or 4x4 room. And they are in totally random areas. This allows transported to arena triggers useless. Next, this arena is only accessible though an arena battle. And when neither player can leave until the other is dead. After someone dies, they are brought back to where they were before. And you can’t quit during the battle, or if so they die etc. This will make people think before going into the arena. Also when transported to the waiting room, they are fully refreshed, and they can cast up before the battle, and when the 2 ticks are up, they are refreshed once more, and let the battle begin. The other arena should stay for group battles though. But enter at your own risk deal. Balder
      posted in Adjustments Archive
      Balder
    • RE: Bard targeting
      well son of a bitch… how the hell can i take one someone who plays music with the very air that I breath? Now tell me that isn't fair!!!!!! :) Balder
      posted in Suggestions Archive
      Balder
    • RE: Bard targeting
      Well… sigh... can't argue with syn. I just don't like the fact also that you can play a song without seeing the instroment you are holding. Sigh... guess I will find another way around it. Balder
      posted in Suggestions Archive
      Balder
    • RE: Mounts
      Balder Well, the time it takes to quest and get any thing takes a long ass time. Most people wouldn't get a pmount until late in the game when they don't want to use the other mounts available to them. All pmounts are good for mainly is arena battles against spunky :wink: it would seem. The only thing I think could be improved on a Pmount is a huge slur of armors that would repop with the pmount unless killed in cpk. Having the pmount sort of like a character and it would also go to the death area (can't remember the name off hand), this way people can actually look at it too if they die. It is hard to read a mount description because the damn things move to fast. And the mounts can take just as god awfully long as before, but having armors you give them, and some can be quest items, and some secrets and some you can buy would be nifty as well. Make some new stuff for the game. (Nothing over powering for the mounts though) These armors can be anti-good evil neutral too, making some new twists to sentiance. This could also take away the need for permanent spells, or make 2 affects instead of 4\. Just some food for thought though. Balder
      posted in Suggestions Archive
      Balder
    • Mounts getting the kills.
      I like the fact the mounts can attack when you actually mount with them. How ever, when you are in a fight, the mount sometimes takes the kill, thus not adding to your monsters killed score. Just wondering if it could count as mine instead

      Balder
      posted in Suggestions Archive
      Balder
    • RE: Bard targeting
      Well something that can balance out the power of some songs would be fair. If a bard can't see what is in the room, then the song shouldn't affect who is there. If the bard can't see the instrument, then the bard shouldn't be able to play the song. However, Bard should be able to sing if they can't see the instrument, so 1/3 time to play the song if they can't see what they are using to play. However, if the bard is holding the instrument, blind shouldn't affect them. But on my main focus, Bards have too much of a bonus with songs being able to target other players when blinded, even though they can't see them. And a comment to what Ithilidan said: How many times are there more than 2 people in a pk room together? If they are there together, they will be grouped, if they aren't grouped, it is a battle. So if someone comes into the arena to watch you battle during a fight, it doesn't happen often either, most of the time they are likely to be a 120 remort that has no other way to ever kill you and wants to wait for the battle to end, so they can get one more point added to an arena score. So doesn't matter if you cast a song on the room then or later, they are going to attack you cheaply, and interfere with another kill/fight. Which is why there should be a way to make arena battles fairer, so people can’t cheaply kill you after a fight and interfere, it makes arena battles somewhat lame. But that is another topic to be covered. Balder
      posted in Suggestions Archive
      Balder
    • Bard targeting
      This comes from all the battles I have had against Loba, and a couple of bards, some info may not be totally correct, but i am pretty sure I have it all.
      Bards can target what they can't see. A little bit unfair. If they can't see something, they sing the song so it affects the whole room. This makes it almost pointless to even blind them. The can still defete chara's weak against fire with curse of the abyss. And it costs less than what the 3 spells cost any way, and it drains life, and curses too. So if the bard is blind, they sing the spell, and there isn't any spell deflection, to stop the songs.
      So maybe if they are blinded, they can be the target of their own spells, or if they can't see invis, and the spell affects the whole room, they can't affect who they can't see.

      Balder
      posted in Suggestions Archive
      Balder
    • RE: Warpaint skill
      Well, let me just say this, if you can't send a post without having some rude comment on it, then don't post something on this. There is no need to comment on a typo. help war cry The war cry skill allows Destroyers to infuse both themselves and their party members with the destructive energy they are known for. War cry increases the success chance of all of your defenses and attacks by 1.5x. It also raises your strength. That is where I got my info from, and if any one hasn't noticed the imms are working on changing the help file, and it would be good to read all of the many changes they have been making. And still, seeing as Redraven has battled me as a 120 mort, he had a very tough time fighting me, and he isn't a destroyer. While any destroyer class owned me within a few rounds, and I hardly even see a warlord win against a destroyer for the most part. Pursuit is worthless if the player can flee into safe, of if the player they are fighting is too powerful for them to flee, and most people don't flee unless they know they can get to a safe point, or out of cpk, since fleeing lags them. So once again, I agree with Star on maybe making some type of boost for a warlord and crusader, to help even things out against destroyers. Balder
      posted in Suggestions Archive
      Balder
    • RE: Warpaint skill
      I would like to see something that would help a warlord out in the offensive area. If i am correct the old description or a warlord said they were immune to war cry, or something in that area. I may be wrong (get hit in the head a lot). But on a more serious note, destroyers are what make the pk so unbalanced. Any one who has went destroyer seems to be overpowering (soth, arkain.. deleted, spunky, are the remorts that i know are the more lethal of the pkers). If mounted you get a + damage, double I think or less, and you lose a defense. War cry gives a +1.5 to any defense, making drows a pain to hit, along with 1.5 damage boost. And when going destroyer you get a + in parry, useless against someone who doesn't use weapons (never seen a character make it that far) or better at 4th attack. So giving crusaders and warlords something to balance war cry a bit would be nifty. So i am all for war paint, or something to help us out. Doesn't have to be as lethal as war cry, seeing as the other classes are good their own way. A plus in dr hr, would be nifty, or maybe auto frenzy when you use it, with some other boosts. Balder
      posted in Suggestions Archive
      Balder
    • RE: Slayer Stake skill
      Well i agree completely with the behead skill as well. It is something that isn't at all a bad skill, just should be typed in. And back on the stake skill though, still never seen a slayer stake another player as of yet. Something that we can look at for later slayers I guess. And I doubt there will be any changlings that won't have smite any way when they remort. I don't have a slayer worth trying that out on any way. Just trying to make suggestions to make slayers a little more fun. And also I left this part out, I was refering to the stake command in slayer form, because the can't use weapons in battle, and they are already weak, PLUS they can't smite if they don't have a weapon. And seeing as stake only works on one race, and doesn't have to be as powerful as behead even. But yeah, just something to look at to see if it is worth trying out. Balder
      posted in Adjustments Archive
      Balder
    • RE: Slayer Stake skill
      One more thought, if any one think something like a dagger could be used as a stake instead, and they have to wield the weapon for it to be an auto. Balder
      posted in Adjustments Archive
      Balder
    • Slayer Stake skill
      Well making it simple, slayers have the stake ability, for those of you who don't know what it does, it is an instant kill on vampires. However, the vampire has to be asleep to do so. This can be aquired by blackjack, or the sleep spell. And there may be one that I missed. Any way knocking a player out unless they are a newb is next to impossible with calm, and for the sleep spell to work, the chances of any one sitting for you to cast sleep on them is pretty rare indeed. So my suggestion for slayers/changlings would have stake an auto command. Kinda like behead, when the vamp is at a 10% for a slayer, and 20% for a changling, the slayer auto stakes the enemy. This can be altered in ways. I don't think it is too cheap, or in any way harsh, but I have never actually heard of a slayer staking a vampire in the whole year i have played. So maybe tweaking the stake command a little more would help out slayers a bit more. Just hoping to see some suggestions.

      Balder
      posted in Adjustments Archive
      Balder
    • RE: Immunity
      Well seeing as I was one of the remorts that was annoyed with chain lighting quaffing, i suggest and idea. Make all potions quaffed = the power based off the chara quaffing the potion, or if the potions spell is lower than the person quaffing, then the spell isn't changed. So for example a level 31 person quaffing a 120 chain lighting potion will only get a chain lighting spell of 31, even though the max power can be 120 if quaffed by someone higher in level. Just a thought. And i would like to see something like chain snowball etc. There aren't many ice spells from what i recall. Balder
      posted in Adjustments Archive
      Balder