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    Rythen

    @Rythen

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    Posts made by Rythen

    • RE: Backstab = useless
      Well of course one fix to this would be removing the free round of attacks you get when first attacking and reducing the lag on backstab. That of course would have to lead to mobs being changed since some require that free round of combat to be beaten…and yeah, I'm not going to open that can of worms right now. Anyway, I agree with you but I think that's the best solution and it will require a long time to get the game changed for that to go through. Or maybe it won't and Syn can snap his fingers and do it when he has the time. O.o
      posted in Adjustments Archive
      Rythen
    • RE: Necromancer… remember that mage subclass?
      Rather than adding a bunch of pointless spells I was thinking of adding something a little more in-depth. Granted I'm not sure how it would be coded into the game but in theory I think it might make necromancers happy. What I was thinking of was giving necromancers a skill or spell that works with creating a Homunculus, or some other kind of magical creature similiar to a familiar. This wouldn't be just walking around raising every corpse you can find skill. This could involve collecting ingredients scattered around the world to create a magical being you intend to be your companion or in the evil necromancer's case. Your little servant bitch. Making the skill in-depth as to produce different results based on the ingredients used and the level of the spell caster the creature would function similiar to a pmount. Allowing it only to be in groups the necromancer leads, if it dies repoping at the said necromancers house (laboratory) or if they don't have one, the creature would be slain permanently. If you did have a place for it to go it would be injured when it comes to there and you would have to go out and find more ingredients to repair it creating hybrids etc. Or something along those lines. Now of course this being would be able to be ordered around and hopefully level up and gain strength as it battles with it's master. I was thinking it could have a limited number of spells/skills it can used based upon the ingredients etc. I don't have it all thought out yet and I'm not even sure if something like this was brought up before and I'm too tired and sick to check right now. Anyway give your thoughts on this I'm not sure if necromancers would like something like this or if they would deem it worthless.
      posted in Suggestions Archive
      Rythen
    • RE: Cure ~X~ Spells
      Obviously having a spell that heals 3/4 of your hp would be entirely too overpowered. It would then make mob fights entirely too easy and throw yet another radical change into PK. The spells are fine as they are except for maybe being put onto a sliding scale like heal. This is only because I believe that there is a set value of hp restored on cure light, serious, and critical but heal's restoration varies. Otherwise, they're all fine as is.
      posted in Adjustments Archive
      Rythen
    • RE: Airship Control tower system
      You see King Alemnos has paid the Goblins not to put in this feature. He's running the tourist attraction from hell. Everyone wants to visit, stay there for a hour or so, sometimes more and then leave. Well that's where he got everyone, you can't leave! Not unless you wait for that little ship to come! Muhahahahahaha. On a more serious note…wait for someone like Ertai or Syn to comment. ^^
      posted in Suggestions Archive
      Rythen
    • RE: "Flee-killing"
      They can still be bought with quest points I believe.
      posted in Adjustments Archive
      Rythen
    • RE: "Flee-killing"
      It's not retarded. What would be retarded is a single spell that doesn't cost a moonstone making it so that mobs twice your level cannot attack you or cast on you making them rediculously easy to kill as if it isn't already easy enough using the kill/flee tactics and archery. Granted sometimes these tactics are needed because of the way mobs are at the moment that will hopefully be changing soon.
      posted in Adjustments Archive
      Rythen
    • RE: "Flee-killing"
      Some mobs can detect cloak of guile and attack you.
      posted in Adjustments Archive
      Rythen
    • RE: Skills/Subclasses
      I just realized this but necromancers are the only mage class that doesn't get blind. I think Blindness should become a general mage spell.
      posted in Adjustments Archive
      Rythen
    • RE: I think this GQ is Doomed
      I can't remember how much warning we gave in the announcement for the global the first time it was going to be run. If there was a short notice it was because we were rushing to get it done so that it could be put out early for the players (We had just about as much time to work on it as we gave notice). Unfortunately it's had to be run several times and I think the time (while spread out) has been more than enough. We will more than likely be doing a global at a later date (I will discuss with Syn if he wants to set up a schedule with me to do globals) and from now on there will be more warning about them. The only thing that has to be decided is if players would prefer we run this one again or if they'd like to see a new global (which is perfectly fine). Sorry about the short notice with the Global but it was the best we could do.
      posted in Gossip Archive
      Rythen
    • RE: I think this GQ is Doomed
      Well I had restarted it for a few minutes until I read this. I'll wait til I can talk to you or if you think it looks okay just note me. For now I've stopped the repops of the mobs and just have it so the players can deposit items they have. Sorry everyone.
      posted in Gossip Archive
      Rythen