Unknown2007-04-03 17:51:41
Simple fix for the
who spam-kick all the time: After X number of attacks (even with a slaying) the person should be enemied to the village in question. "hrm, joe has been repeatedly bullying us for the last decade, maybe we should be angry at him."

Forren2007-04-03 17:53:43
Krellan - you were not the reason for this change. It was a Celestine issue more than anything else.
Shamarah2007-04-03 19:34:39
QUOTE(Tael Talnara @ Apr 3 2007, 07:43 AM) 395151
And yeah, the fact that it's not blacking out is NOT good. You take away most of Hexes' usefulness and most of my tactics away by getting rid of the Blackout. I hope it's just a bug.
If vapors is the centerpiece of "most of your tactics", then you need better fighting tactics.
And addiction is way, way, WAY better than you give it credit for. I intend to have a great deal of fun with it.
Laysus2007-04-03 19:39:04
QUOTE(Forren @ Apr 3 2007, 06:53 PM) 395194
Krellan - you were not the reason for this change. It was a Celestine issue more than anything else.
No, actually, there were a couple of problems with it - one of which being the vapors/trample combo, one of which is the way it can make a flyer instantly prone on the ground, which is a very powerful exploit. There are seperate issues with Celestine vapors, but the fix to that is still trying to work its way past vetoes.
Unknown2007-04-03 20:40:10
QUOTE(Shamarah @ Apr 3 2007, 03:34 PM) 395205
If vapors is the centerpiece of "most of your tactics", then you need better fighting tactics.
And addiction is way, way, WAY better than you give it credit for. I intend to have a great deal of fun with it.
And addiction is way, way, WAY better than you give it credit for. I intend to have a great deal of fun with it.
Heh. Says the man whose own tactical centerpiece seems to be the Choke.

Addiction does seem to be a nice change. I agree that the vapors affliction should be giving that initial blackout and just the prone should have been removed.
Xavius2007-04-03 20:47:31
Vapors should tick more often. It shouldn't get that initial blackout back. Celestines were fine without it. Trivially cast active blackout is a bad thing.
Unknown2007-04-03 21:13:52
The passive blackout from the angel power invested is a problem, which I think is seen as a separate issue from vapors itself. What's this I hear about "double investing" powers, anyway? If that's possible, I'd certainly say it should be changed.
Shamarah2007-04-03 21:23:12
QUOTE(Zarquan @ Apr 3 2007, 04:40 PM) 395218
Heh. Says the man whose own tactical centerpiece seems to be the Choke. 
Addiction does seem to be a nice change. I agree that the vapors affliction should be giving that initial blackout and just the prone should have been removed.

Addiction does seem to be a nice change. I agree that the vapors affliction should be giving that initial blackout and just the prone should have been removed.
Complaining about me basing my tactics around choke is like complaining about moondancers basing all their tactics around aeon. Which they do, but that's because it's the core point of their class.
Unknown2007-04-03 22:39:02
QUOTE(Shamarah @ Apr 3 2007, 05:23 PM) 395226
Complaining about me basing my tactics around choke is like complaining about moondancers basing all their tactics around aeon. Which they do, but that's because it's the core point of their class.
Aeon is the core point of a Moondancer's offense? It may be useful, but it's hardly the core of any offense, not nearly in the sense that Choke is the core of your own fights.
Besides, I thought it'd be clear that I was just picking on you, without bringing up the cliche of the pot and the kettle.
Xenthos2007-04-03 22:41:42
Envoy updates for Necromancy:
Necromancy
----------
- Raisedead minions no longer wander.
- Raisedead minions have substantially higher health.
- Raisedead minions now cause the following afflictions:
- Skeleton
- 10% slickness
- Zombie
- 10% slickness
- 5% asthma
- Ghoul
- 10% slickness
- 5% paralysis
- 5% asthma
- Ghast
- 10% slickness
- 5% paralysis
- 5% asthma
- 5% breaks random limbs
- Wight
- 10% asthma
- 10% slickness
- 5% paralysis
- 5% break random limbs
Enjoy!
Necromancy
----------
- Raisedead minions no longer wander.
- Raisedead minions have substantially higher health.
- Raisedead minions now cause the following afflictions:
- Skeleton
- 10% slickness
- Zombie
- 10% slickness
- 5% asthma
- Ghoul
- 10% slickness
- 5% paralysis
- 5% asthma
- Ghast
- 10% slickness
- 5% paralysis
- 5% asthma
- 5% breaks random limbs
- Wight
- 10% asthma
- 10% slickness
- 5% paralysis
- 5% break random limbs
Enjoy!
Diamondais2007-04-03 22:46:17
I'm jealous, that's a neat change. 

Morgfyre2007-04-03 22:48:51
There seemed to be some confusion, so I updated the post to note that the minions still track enemies at an extraordinary slow rate, but their random wandering is gone.
Aison2007-04-03 22:52:54
It'd better cost power to summon those things.
Xenthos2007-04-03 22:58:02
QUOTE(Aison @ Apr 3 2007, 06:52 PM) 395256
It'd better cost power to summon those things.
It always has.
It also requires a player's corpse, not an NPC's.
Aison2007-04-03 23:02:03
I take that back, you guys can cheat with lich. 

Xenthos2007-04-03 23:04:36
QUOTE(Aison @ Apr 3 2007, 07:02 PM) 395259
I take that back, you guys can cheat with lich. 

Which takes another 10-20p each time.

Vaerhon2007-04-03 23:41:13
Now that would be an interesting construct defense tactic - create an army of raised undead and use them to disrupt blocking so you can beckon out. And while it would take a lot of power, construct defense is absolutely an occasion where you want to spend power to save power.
Ildaudid2007-04-04 05:46:05
QUOTE(Aison @ Apr 3 2007, 06:52 PM) 395256
It'd better cost power to summon those things.
It costs power, and it finally is not useless. anywhere from like 5-10p and why waste it on lowbies, so avg it at 10p per raisedead.
And use lich? Pshh, yeah I am sure that when your non construct building city always comes to destroy our constructs, I don't quite think we are going to be alloted millions of power to use lich like that.... but thanks for coming out. -wave-
Vaerhon2007-04-04 05:59:57
QUOTE(Ildaudid @ Apr 4 2007, 05:46 AM) 395362
It costs power, and it finally is not useless. anywhere from like 5-10p and why waste it on lowbies, so avg it at 10p per raisedead.
And use lich? Pshh, yeah I am sure that when your non construct building city always comes to destroy our constructs, I don't quite think we are going to be alloted millions of power to use lich like that.... but thanks for coming out. -wave-
And use lich? Pshh, yeah I am sure that when your non construct building city always comes to destroy our constructs, I don't quite think we are going to be alloted millions of power to use lich like that.... but thanks for coming out. -wave-
Millions? 600 power would fund 20 of those things, with power enough to relich the donor after. Losing the construct costs on the order of 60k power, right? So... what am I missing about the cost-benefit analysis? Sure - it might not work. But the cost is low enough, and the stakes high enough, that you might as well try that. Or other things, really. Whatever you end up finding that works.
Unknown2007-04-04 07:27:15
It would surely be nerfed somehow if Magnagora used lich to create armies of undead without having to die.