Arel2007-06-27 05:25:18
Happens to any enemy who attacks you while you are bleeding, I think.
Xenthos2007-06-27 23:08:13
Soo... blademasters with elemental runes on their weapons will be hit 4x by each attack? Assuming their weapons give 100 bleeding per combo, that's 400 bleeding every 4s... hmm.
That's actually kinda nasty for people with multi-damage attacks. Moonburst users-- rejoice! (I'm guessing the double-attack bit for multiple damage types will get fixed, but still leaves 2 hits for dual-wielded weapons).
That's actually kinda nasty for people with multi-damage attacks. Moonburst users-- rejoice! (I'm guessing the double-attack bit for multiple damage types will get fixed, but still leaves 2 hits for dual-wielded weapons).
Vix2007-06-27 23:26:02
Heh, since when does moonburst cause bleeding?
Xenthos2007-06-27 23:32:58
QUOTE(Vix @ Jun 27 2007, 07:26 PM) 421232
Heh, since when does moonburst cause bleeding?
Bonuses to Moonburst:
Causes no bleeding itself.
1 damage type. <-- This is seen as a downfall, but now you see how it's a benefit too!
(Bleeding can come from other sources though)
Ixion2007-06-27 23:36:15
QUOTE(Xenthos @ Jun 27 2007, 07:08 PM) 421225
Soo... blademasters with elemental runes on their weapons will be hit 4x by each attack? Assuming their weapons give 100 bleeding per combo, that's 400 bleeding every 4s... hmm.
That's actually kinda nasty for people with multi-damage attacks. Moonburst users-- rejoice! (I'm guessing the double-attack bit for multiple damage types will get fixed, but still leaves 2 hits for dual-wielded weapons).
That's actually kinda nasty for people with multi-damage attacks. Moonburst users-- rejoice! (I'm guessing the double-attack bit for multiple damage types will get fixed, but still leaves 2 hits for dual-wielded weapons).
I really hope not. I see a rather obvious tactic someone like myself could use that would pretty much instakill any attacker if that is the case.
Unknown2007-06-28 00:03:52
QUOTE(Furien @ Jun 25 2007, 11:41 PM) 420512
Roulade is...
DisharmonicChord is...
JustChorale (Starhymn) summons...
NatureRhythm (Wildarrane) is...
DisharmonicChord is...
JustChorale (Starhymn) summons...
NatureRhythm (Wildarrane) is...

Edit:
QUOTE(Xenthos @ Jun 27 2007, 07:32 PM) 421235
Bonuses to Moonburst:
Causes no bleeding itself.
1 damage type. <-- This is seen as a downfall, but now you see how it's a benefit too!
(Bleeding can come from other sources though)
I don't have -any- attacks that cause bleeding though, unless I try to throw my athame at someone, and maybe 1 out of 100 times it hits and causes maybe 5-7 bleeding damage.Causes no bleeding itself.
1 damage type. <-- This is seen as a downfall, but now you see how it's a benefit too!
(Bleeding can come from other sources though)
Other people always rely on bleeding.
I don't see why this skill passed the Envoy process; it's an instakill for half the people out there, and useless against the other half.
It also reminds me of some Ki ability from Achaea everyone was complaining about awhile ago, how you could sort of 'charge' yourself up by having your allies hit you, and then practically instakill someone on the first hit. (Disregard this part if it’s an ability that takes X time to lead up to, like a High stanza song.)
It's staggeringly close, the only disadvantage is that you might die afterward from the bleeding. Coupled with a 0% xp loss res ability like the construct glom refuses to build, and you've got an unstoppable army. (Reminds me of the infested terrans from broodwar actually.)
Combine that with how useless it will be in other situations... It's a lose-lose, for harbinger and opponent.
Arel2007-06-28 00:07:47
I'm pretty sure it is suppose to give the damage each time you are attacked, not once for every damage type. If it isn't then it is probably a bug.
Unknown2007-06-28 00:13:52
I'm just waiting, since it's supposed to refresh ego, for some part to dress up in a big pitcher, and for players to call for Roulade Man, and for him or her to smash through the wall and yell "OOOH YEAAAH!"
ETA: Well, since it only works on the bard, it's not as appropriate, but I could see a Demigod bard with Maximum Ego become the Roulade Man.
ETA: Well, since it only works on the bard, it's not as appropriate, but I could see a Demigod bard with Maximum Ego become the Roulade Man.
Viravain2007-06-28 00:14:41
Not really a big announce, but as it was posted to the Trademasters by the Camenae I decided to share it for everyone else.
We have added the following new "special" commodities for tradeskills: firegem, wyvern, coeurl, starfish, grub, angel, demon, and dracnari.
We have added the following new "special" commodities for tradeskills: firegem, wyvern, coeurl, starfish, grub, angel, demon, and dracnari.
Sylphas2007-06-28 01:57:18
My angelbone lyre design will work now, yay!
Xavius2007-06-28 02:01:15
QUOTE(Wesmin @ Jun 27 2007, 07:03 PM) 421243
I don't see why this skill passed the Envoy process; it's an instakill for half the people out there, and useless against the other half.
I'm going to double back and look, but I'm fairly sure it had two complaints registered saying almost exactly this, one of them mine. It shouldn't have.

EDIT: Confirmed that the rejected suggestion was not on the final report, but a 10% damage reduction effect is. WTF?
Shamarah2007-06-28 02:03:29
QUOTE(Wesmin @ Jun 27 2007, 08:03 PM) 421243
I don't see why this skill passed the Envoy process; it's an instakill for half the people out there, and useless against the other half.
It didn't. The submitted effect for the skill was a 10% damage reduction to everything; the divine kept the name and completely changed the idea because they didn't like it.
Xavius2007-06-28 02:08:36
QUOTE(Shamarah @ Jun 27 2007, 09:03 PM) 421281
It didn't. The submitted effect for the skill was a 10% damage reduction to everything; the divine kept the name and completely changed the idea because they didn't like it.
And took the one that the envoys expressly rejected?
Unknown2007-06-28 04:00:37
I think its a pretty cool effect, actually. Maybe it could be toned down a bit, but its pretty unique, and unique is good. A 10% damage reduction is boring, even if its useful.
Krellan2007-06-28 04:50:10
Order redcap attack (ally) and just have the person play healing songs at themselves and maybe others helping. that's a really simple way to build up bleeding damage 

Unknown2007-06-28 04:56:04
QUOTE(Krellan @ Jun 27 2007, 09:50 PM) 421340
Order redcap attack (ally) and just have the person play healing songs at themselves and maybe others helping. that's a really simple way to build up bleeding damage 

And that's differet from all said people attacking said enemy how?
If you go through all the effort to make yourself bleed and keep yourself alive.. couldn't you just as easily focus on offense?
It seems to me that only insanely high con races will be able to manage a tactic utilizing this, and if you have insanely high con, you're probably lacking in int or equilibrium or something else. Yeah, there are a few races with both, but they usually suffer in other ways.
I don't see how its really that unbalanced as an idea all on its own. Yes, Sham one-hit killed himself, but it was due to a bug in that Sham got hit by 1500 damage twice for his dual-damage attack. Once that's fixed, I don't see how its OP. If it requires 3-4 people to upkeep the healing and bleeding to istakill someone (in which case, you have to get them to actually hit you after you go through all the effort), I don't see how its any different than almost any other tactic performed by a group of the same amount of people.
In a 1-on-1 fight, all you have to do is stop dealing damage and instead deal hindering afflictions, letting the person bleed themselves out. And in a group fight, well, either their whole group is focused on them, and you can just not hit them, or they're not bothering and its a group fight anyway.
Krellan2007-06-28 05:25:03
welllll mostly because I thought it did double the damage you were bleeding and not the same amount 

Sylphas2007-06-28 12:55:12
If it does the same, meh. If it did double, it'd be really worth exploiting. The difference with five people setting it up and five people attacking is that in the first situation, you can grab pretty much anyone, and leave them back at home while you head out to fight. In the second, you need five fighters to come with you.
Unknown2007-07-04 00:12:55
Slackers, normally someone gets this before little 'ol me. Well here it is.
QUOTE
ANNOUNCE NEWS #834
Date: 7/3/2007 at 23:41
From: Morgfyre, the Legion
To : Everyone
Subj: Envoy Changes and bug fixes
The following Envoy changes have been made:
ASTROLOGY
---------
- Under the Aapek sign, Pox has been replaced with Scabies.
CROW
----
- Bone Nose again heals broken limbs on a timer, in addition to its
current effect.
HERBS
-----
- HerbLore will now cause you to recover more when eating sparkleberry,
in addition to its current effect.
MOON
----
- You can now dance Full while fallen.
- Full cures slightly less afflictions on the waxing and waning phases.
MUSIC
-----
- In all specializations, CaptiveAudience and Refrain have been switched
in the skill rankings.
NIGHT
-----
- LongNight now takes 10 power and 25 shadows from the coven leader
rather than 50 shadows.
NIHILISM
--------
- Spawn now costs 2 power instead of 5.
- The demon spawn now does bleeding in addition to greater damage.
STAG
----
- AncestralCurse may be cast from any elevation.
TELEKINESIS
-----------
- The bleeding caused by burst vessels has been greatly improved.
TRACKING
--------
- All hunting companions will now be harder to kill. This will only
affect those hounds requested from this point forward.
The following bugfixes have been made:
MOON
----
- Fixed a bug that would cause Full to always have a chance to cure
random members of the coven, rather than when it only has 3+ members.
NECROMANCY
----------
- Archlichs' ColdAura will now properly check Avenger declaration.
SACRAMENTS
----------
- Fervor now properly increases damage against the caster rather than
reducing it.
Enjoy!
Penned by My hand on the 22nd of Vestian, in the year 180 CE.
Date: 7/3/2007 at 23:41
From: Morgfyre, the Legion
To : Everyone
Subj: Envoy Changes and bug fixes
The following Envoy changes have been made:
ASTROLOGY
---------
- Under the Aapek sign, Pox has been replaced with Scabies.
CROW
----
- Bone Nose again heals broken limbs on a timer, in addition to its
current effect.
HERBS
-----
- HerbLore will now cause you to recover more when eating sparkleberry,
in addition to its current effect.
MOON
----
- You can now dance Full while fallen.
- Full cures slightly less afflictions on the waxing and waning phases.
MUSIC
-----
- In all specializations, CaptiveAudience and Refrain have been switched
in the skill rankings.
NIGHT
-----
- LongNight now takes 10 power and 25 shadows from the coven leader
rather than 50 shadows.
NIHILISM
--------
- Spawn now costs 2 power instead of 5.
- The demon spawn now does bleeding in addition to greater damage.
STAG
----
- AncestralCurse may be cast from any elevation.
TELEKINESIS
-----------
- The bleeding caused by burst vessels has been greatly improved.
TRACKING
--------
- All hunting companions will now be harder to kill. This will only
affect those hounds requested from this point forward.
The following bugfixes have been made:
MOON
----
- Fixed a bug that would cause Full to always have a chance to cure
random members of the coven, rather than when it only has 3+ members.
NECROMANCY
----------
- Archlichs' ColdAura will now properly check Avenger declaration.
SACRAMENTS
----------
- Fervor now properly increases damage against the caster rather than
reducing it.
Enjoy!
Penned by My hand on the 22nd of Vestian, in the year 180 CE.
Diamondais2007-07-04 00:14:31
Yay one of my changes went through.