Search found 26 matches
- Mon May 08, 2017 11:40 am
- Forum: Sullen Keep
- Topic: Likes and Dislikes about SK
- Replies: 1
- Views: 8539
Re: Likes and Dislikes about SK
I agree with a lot of this. Specifically: * Searching corpses is just rough. It's literally a full time job, and it's easier to just not search corpses than to do so, since XP is the bigger grind besides anything else there. * Black/Green are rough. With the captain changes and the scaling fixes rec...
- Wed May 03, 2017 8:17 am
- Forum: Submit an Idea!
- Topic: Berserk Icon - Adding Zerk State
- Replies: 1
- Views: 4150
Re: Berserk Icon - Adding Zerk State
This would make it much less frustrating to play a Barb. One thing that always bugs me is when I play in a zone where I get de-zerked by creatures, and all of a sudden I'm not frothing at the mouth so I die because I can't vamp. Having something like this would give me a much better indicator of my ...
- Fri Apr 28, 2017 6:34 pm
- Forum: Submit an Idea!
- Topic: Skill 41-42 ideas
- Replies: 12
- Views: 12795
Re: Skill 41-42 ideas
More powerwords! I haven't been able to think of anything yet, but maybe powerword agility, powerword strength, powerword <other buff> would be great. Powerword is really only used for heal and sometimes stun. Maybe PWD scaling would help too?
- Thu Apr 27, 2017 10:51 am
- Forum: Sullen Keep
- Topic: Top 10 Random Loot Drops You'd like to see
- Replies: 42
- Views: 96164
Re: Top 10 Random Loot Drops You'd like to see
Lets see some more weapons that do armor breaking. Or maybe some weapons that still do some damage (in the form of disciplines) when armor blocked, or even on hit. It's been a long time since we had firestorm weapons, excally, etc. Maybe a staff that does earthcrush on hit. Greatsword that does ligh...
- Tue Apr 25, 2017 3:00 pm
- Forum: Invader's Refuge
- Topic: Checkpoints
- Replies: 3
- Views: 6225
Re: Checkpoints
Seems you've already met my understanding in lobby, but for anyone reading - floor might be a misnomer here, I was considering things like _0, _1 a "floor" - and every 5 "floors" would be a decent place to put checkpoints IMO.
- Sun Apr 23, 2017 9:53 pm
- Forum: Submit an Idea!
- Topic: Skill 41-42 ideas
- Replies: 12
- Views: 12795
Re: Skill 41-42 ideas
thief - autoloot. all corpses killed by thief are moved to the thiefs hex and autosearched
- Wed Apr 12, 2017 9:43 am
- Forum: Submit an Idea!
- Topic: Skill 41-42 ideas
- Replies: 12
- Views: 12795
Re: Skill 41-42 ideas
thief - hide in plain sight. Obviously a high-skill requirement, but being able to stand in a big room and "hide in plain sight" as it were would be something neat, too.
- Tue Apr 11, 2017 10:03 pm
- Forum: The Great Room
- Topic: Random Custom Drakkar Art
- Replies: 7
- Views: 31101
Re: Random Custom Drakkar Art
This all looks great, flisk!
- Sun Apr 09, 2017 3:12 pm
- Forum: Sullen Keep
- Topic: Top 10 Random Loot Drops You'd like to see
- Replies: 42
- Views: 96164
Re: Top 10 Random Loot Drops You'd like to see
much like icetitan rings can boost fire, ice, lightning (or negate it), it would be nice to have disease/poison rings (maybe one of each). you could add some disease/poison attacks to other areas that are actually effective (they cast hem fever + thief tiers) so it would makes sense to have both inf...
- Sun Apr 09, 2017 12:04 pm
- Forum: Invader's Refuge
- Topic: Thieves should be able to keep up with NPCs
- Replies: 3
- Views: 5908
Re: Thieves should be able to keep up with NPCs
Thieves probably should have gotten the denial tiers, to be honest. They're the ones who have the most trouble since they're often the least visible.
- Sat Apr 08, 2017 11:25 am
- Forum: Submit an Idea!
- Topic: Skill 41-42 ideas
- Replies: 12
- Views: 12795
Re: Skill 41-42 ideas
Back to basics, lets make some old disciplines used again! Some discs that, in my experience, are not commonly used: * poison (increase damage by a significant amount, as well as duration) * disease (increase damage by a significant amount, as well as duration) * trapsack (???, since IR is thief-ori...
- Sat Apr 08, 2017 9:55 am
- Forum: Invader's Refuge
- Topic: Divide and Distribute Platinum in a Party
- Replies: 5
- Views: 7792
Re: Divide and Distribute Platinum in a Party
I could be on board with this. I think it should be toggleable, though.
- Wed Apr 05, 2017 8:55 am
- Forum: Quirks System
- Topic: Spontaneous Combustion and Critical Poison
- Replies: 2
- Views: 8272
Re: Spontaneous Combustion and Critical Poison
Yes please. With sunburst, dealing fire(storm) damage is not so bad but now Critical Poison is just bad. I never use my other dots (fire blood, cold fusion, hem fever) because they do such little damage that it's not even worth it. If these quirks would increase the base damage and also add a chance...
- Tue Apr 04, 2017 8:26 pm
- Forum: Sullen Keep
- Topic: A couple ideas
- Replies: 8
- Views: 12067
Re: A couple ideas
I agree that captains need some tweaks. My proposition is to just grey-tag them. I can fight them if I want to, but if I'm on an already-dangerous floor (green) then I'm not going to get wiped with no chance of DP retrieval ever. Maybe a lock on the door would work too, with keys dropping on the flo...
- Tue Apr 04, 2017 9:41 am
- Forum: Submit an Idea!
- Topic: fix sdc wyvern talons
- Replies: 0
- Views: 14008
fix sdc wyvern talons
right now, we need LGH to tie talons. either make them tradable untied or tie on pickup (obviously the former is a better choice for people who might have spares lockered). they might as well be sackable now, too, with how dangerous that area is.
- Tue Apr 04, 2017 9:36 am
- Forum: Submit an Idea!
- Topic: allow us to go to gdh and sdc from jil without a guild membership
- Replies: 0
- Views: 13955
allow us to go to gdh and sdc from jil without a guild membership
these scenarios are old and it's impossible to progress without them, but the only way to get in right now is basically to get a MT in. please open these up to everyone.
- Mon Apr 03, 2017 3:27 pm
- Forum: Invader's Refuge
- Topic: Set respawn point when leaving refuge
- Replies: 3
- Views: 9746
Re: Set respawn point when leaving refuge
I mean that if you go to refuge, leave, and die, you end up here:
raid- = (00.00.0518.53) (5,5,4)-(70)
raid- = (00.00.0518.53) (5,5,4)-(70)
- Sun Apr 02, 2017 6:37 pm
- Forum: Invader's Refuge
- Topic: Set respawn point when leaving refuge
- Replies: 3
- Views: 9746
Set respawn point when leaving refuge
If you leave refuge and die, you end up in a very weird place, surrounded by lava/rock/walls. Probably some garbage place in the map somewhere. Can you please set the respawn point to somewhere sensible (maybe SDC town) when we leave refuge? Or maybe default NL respawn point?
- Fri Mar 31, 2017 4:35 pm
- Forum: Submit an Idea!
- Topic: show base stats in quirks menu
- Replies: 0
- Views: 14131
show base stats in quirks menu
What would be really helpful, is to see our base stats somehow. Since the stats view is our current stats, maybe show us the base in the quirks menu. Instead of 18/18, it could just be 24/18 or something simple. Having to take off all of my gear to check my base stats every time I need to know it is...
- Fri Mar 31, 2017 2:36 pm
- Forum: Invader's Refuge
- Topic: Frontend Discussion
- Replies: 11
- Views: 15197
Re: Frontend Discussion
Seems like if you queue a lot of actions, you'll notice tiny bits of lag here and there. For example, lots of move actions (especially in IR, with the very low move rate) will make the game stutter really badly.
- Fri Mar 31, 2017 2:30 pm
- Forum: Invader's Refuge
- Topic: Checkpoints
- Replies: 3
- Views: 6225
Checkpoints
This place is a maze. I like that, it's big and explorable. However, if I die, who knows how long it'll take me to get back to where I was? I don't know how deep this goes, but having healers for `name, recall` every 5 or 10 floors (whichever is appropriate) would be a significant help. Obviously th...
- Fri Mar 31, 2017 2:12 pm
- Forum: Invader's Refuge
- Topic: Locked Doors
- Replies: 0
- Views: 14479
Locked Doors
From what I was told, we need a thief to open them. Why do we need to rely exclusively on one class again? Please give us keys to open doors. Just one key for all the doors, then we can pick the door we want to open. Thieves can shortcut the process by just opening it on their own, but this at least...
- Fri Mar 31, 2017 2:11 pm
- Forum: Invader's Refuge
- Topic: Getting one-shot by traps is not fun.
- Replies: 0
- Views: 14430
Getting one-shot by traps is not fun.
I have 8k hp, I could understand a trap almost killing me making it dangerous to open with monsters around. 7k damage? Sure. I'll heal. Or I'd use an IH. 42k damage? Why? Chests are nearly pointless to open when you have a high chance of it being trapped and just instagibbing you. Dropping items to ...
- Thu Mar 30, 2017 11:01 pm
- Forum: Sullen Keep
- Topic: Top 10 Random Loot Drops You'd like to see
- Replies: 42
- Views: 96164
Re: Top 10 Random Loot Drops You'd like to see
I want a piece of gear that comes with a passable level of sense. I want to be able to see where my twigs go. Give me an earring that just has sense on it (@ sk 30, 40, or something useful!), and I'll use it. I'd even swap out a ring, or sash. Maybe gloves. I don't care, just give me something that ...
- Fri Mar 24, 2017 7:29 pm
- Forum: Submit an Idea!
- Topic: Thoughts on PNork/SK: an open letter
- Replies: 4
- Views: 12502
Thoughts on PNork/SK: an open letter
I wanted to talk more in-depth about my thoughts regarding SK and PNork. The long and short of it is that PNork is a great alternative to SK, and I think it should stay. First, a bit about my feelings about SK. Frankly, it's not interesting content, and the gains make me feel as if the game may as w...