Unknown2009-02-10 02:14:06
I agree, nerf resistances and weaknesses as well.
Casilu2009-02-10 02:21:39
QUOTE (Sojiro @ Feb 9 2009, 06:14 PM) <{POST_SNAPBACK}>
I agree, nerf resistances and weaknesses as well.
Let's just remove them and bring all stats to twelve too.
Unknown2009-02-10 02:22:55
Resistances and weaknesses do need nerfed since equilibrium/balance bonuses were nerfed.
Low cons needed buffed since really high ints were nerfed.
Thanks.
Low cons needed buffed since really high ints were nerfed.
Thanks.
Shaddus2009-02-10 02:37:12
Here's an idea.
Everyone gets a sheet of paper. You write down one name, and that person is erased, along with all his alts, and can never play lusternia again.
The handful of people left are now level 1 mugwump ebonguard with no reincarnations, have to take totems/crow, and are axelords.
Amiright?
Everyone gets a sheet of paper. You write down one name, and that person is erased, along with all his alts, and can never play lusternia again.
The handful of people left are now level 1 mugwump ebonguard with no reincarnations, have to take totems/crow, and are axelords.
Amiright?
Xavius2009-02-10 02:41:32
QUOTE (Shaddus Mes'ard @ Feb 9 2009, 08:37 PM) <{POST_SNAPBACK}>
Here's an idea.
Everyone gets a sheet of paper. You write down one name, and that person is erased, along with all his alts, and can never play lusternia again.
The handful of people left are now level 1 mugwump ebonguard with no reincarnations, have to take totems/crow, and are axelords.
Amiright?
Everyone gets a sheet of paper. You write down one name, and that person is erased, along with all his alts, and can never play lusternia again.
The handful of people left are now level 1 mugwump ebonguard with no reincarnations, have to take totems/crow, and are axelords.
Amiright?
If everyone were a mugwump Crow Axelord, then balance would be achieved!
Shaddus2009-02-10 02:49:07
QUOTE (Xavius @ Feb 9 2009, 08:41 PM) <{POST_SNAPBACK}>
If everyone were a mugwump Crow Axelord, then balance would be achieved!
See! Told you I wasn't a total screwup.
Gwylifar2009-02-10 03:25:43
One of them would be Narsrim's second cousin twice removed, and would promptly grief all the others with some heretofore-undiscovered strategy with Crow Axelord that may or may not be a bug, and then we'd be right back where we started.
Plus Shuyin's aunt would still mysteriously be able to take three times as much damage as everyone else.
Plus Shuyin's aunt would still mysteriously be able to take three times as much damage as everyone else.
Narsrim2009-02-10 03:44:58
QUOTE (ceren @ Feb 9 2009, 07:05 PM) <{POST_SNAPBACK}>
I don't understand this; the issue with racial balance bonuses was the races themselves being overpowered. Stag facepaints were never that good unless I've been misinformed, and Taintedlove, while very good, is a high powered terrain based song that is meant to measure up to effects like Wyrdsong's passive shielding (I don't think it does anymore). The only thing on that list that really needed the nerf was celerity, but if we go by the principle of races being one thing and skills being another, not even that should have been nerfed. Imagine if we decided to halve the effect of racial resistances; does it follow that we should halve dmp resistance as well?
Tainted Love still measures up better than Eversea or Eternaltree
Unknown2009-02-10 03:49:30
QUOTE (Shaddus Mes'ard @ Feb 10 2009, 02:37 AM) <{POST_SNAPBACK}>
Here's an idea.
Everyone gets a sheet of paper. You write down one name, and that person is erased, along with all his alts, and can never play lusternia again.
The handful of people left are now level 1 mugwump ebonguard with no reincarnations, have to take totems/crow, and are axelords.
Amiright?
Everyone gets a sheet of paper. You write down one name, and that person is erased, along with all his alts, and can never play lusternia again.
The handful of people left are now level 1 mugwump ebonguard with no reincarnations, have to take totems/crow, and are axelords.
Amiright?
My level 1 mugwump EG crow axelord will have artifacts.
Shaddus2009-02-10 04:02:08
QUOTE (Bael 2.0 @ Feb 9 2009, 09:49 PM) <{POST_SNAPBACK}>
My level 1 mugwump EG crow axelord will have artifacts.
Sorry, someone wrote down your name. You may have bought Roark a Chrysler 300, but you've been deleted.
Unknown2009-02-11 02:00:53
QUOTE (Narsrim @ Feb 10 2009, 04:44 AM) <{POST_SNAPBACK}>
Tainted Love still measures up better than Eversea or Eternaltree
Inability to shield > faster 0.10 second balance/equ regain.
Tael2009-02-18 21:23:42
QUOTE
ANNOUNCE NEWS #1283
Date: 2/18/2009 at 21:18
From: Charune, the Horned One
To : Everyone
Subj: Envoy Reports and Bugfixes
o Trample(Beastmastery) will once again take regular balance as well as
beast balance.
o Choke(Night) has been redesigned. See the AB for more information.
o Movement within the same room won't cause octave to drop.
o Nightmare(Dreamweaving) has been returned to doing damage.
o A new skill - Bell - has been added to Tracking.
o There is a new functionality to Conceal in Tracking.
o Rushing(Stealth) has been changed in function. Please see the AB for
more information.
o Mindfield(Psychometabolism) will not affect allies.
o Sobbingdread(Necroscream) now delays enemies for longer than it did
before.
o Balancing(Acrobatics) now has a chance of disappearing on use and no
longer drains willpower/mana for being up.
o Barrier(Telekinesis) will cause walls in the room to fall.
o Mislead(Stealth) and Decoy(Crow) will show a misled message even if
shrouded.
o New skill in Healing - Flushing.
o Leech(Necromancy) is now boosted by an increased deathmark.
o HerbRenewal(Ecology) now gives more herbs on use.
o AncestralCurse(Stag) has been limited to ground and trees, but use on
either will affect both elevations.
o Redcap(Wicca)'s cap filling up will now display a message for filling
up. Damage for frenzying has also been increased.
o When you influence with a generic target like "shadowrider", if
there's already one you've been influencing, your influence will always
go to that one. This should prevent the issue where denizens resetting
in the middle of one influence would jump into the way of the others,
causing you to have more than one denizen countering.
o Fixed a bug where painting an object in your hands would result in a
generic or malformed painting.
o Great Runes being attached to instruments can only be attached to your
own instrument.
o Covens which pass squad leadership should no longer cause members to
be unable to log off or lose defenses.
o If someone uses a force skill like Pooka to make you attack a denizen,
the attack can never cause critical hits. This is to prevent forcing
people to attack something and become enemied because of a "lucky"
one-hit kill.
o Palm sigils will now stop leprechauns from picking up random items on
the floor.
o Once again, those mischievious puffs of Dandelion Sweetpease will not
get in the way when you're trying to influence fae.
o Those gifted by constructs with the ability to teleport to the Moon or
Night Bubble will no longer need the Planar skill Teleport to do so.
o Artifact pipes should no longer leave bubbles around indefinitely from
time to time.
o Music Blankchord can now strip shields, just like its cousin
Blanknote. It will also strip captivation, though if the captivating
bard is present, this will only happen rarely.
Penned by My hand on the 13th of Roarkian, in the year 228 CE.
Date: 2/18/2009 at 21:18
From: Charune, the Horned One
To : Everyone
Subj: Envoy Reports and Bugfixes
o Trample(Beastmastery) will once again take regular balance as well as
beast balance.
o Choke(Night) has been redesigned. See the AB for more information.
o Movement within the same room won't cause octave to drop.
o Nightmare(Dreamweaving) has been returned to doing damage.
o A new skill - Bell - has been added to Tracking.
o There is a new functionality to Conceal in Tracking.
o Rushing(Stealth) has been changed in function. Please see the AB for
more information.
o Mindfield(Psychometabolism) will not affect allies.
o Sobbingdread(Necroscream) now delays enemies for longer than it did
before.
o Balancing(Acrobatics) now has a chance of disappearing on use and no
longer drains willpower/mana for being up.
o Barrier(Telekinesis) will cause walls in the room to fall.
o Mislead(Stealth) and Decoy(Crow) will show a misled message even if
shrouded.
o New skill in Healing - Flushing.
o Leech(Necromancy) is now boosted by an increased deathmark.
o HerbRenewal(Ecology) now gives more herbs on use.
o AncestralCurse(Stag) has been limited to ground and trees, but use on
either will affect both elevations.
o Redcap(Wicca)'s cap filling up will now display a message for filling
up. Damage for frenzying has also been increased.
o When you influence with a generic target like "shadowrider", if
there's already one you've been influencing, your influence will always
go to that one. This should prevent the issue where denizens resetting
in the middle of one influence would jump into the way of the others,
causing you to have more than one denizen countering.
o Fixed a bug where painting an object in your hands would result in a
generic or malformed painting.
o Great Runes being attached to instruments can only be attached to your
own instrument.
o Covens which pass squad leadership should no longer cause members to
be unable to log off or lose defenses.
o If someone uses a force skill like Pooka to make you attack a denizen,
the attack can never cause critical hits. This is to prevent forcing
people to attack something and become enemied because of a "lucky"
one-hit kill.
o Palm sigils will now stop leprechauns from picking up random items on
the floor.
o Once again, those mischievious puffs of Dandelion Sweetpease will not
get in the way when you're trying to influence fae.
o Those gifted by constructs with the ability to teleport to the Moon or
Night Bubble will no longer need the Planar skill Teleport to do so.
o Artifact pipes should no longer leave bubbles around indefinitely from
time to time.
o Music Blankchord can now strip shields, just like its cousin
Blanknote. It will also strip captivation, though if the captivating
bard is present, this will only happen rarely.
Penned by My hand on the 13th of Roarkian, in the year 228 CE.
There is a God. And he has given me favour this day. HALLELUJAH, CHOKE IS GONE.
EDIT: Also cool to see that the Leprechaun/Moon-Night Teleport/Influence has been fixed. Submitting bugs does help! Though the Influence bug had like.. 50 other submitters.
Everiine2009-02-18 21:26:22
Wait... I see... are those changes to Tracking? I thought my only Trans skill had been forgotten about! Let's hope they are good changes.
Malicia2009-02-18 21:28:24
That's a tremendous nerf to choke. It would be suicidal for a Night user to choke in a group. I guess that's a good thing.
As for bells, yay! I suggested the tracking ideas. Not exactly what I wanted, but seems fine. I have to check out conceal now. What's rushing like, now?
As for bells, yay! I suggested the tracking ideas. Not exactly what I wanted, but seems fine. I have to check out conceal now. What's rushing like, now?
Tael2009-02-18 21:30:48
QUOTE (Malicia @ Feb 18 2009, 04:28 PM) <{POST_SNAPBACK}>
That's a tremendous nerf to choke. It would be suicidal for a Night user to choke in a group. I guess that's a good thing.
As for bells, yay! I suggested the tracking ideas. Not exactly what I wanted, but seems fine. I have to check out conceal now. What's rushing like, now?
As for bells, yay! I suggested the tracking ideas. Not exactly what I wanted, but seems fine. I have to check out conceal now. What's rushing like, now?
It's rush in, insta prone and truss for power.
Unknown2009-02-18 21:32:00
Can someone post the Choke AB file?
Kiradawea2009-02-18 21:38:33
QUOTE
o New skill in Healing - Flushing.
o When you influence with a generic target like "shadowrider", if
there's already one you've been influencing, your influence will always
go to that one. This should prevent the issue where denizens resetting
in the middle of one influence would jump into the way of the others,
causing you to have more than one denizen countering.
o When you influence with a generic target like "shadowrider", if
there's already one you've been influencing, your influence will always
go to that one. This should prevent the issue where denizens resetting
in the middle of one influence would jump into the way of the others,
causing you to have more than one denizen countering.
Awesome!!
Unknown2009-02-18 21:42:25
Rushing right now just trusses.
Ashteru2009-02-18 21:58:41
Man, if I stayed Night for much longer, this change would piss me off.
Having to have shadows out in the room and then the shadow used for choking, and no multitarget choke like was initially suggested? Sucks. This basically makes all other skills using shadows worthless in SD combat, GG.
EDIT: Hm, after testing, it doesn't eat up stuff like brumetower, but it still eats up shadows. Which is kind of annoying and really shouldn't be, imo.
Having to have shadows out in the room and then the shadow used for choking, and no multitarget choke like was initially suggested? Sucks. This basically makes all other skills using shadows worthless in SD combat, GG.
EDIT: Hm, after testing, it doesn't eat up stuff like brumetower, but it still eats up shadows. Which is kind of annoying and really shouldn't be, imo.
Ashteru2009-02-18 22:02:00
It would probably fine if it didn't use up the shadows, really. But that's just too much of a punch in the balls.
EDIT: Well, choke seems a lot less useful 1 on 1 now, outside of ganking people. People could just walk out after you release or people can walk out during the time it takes you to regain eq from choking. And it seems to disappear after 3 seconds (which is supposed to be random and 3 seconds is just the max)
EDIT: Well, choke seems a lot less useful 1 on 1 now, outside of ganking people. People could just walk out after you release or people can walk out during the time it takes you to regain eq from choking. And it seems to disappear after 3 seconds (which is supposed to be random and 3 seconds is just the max)