Xavius2008-03-06 01:53:42
It is still stopped by cling. The tick has never been ten seconds, but it's not the two second tick it was in open beta. Anyways, yes, I remember railing against it as an envoy and agreeing to let it sit in the interest in trying it out, and I'm not sure it's worth our newly limited envoy slots to change it back. It's pretty situational.
Mezz2008-03-06 16:16:01
QUOTE(Bianca @ Mar 5 2008, 05:43 PM) 491469
I wish higher dexterity meant you could dodge hexagram, geyser, tackle, barge and what not more often than people with lower dex. Alas. It doesn't.
err... it is not my idea... let me explain: hmm... hovering wouldn't mean more dex (more than the actual 18). it would be just one more variable. the max dexterity one faeling could reach would still being 18, but it could only be reached when the faeling was hovering. I think that is important because I think the following: why one faeling is such fast? It is because a faeling is a good flyer rather than a good runner. thinking this way we wouldn't need to make faelings less stronger.
about the acrobatics skill, maybe it could exist an specialization for faelings or just change the existing acrobatic skills for air acrobatics skills (hmm, maybe there could be two kind of acrobatics: land types and air types).
other point: how the variable size works in damage, dodges, ability with weapons and other things?
Noola2008-03-06 16:20:30
QUOTE(Mezz @ Mar 6 2008, 10:16 AM) 491646
I think that is important because I think the following: why one faeling is such fast? It is because a faeling is a good flyer rather than a good runner. thinking this way we wouldn't need to make faelings less stronger.
This actually makes sense if you think about it. I mean, how fast is somone gonna run if they've got big ol butterfly (or even bat, but especially butterfly) wings attached to their back. Seems like something that would slow you down on foot actually. But, if you're in the air, zipping about, I could see being able to dodge things much quicker.
But then that's applying RL logic to something completely unreal, so, I could be wrong.
Mezz2008-03-06 16:31:22
QUOTE(Noola @ Mar 6 2008, 01:20 PM) 491647
But then that's applying RL logic to something completely unreal, so, I could be wrong.
err... in RL we create the reality, though we usually don't create things from the empty space (maybe on a empty space, not from).
if you think in faelings as living beings with wings, it could help the virtual reality of the game be more imersive. and LUSTERNIA seems to like this kind of things, once is such complicated and uses a lot of variables to make it more similar to the 'real' world (oh, gods, lots, lots of afflictions... all diseases.. heheh)