ChildhoodObossite wrote:I actually lowkey admire Frosty, sometimes he can be a really cool guy
spawningmink wrote:Nidbanes are extremely broken making leaving scents a suicide mission. Im sure everyone who has had to fight them agrees with me, i think it should be one nidbane sent at a time max and remove armor pen
spawningmink wrote:Nidbanes are extremely broken making leaving scents a suicide mission. Im sure everyone who has had to fight them agrees with me, i think it should be one nidbane sent at a time max and remove armor pen
Jalpha wrote:I believe in my interpretation of things.
Leafstab wrote:spawningmink wrote:Nidbanes are extremely broken making leaving scents a suicide mission. Im sure everyone who has had to fight them agrees with me, i think it should be one nidbane sent at a time max and remove armor pen
Nidbanes are too weak vs anyone with a friend or group can easily take out a nidbane, without the ability to send multiples it makes nidbanes no risk to any group
Jalpha wrote:I believe in my interpretation of things.
Ysh wrote:I think problem of nidbane is same as problem of siege. Too binary results.
Nidbane is very power -> men cry for nidbane cannot be beat and they are kill for no risk from killer.
Nidbane is very weakness -> men cry for nidbane is useless creature.
I would rather see nidbane always do some punishment, but never kill. Punishment quantity is relative to evil of crime, quality of fetter, amount of crime, and so on. Maybe you still must fight it, but even if you fight it very best you still become punish, but less and if you are just afk you become punish more, but still not kill.
Punishment can be whatever e.g. healable or unhealable wound, unable to log out, unable to use teleport, etc. Maybe these things like no charter and no log out that I see people complain for often can be remove and instead tie it to nidbanes with duration of debuff scale with punishment. Some things like this maybe can be better.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
Ysh wrote:Ysh wrote:I think problem of nidbane is same as problem of siege. Too binary results.
Nidbane is very power -> men cry for nidbane cannot be beat and they are kill for no risk from killer.
Nidbane is very weakness -> men cry for nidbane is useless creature.
I would rather see nidbane always do some punishment, but never kill. Punishment quantity is relative to evil of crime, quality of fetter, amount of crime, and so on. Maybe you still must fight it, but even if you fight it very best you still become punish, but less and if you are just afk you become punish more, but still not kill.
Punishment can be whatever e.g. healable or unhealable wound, unable to log out, unable to use teleport, etc. Maybe these things like no charter and no log out that I see people complain for often can be remove and instead tie it to nidbanes with duration of debuff scale with punishment. Some things like this maybe can be better.
Jalpha wrote:I believe in my interpretation of things.
NOOBY93 wrote:Ysh wrote:Ysh wrote:I think problem of nidbane is same as problem of siege. Too binary results.
Nidbane is very power -> men cry for nidbane cannot be beat and they are kill for no risk from killer.
Nidbane is very weakness -> men cry for nidbane is useless creature.
I would rather see nidbane always do some punishment, but never kill. Punishment quantity is relative to evil of crime, quality of fetter, amount of crime, and so on. Maybe you still must fight it, but even if you fight it very best you still become punish, but less and if you are just afk you become punish more, but still not kill.
Punishment can be whatever e.g. healable or unhealable wound, unable to log out, unable to use teleport, etc. Maybe these things like no charter and no log out that I see people complain for often can be remove and instead tie it to nidbanes with duration of debuff scale with punishment. Some things like this maybe can be better.
I suggested a similar thing to Jorb in PM = sending nidbanes steals a percentage of stats (TEMPORARILY, but maybe long duration) from the person you sent it to, and gives those stats to the person who sent the nidbane. Amount of stats (or duration) depends on how hard you got fucked by the nidbane. Therefore sending nidbanes would be extremely useful for hermits and weak villages, and not very useful for factions used against weak villages, who can instead just siege the weak villages.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
NOOBY93 wrote:I suggested a similar thing to Jorb in PM = sending nidbanes steals a percentage of stats (TEMPORARILY, but maybe long duration) from the person you sent it to,
shubla wrote:NOOBY93 wrote:I suggested a similar thing to Jorb in PM = sending nidbanes steals a percentage of stats (TEMPORARILY, but maybe long duration) from the person you sent it to,
This would make getting revenge impossible for noobs. Small weak villages or hermitages without that much pvp experience cannot do anything against pro pvpr groups, even if they would have considerably more combat stats.
Jalpha wrote:I believe in my interpretation of things.