Nidbane nerf

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Nidbane nerf

Postby Nek » Thu Jan 19, 2017 4:17 pm

Kaios wrote:
Nek wrote:That's the whole point of something being preemptive.

As for theft and vandal nidbanes, why are they not a success again? I mean surely you don't expect just robbing somebody to guarantee a kill too. I'd say as long as the nidbane inflicts some nidburns on the thief/vandal then they're working fine. If they manage to get a kill too then lucky you.


Nah that's stupid and useless. I'd rather they not exist at all than give anyone the false hope that they'll actually be useful. It doesn't have to be a kill but as it currently stands they are entirely useless and might as well not be implemented at all. The murder nidbane is the only one you're concerned about and you can probably deal with a single one just fine as can most other raiders as well and that really shouldn't be the case.

Like I said, maybe they need a re-work to do something other than murder the perpetrator but you're a tool if you think these things need to be nerfed. They are fuckin' easy in the late game dude and you know it so maybe just keep it on your pants for a bit and your character won't get butt fucked.

I'd say an empowered murder scent nidbane is still at least somewhat threatening, even just a single one. If you've got people to help you deal with them then sure it becomes easy to manage.
You still shouldn't be able to send as many as however many scents the guy leaves. It should be a max amount per character period.
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Re: Nidbane nerf

Postby Potjeh » Thu Jan 19, 2017 4:29 pm

So what about after-battle nids? You need to get multiple kills to get nidbaned killed in return. Sounds like a favorable trade to me. You just want it to be completely free because you're filthy casuals.
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Re: Nidbane nerf

Postby Ysh » Thu Jan 19, 2017 4:57 pm

Potjeh wrote:So what about after-battle nids? You need to get multiple kills to get nidbaned killed in return. Sounds like a favorable trade to me. You just want it to be completely free because you're filthy casuals.

You think the victor should be punish for winning a battle of mutual combat? Or you think engaging in any kind of combat must involve casualties on both side?
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Re: Nidbane nerf

Postby azrid » Thu Jan 19, 2017 6:09 pm

I might be crazy but hear me out.
Current system stops people from mass murdering everyone on sight. This is great for us little people.
As mentioned in the thread it can be a problem in big faction fights where you have a lot of targets.

What if they implemented a war declaration system. You get to declare war on other kingdoms and then you are free to slaughter as many enemies as you like with nidbanes being limited in power or numbers(Someone else can come up with a good limiter for war time nidbanes).
This should only affect the willing members of the kingdom and people not partaking in the war can not interact with scents left by this system.
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Re: Nidbane nerf

Postby MadNomad » Thu Jan 19, 2017 6:10 pm

devs shouldn't even make such cheap thing so powerful without any good reason :roll:
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Re: Nidbane nerf

Postby nezhit » Thu Jan 19, 2017 6:14 pm

Most valid complaint as I see it is about faction wars, where winning side has to survive inevitable nidbanes.
Why don't we have village/faction/whatever wars? Declare war, get mutual agreement - neither side leaves combat scents as long as war is on.
Leave nidbanes to hermits, it's their only protection in most cases.

Edit: I write too slow -)
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Re: Nidbane nerf

Postby Ozzy123 » Thu Jan 19, 2017 6:14 pm

Guys most of you are talking but you have never actually got a nidbane sent on you so you have no idea how OP they are, I'm not saying the idea of nidbanes is bad or the idea of punishing the criminal for slaughtering noobs is bad, it is actually good. But getting 40 red opening and then a hit for 20% of your health in 3 seconds when you don't even have time to get enough coins to use any red color defence is O V E R P O W E R E D. I'm not saying the idea of nidbanes is bad, so isnt frost, just the nidbanes are too fucking op right now.
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Re: Nidbane nerf

Postby Kaios » Thu Jan 19, 2017 6:15 pm

MadNomad wrote:devs shouldn't even make such cheap thing so powerful without any good reason :roll:


It's cheap later on but wax and metal at this early stage are not easy to come by for most players. It's a huge waste if you spend 5 wax and 5 metal and get nothing out of it. The only people that don't really have much problem obtaining these things are usually the same guys leaving scents anyways.

I really don't see what the problem is here other than the mention of faction battles and what happens after with the scents and nidbanes, that is a dilemma.
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Re: Nidbane nerf

Postby Ozzy123 » Thu Jan 19, 2017 6:16 pm

Kaios wrote:It's a huge waste if you send spend 5 wax and 5 metal and get nothing out of it.


Its not a huge waste, most of the bigger villages already have around 500 metal of low ql laying round the village, and im not even kidding. Since you can't really mine lower than -3 at this point cus of the STR required you can store some wax too.
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Re: Nidbane nerf

Postby Kaios » Thu Jan 19, 2017 6:18 pm

Ozzy123 wrote:Its not a huge waste, most of the bigger villages already have around 500 metal of low ql laying round the village, and im not even kidding. Since you can't really mine lower than -3 at this point cus of the STR required you can store some wax too.


Yeah exactly, the huge villages. Dis? Leaves scents. AP? Leaves scents. GH? Leaves scents. Oddi? Leaves scents. Your faction? Leaves scents. Ainran? Leaves scents AD? Leaves scents. Some of us have jobs dude we don't have all day to mine and look for candleberries and shit.
Last edited by Kaios on Thu Jan 19, 2017 6:18 pm, edited 1 time in total.
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