Nidbane nerf

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

Re: Nidbane nerf

Postby dafels » Sat Jan 21, 2017 12:45 pm

I doubt Kaios has fought a single nidbane in the new combat.
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Re: Nidbane nerf

Postby Kirche » Sat Jan 21, 2017 1:01 pm

Should make it so that you're not allowed to send a nidbane after a murder scent if the body & skull is buried, maybe keep existing nidbanes going to their destination.
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Re: Nidbane nerf

Postby Atamzsiktrop » Sat Jan 21, 2017 1:43 pm

Potjeh wrote:An arbitrary line. Could also be based on total LP, maybe something like 10-20k.


that should be raised way more in order to stop alts, but that would also hurt newbs
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Re: Nidbane nerf

Postby mietzi94 » Sat Jan 21, 2017 3:31 pm

Potjeh wrote:Please no power based on delta UA. Sure, naked alts are a problem, but that can be solved differently. How about drawing the line at Yeomanry? Killing a character without it would result in weaker scents.


Tell me how do you want to deal with naked alts next to salt basins sir? Asking them to go away? Tbh. Local ressources should require a skill you need to learn to pick them up. Those are meant to be choke points for possible fights and not just being choke points for nudist partys.
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Re: Nidbane nerf

Postby Kaios » Sat Jan 21, 2017 3:35 pm

dafels wrote:I doubt Kaios has fought a single nidbane in the new combat.


I only ever had vandal nidbanes sent on me and they weren't that hard.
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Re: Nidbane nerf

Postby Potjeh » Sat Jan 21, 2017 3:36 pm

mietzi94 wrote: Local ressources should require a skill you need to learn to pick them up. Those are meant to be choke points for possible fights and not just being choke points for nudist partys.

Reasonable suggestion.
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Re: Nidbane nerf

Postby azrid » Sat Jan 21, 2017 4:00 pm

Kirche wrote:Should make it so that you're not allowed to send a nidbane after a murder scent if the body & skull is buried, maybe keep existing nidbanes going to their destination.

this
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Re: Nidbane nerf

Postby bmjclark » Sat Jan 21, 2017 5:28 pm

One "nerf" i'd like to see to nidbanes is to make it so they don't just appear on top of you if you're underground when they happen to reach you. Friend was mining the other day when a nidbane appeared out of no where and aggro'd instantly while he still had his mining gear on, heart attacks were had all around. It'd be nice if they would go above and underground as you do so you can still see them approaching and get ready, though it's a small thing.
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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Re: Nidbane nerf

Postby jordancoles » Sat Jan 21, 2017 5:32 pm

bmjclark wrote:One "nerf" i'd like to see to nidbanes is to make it so they don't just appear on top of you if you're underground when they happen to reach you. Friend was mining the other day when a nidbane appeared out of no where and aggro'd instantly while he still had his mining gear on, heart attacks were had all around. It'd be nice if they would go above and underground as you do so you can still see them approaching and get ready, though it's a small thing.

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Re: Nidbane nerf

Postby spawningmink » Sat Jan 21, 2017 7:14 pm

bump, still waiting for devs idea
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