New nidbane idea

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

Re: New nidbane idea

Postby spawningmink » Thu Jan 26, 2017 7:52 pm

maze wrote:@Frost


Plus frost I like you. I'd not want you dead. You're my frav coolkid

i fixed it for you
ChildhoodObossite wrote:I actually lowkey admire Frosty, sometimes he can be a really cool guy

spawningmink
Under curfew
 
Posts: 2629
Joined: Wed Mar 26, 2014 7:19 pm

Re: New nidbane idea

Postby jordancoles » Thu Jan 26, 2017 7:52 pm

jordancoles wrote:IMO if the total LP of the killed ancestor was factored into the strength of the nidbane (instead of fetter q) and if only the wronged player's inherit was able to send a nidbane it would be a more balanced mechanic

But that's not considering a few things such as what you could do with vandal/theft scents since they're not specific to a character, and the fact that a dead character crafting a fetter would gimp the quality, meaning you'd likely need to be able to hold on to the scent for much longer to give you a chance to regain some crafting stats
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
Image Image Image
User avatar
jordancoles
 
Posts: 14076
Joined: Sun May 29, 2011 6:50 pm
Location: British Columbia, Canada

Re: New nidbane idea

Postby Granger » Thu Jan 26, 2017 11:59 pm

jordancoles wrote:
jordancoles wrote:IMO if the total LP of the killed ancestor was factored into the strength of the nidbane (instead of fetter q) and if only the wronged player's inherit was able to send a nidbane it would be a more balanced mechanic

But that's not considering a few things such as what you could do with vandal/theft scents since they're not specific to a character, and the fact that a dead character crafting a fetter would gimp the quality, meaning you'd likely need to be able to hold on to the scent for much longer to give you a chance to regain some crafting stats


And because of this the nidbane system is a failure for hermit characters as they, should they find the scent and the other materials, are not really able to make a fetter that is high quality enough to get a nidbane that will succeed.

While the usual idea of quality in crafting might make sense in the rest of the game, for this part... not really.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Granger
 
Posts: 9254
Joined: Mon Mar 22, 2010 2:00 pm

Re: New nidbane idea

Postby jordancoles » Fri Jan 27, 2017 12:18 am

Granger wrote:
jordancoles wrote:
jordancoles wrote:IMO if the total LP of the killed ancestor was factored into the strength of the nidbane (instead of fetter q) and if only the wronged player's inherit was able to send a nidbane it would be a more balanced mechanic

But that's not considering a few things such as what you could do with vandal/theft scents since they're not specific to a character, and the fact that a dead character crafting a fetter would gimp the quality, meaning you'd likely need to be able to hold on to the scent for much longer to give you a chance to regain some crafting stats


And because of this the nidbane system is a failure for hermit characters as they, should they find the scent and the other materials, are not really able to make a fetter that is high quality enough to get a nidbane that will succeed.

Not necessarily

viewtopic.php?f=54&t=47383&hilit=nidbane+success#p617686

But yeah, you won't be killing anything other than some Korean scrubs with low q nidbanes unless they were super unprepared or afk
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
Image Image Image
User avatar
jordancoles
 
Posts: 14076
Joined: Sun May 29, 2011 6:50 pm
Location: British Columbia, Canada

Re: New nidbane idea

Postby spawningmink » Fri Jan 27, 2017 5:16 am

Granger wrote:
jordancoles wrote:
jordancoles wrote:IMO if the total LP of the killed ancestor was factored into the strength of the nidbane (instead of fetter q) and if only the wronged player's inherit was able to send a nidbane it would be a more balanced mechanic

But that's not considering a few things such as what you could do with vandal/theft scents since they're not specific to a character, and the fact that a dead character crafting a fetter would gimp the quality, meaning you'd likely need to be able to hold on to the scent for much longer to give you a chance to regain some crafting stats


And because of this the nidbane system is a failure for hermit characters as they, should they find the scent and the other materials, are not really able to make a fetter that is high quality enough to get a nidbane that will succeed.

While the usual idea of quality in crafting might make sense in the rest of the game, for this part... not really.

it doesnt matter what quality the nidbanes are if you have a buffed nidbane or 5 nidbanes to fight
ChildhoodObossite wrote:I actually lowkey admire Frosty, sometimes he can be a really cool guy

spawningmink
Under curfew
 
Posts: 2629
Joined: Wed Mar 26, 2014 7:19 pm

Re: New nidbane idea

Postby Glorthan » Fri Jan 27, 2017 6:12 am

Kaios wrote:
maze wrote:If you have murdered someone or taken part in a act of murder. You can no longer send nidbanes.


Half the issue with the mechanics they add are that they are too convoluted. What exactly entails someone having taken part in a murder anyways? They aggrod the person that died so now they've "taken part?" And the more steps involved in a process like that, the more cheesy ways to avoid leaving any murder scent at all will be available.

What about the person that deals the knockout blow has the option to murder, on the flower menu. Takes ~10 seconds & has an obvious animation to allow KOed people to be rescued/protected.
Glorthan
 
Posts: 1099
Joined: Tue Jun 11, 2013 4:33 pm

Re: New nidbane idea

Postby spawningmink » Fri Jan 27, 2017 9:30 pm

Glorthan wrote:
Kaios wrote:
maze wrote:If you have murdered someone or taken part in a act of murder. You can no longer send nidbanes.


Half the issue with the mechanics they add are that they are too convoluted. What exactly entails someone having taken part in a murder anyways? They aggrod the person that died so now they've "taken part?" And the more steps involved in a process like that, the more cheesy ways to avoid leaving any murder scent at all will be available.

What about the person that deals the knockout blow has the option to murder, on the flower menu. Takes ~10 seconds & has an obvious animation to allow KOed people to be rescued/protected.

not a good idea for big team fights
ChildhoodObossite wrote:I actually lowkey admire Frosty, sometimes he can be a really cool guy

spawningmink
Under curfew
 
Posts: 2629
Joined: Wed Mar 26, 2014 7:19 pm

Previous

Return to Critique & Ideas

Who is online

Users browsing this forum: BLEX [Bot], Claude [Bot], Dotbot [Bot] and 44 guests