Neptjunoue wrote:Death should be a penalty in a rogue-like confirguration, not a boon or bonus. Otherwise there is no discouragement or fear of death.
burgingham wrote:
It still is a pretty severe penalty. Especially for mid level players. IMO ancestor system needs to get more uses, not less. The time you invest atm is just too much to loose everything and gain nothing.
Last world I thought of Einherjer as pretty OP myself, this world for some odd reason it doesn't really have a great impact anymore. Can't quite put my finger on it, but probably has to do with groups being worth more than OP individuals now.
Oh and just for everybodies information, you don't get 25% to 75% back. It is in fact far less than that. Dying full change probably robs you of 90% of your invested LP.
Neptjunoue wrote:burgingham wrote:
It still is a pretty severe penalty. Especially for mid level players. IMO ancestor system needs to get more uses, not less. The time you invest atm is just too much to loose everything and gain nothing.
Last world I thought of Einherjer as pretty OP myself, this world for some odd reason it doesn't really have a great impact anymore. Can't quite put my finger on it, but probably has to do with groups being worth more than OP individuals now.
Oh and just for everybodies information, you don't get 25% to 75% back. It is in fact far less than that. Dying full change probably robs you of 90% of your invested LP.
Sorry if I was misunderstood. I wanted a penalty for death, not a "too painful to continue scenaro" so the Einherjar is a way to help you get back on your feet. If it was to be nerfed, then a lower cost would be justified and due to the combat stat scaling with the square root function, the nerf wouldn't be as bad and it may be used more often due to the lower cost.
Also, did we ever thought of changing the retension of skill based on LP cost rather than their numeric skill value?
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