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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Nidbane nerf
Nah, idea here is that the people who sent the nidbane try to track down the criminal before he makes it back to his hearth vault. Of course people would spam the shit out of this so it wouldn't actually work as intended, but it's an interesting concept.
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NOOBY93
- Posts: 6528
- Joined: Tue Aug 09, 2011 1:12 pm
Re: Nidbane nerf
this doesn't solve the problem at all lmao. Only the victim can send the nidbane? Why?Potjeh wrote:LMFAO. If this actually happened to you you need to learn to alt & hearth vault.NOOBY93 wrote:Scents (get tracked and killed)
IMO the way to go here is to just make nidbanes less spammable. I'd go with making it so only one nidbane can be sent per scent. So murderers can't abuse it by sending a shit q one against themselves, only the victim (descendant in case of murder) should be able to send this single nidbane (somebody else can still craft the fetter, though).
Only one nidbane per scent = they can't kill.
The problem is that nidbanes are either OP or useless and their mechanics need to be completely changed before they're actually proper again.
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Nidbane nerf
Well the idea is that you have to think about how many scents you're leaving. If you're careful they can't nidbane kill you, but if you go on a rampage you're a dead man.
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Aceb
- Posts: 1831
- Joined: Wed Jun 16, 2010 2:34 pm
Re: Nidbane nerf
1. Make that if someone steal from You and leave ton shitload of scents, You can send like... 1 nidbane for every 10thief scents?
2. Only 1 nidbanee for every murder/assualt scent?
3. Reduce the highly numbers of nidorans but make them a bit stronger...? (or atleast only one from murder and a little bit thief one after reducing numbers )
While I like the idea of "stealing % stats" from someone, it is really bad, unless capped at some point, because I can see already few players using that to gain huge advantage in PvP against other players or be able to hunt bigger animals.
Reducing numbers of nids but increasing their power a little.
2. Only 1 nidbanee for every murder/assualt scent?
3. Reduce the highly numbers of nidorans but make them a bit stronger...? (or atleast only one from murder and a little bit thief one after reducing numbers )
While I like the idea of "stealing % stats" from someone, it is really bad, unless capped at some point, because I can see already few players using that to gain huge advantage in PvP against other players or be able to hunt bigger animals.
Reducing numbers of nids but increasing their power a little.
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Ysh
- Posts: 5953
- Joined: Sun Jan 31, 2010 4:43 am
- Location: Chatting some friends on forum
Re: Nidbane nerf
You mean like nidoking?Aceb wrote:3. Reduce the highly numbers of nidorans but make them a bit stronger...?
I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
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shubla
- Posts: 13041
- Joined: Sun Nov 03, 2013 11:26 am
- Location: Finland
Re: Nidbane nerf
Its already like thisAceb wrote: 2. Only 1 nidbanee for every murder/assualt scent?

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Aceb
- Posts: 1831
- Joined: Wed Jun 16, 2010 2:34 pm
Re: Nidbane nerf
Oh... That's good to know cuz sometimes people make impression like there's a shit ton load of them and it is impossible to handle it but... well if someone is a serial murderer in short time then, it shouldn't be easy to defend himself from nidos...?shubla wrote:Its already like thisAceb wrote: 2. Only 1 nidbanee for every murder/assualt scent?
Next update: Moon stone introductionYsh wrote:You mean like nidoking?Aceb wrote:3. Reduce the highly numbers of nidorans but make them a bit stronger...?
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spawningmink
- Under curfew
- Posts: 2629
- Joined: Wed Mar 26, 2014 7:19 pm
Re: Nidbane nerf
this is not true at all, if you attack a nidbane wiht friends they will all aggro youLeafstab wrote: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 groupspawningmink 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
ChildhoodObossite wrote:I actually lowkey admire Frosty, sometimes he can be a really cool guy
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bladeking230
- Posts: 85
- Joined: Mon Dec 05, 2011 8:59 pm
Re: Nidbane nerf
Don't nerf them. That's the whole point of doing a crime. You get rekt by a demon.. if you trespass, Death. If you steal, death. You know it's good as a way to stop people doing crimes u less they have high enough levels to fend the demon off. So no to nerf.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Nidbane nerf
Bad ideas here:
- 'stealing' stats since this would just lead to mass-sacrificing alts to get the gains
- 'only one' and the offender would simply pick his own scent after the bad deed and use a low-developed alt to send a low quality, easily defeatable, one
- 'only the victim' is bad as this would give even more incentive to the strategy of scorched earth (destroy all HFs on a raid so they can't
IMHO stuff to think about would be:
- if they shouldn't be attackable by anyone else but their victim (as they're fricking ghosts)
- if, in case others should still be able to attack them, they should buff up according to the character(s) they're in combat with, so simply coming with a better character (or a group of them) wouldn't be an easy solution to them anymore
- removing quality aspects of dolmen and fetter as these reduce the effectiveness for lower developed (or just inherited hermit) characters
- mechanics that allow to avenge crimes without comitting some yourself when having scent(s) of the one you act against
- 'stealing' stats since this would just lead to mass-sacrificing alts to get the gains
- 'only one' and the offender would simply pick his own scent after the bad deed and use a low-developed alt to send a low quality, easily defeatable, one
- 'only the victim' is bad as this would give even more incentive to the strategy of scorched earth (destroy all HFs on a raid so they can't
IMHO stuff to think about would be:
- if they shouldn't be attackable by anyone else but their victim (as they're fricking ghosts)
- if, in case others should still be able to attack them, they should buff up according to the character(s) they're in combat with, so simply coming with a better character (or a group of them) wouldn't be an easy solution to them anymore
- removing quality aspects of dolmen and fetter as these reduce the effectiveness for lower developed (or just inherited hermit) characters
- mechanics that allow to avenge crimes without comitting some yourself when having scent(s) of the one you act against
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
