i fixed it for youmaze wrote:@Frost
Plus frost I like you. I'd not want you dead. You're my frav coolkid
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spawningmink
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Re: New nidbane idea
ChildhoodObossite wrote:I actually lowkey admire Frosty, sometimes he can be a really cool guy
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jordancoles
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Re: New nidbane idea
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 statsjordancoles 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
Check out my pro-tips threadDuhhrail 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.

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Granger
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Re: New nidbane idea
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.jordancoles wrote: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 statsjordancoles 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
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
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jordancoles
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Re: New nidbane idea
Not necessarilyGranger wrote: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.jordancoles wrote: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 statsjordancoles 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
viewtopic.php?f=54&t=47383&hilit=nidban ... ss#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
Check out my pro-tips threadDuhhrail 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.

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spawningmink
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Re: New nidbane idea
it doesnt matter what quality the nidbanes are if you have a buffed nidbane or 5 nidbanes to fightGranger wrote: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.jordancoles wrote: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 statsjordancoles 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
While the usual idea of quality in crafting might make sense in the rest of the game, for this part... not really.
ChildhoodObossite wrote:I actually lowkey admire Frosty, sometimes he can be a really cool guy
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Glorthan
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Re: New nidbane idea
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.Kaios wrote: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.maze wrote: If you have murdered someone or taken part in a act of murder. You can no longer send nidbanes.
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spawningmink
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Re: New nidbane idea
not a good idea for big team fightsGlorthan wrote: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.Kaios wrote: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.maze wrote: If you have murdered someone or taken part in a act of murder. You can no longer send nidbanes.
ChildhoodObossite wrote:I actually lowkey admire Frosty, sometimes he can be a really cool guy