Nidbane improvement

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

Re: Nidbane improvement

Postby wonder-ass » Sat May 19, 2018 4:58 pm

DDDsDD999 wrote:Have you ever been in any group pvp scenario, ever? Guess what, alts get spammed there, and you have to kill them, leaving murder scents.


you dont have to murder shit they are usually shitty alts with no more then 100 hp you could simply kito them to ko and keep on moving because they will be on the ground for a while. you people blame this game for dying when youre helping it walk off the edge.
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Re: Nidbane improvement

Postby DDDsDD999 » Sat May 19, 2018 5:15 pm

wonder-ass wrote:
DDDsDD999 wrote:Have you ever been in any group pvp scenario, ever? Guess what, alts get spammed there, and you have to kill them, leaving murder scents.


you dont have to murder shit they are usually shitty alts with no more then 100 hp you could simply kito them to ko and keep on moving because they will be on the ground for a while. you people blame this game for dying when youre helping it walk off the edge.

Then they send it back????? There's tons, and tons of scenarios where you have to kill characters. Please read this.
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Re: Nidbane improvement

Postby NOOBY93 » Sat May 19, 2018 5:23 pm

wonder-ass wrote:
DDDsDD999 wrote:Have you ever been in any group pvp scenario, ever? Guess what, alts get spammed there, and you have to kill them, leaving murder scents.


you dont have to murder shit they are usually shitty alts with no more then 100 hp you could simply kito them to ko and keep on moving because they will be on the ground for a while. you people blame this game for dying when youre helping it walk off the edge.

What if the fight stays approximately in the same area? You have to keep KOing the alt until it dies.
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Re: Nidbane improvement

Postby wonder-ass » Sat May 19, 2018 6:41 pm

this could simply be fixed with an ability that does no damage but knocks down characters that were previously koed. being able to just down the character non stop should lower its effectiveness.
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Re: Nidbane improvement

Postby MrPunchers » Sat May 19, 2018 10:57 pm

Let em schlurp sculls like they used to (and still do but they don't kill so lol) but the person stays alive, so you have a floppy head with no scull and get like -10000 int for squishy brain and at the dolmen you get the scull at the stats the person who was attacked at the time.
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Re: Nidbane improvement

Postby MadNomad » Sun Apr 10, 2022 3:51 pm

if a nidbane succesfully defeats opponent, it should bring the targets weapon to the one who spawned the nidbane

runed dolmen should have a separate inventory for those weapons

if the target had no weapon in hand, then another object they are wearing on themselves, if they aren't wearing anything, then something from inventory or closest containers
Last edited by MadNomad on Sun Apr 10, 2022 3:54 pm, edited 1 time in total.
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Re: Nidbane improvement

Postby DonVelD » Sun Apr 10, 2022 3:52 pm

MadNomad wrote:if a nidbane succesfully defeats opponent, it should bring the targets weapon to the one who spawned the nidbane

runed dolmen should have a separate inventory for those weapons

thank you for your contribution to this few years old topic!
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