Search found 669 matches

by Dorn
Mon Apr 14, 2025 10:11 pm
Forum: General Discussion
Topic: Pondering the "no reason not to" issues of the skill system
Replies: 33
Views: 1042

Re: Pondering the "no reason not to" issues of the skill system

If you don't feel like abilities are sufficient, have you considered lowering the overall skill cap but perhaps allowing abilities in the different fields to push that higher? Sort of like the concept you were considering in COGG.

1250 cap for all, pick up a Melee ability, your cap for melee combat ...
by Dorn
Sun Apr 13, 2025 12:42 pm
Forum: General Discussion
Topic: Pondering the "no reason not to" issues of the skill system
Replies: 33
Views: 1042

Re: Pondering the "no reason not to" issues of the skill system

Should being capable with several weapon types be that much of an issue? What is too many? People are locked to a focus anyway, so you can't specialize in everything even with the Guilds that have basic utilization of two weapon types instead of weapon/shield like others.
by Dorn
Sun Apr 13, 2025 11:59 am
Forum: General Discussion
Topic: Pondering the "no reason not to" issues of the skill system
Replies: 33
Views: 1042

Re: Pondering the "no reason not to" issues of the skill system


The idea isn't that you would lose your current character, just that any extra skill points could apply towards an alt's development. But that would only be an issue if we went to a threshold or ability level cap system anyway, which I doubt would happen.


Ah. I didn't realize it worked that way ...
by Dorn
Sun Apr 13, 2025 11:58 am
Forum: General Discussion
Topic: Pondering the "no reason not to" issues of the skill system
Replies: 33
Views: 1042

Re: Pondering the "no reason not to" issues of the skill system

On a more serious note, I'm curious what element of Cv2 in regards to skills aren't working for you?

Cv1, a few things started to get locked behind abilities because you were unhappy with how everyone did everything and so some of the more "abused" skills got locked behind abilities (Smithing, and ...
by Dorn
Sun Apr 13, 2025 11:41 am
Forum: General Discussion
Topic: Pondering the "no reason not to" issues of the skill system
Replies: 33
Views: 1042

Re: Pondering the "no reason not to" issues of the skill system

I would almost suggest something similar to the sunset system but using extra skill points, except some people don't have or want to have alts so that wouldn't benefit them :( I guess I don't really have any answers for how to solve this dilemma. I personally don't like how it is currently, but I ...
by Dorn
Sun Apr 13, 2025 11:17 am
Forum: General Discussion
Topic: Pondering the "no reason not to" issues of the skill system
Replies: 33
Views: 1042

Re: Pondering the "no reason not to" issues of the skill system

Isn't that the point of abilities?
by Dorn
Sun Apr 13, 2025 10:31 am
Forum: Feature Requests and Suggestions
Topic: Idea: Cogg/Clok Skillgain hybridization
Replies: 12
Views: 343

Re: Idea: Cogg/Clok Skillgain hybridization

I will say, in regards to combat least, there are always the other options that have been floated around before.

Bonus skill based on damage caused, encouraging people to actually hurt mobs.
Bonus skill based on a kill/flee shot, encouraging people to actually defeat mobs.
Bonus skill across the ...
by Dorn
Sun Apr 13, 2025 9:40 am
Forum: General Professions
Topic: Skinning Observations and Suggestions:
Replies: 20
Views: 8379

Re: Skinning Observations and Suggestions:


One thing I'll point out is that it doesn't have to be a set in stone law that combat skill = skinning challenge. It'd just be a convenient forumla to initially fill out a range of skinning challenges so that there's something out there beyond the current 3 levels of skinning challenge. It wouldn ...
by Dorn
Sun Apr 13, 2025 9:21 am
Forum: Feature Requests and Suggestions
Topic: Idea: Cogg/Clok Skillgain hybridization
Replies: 12
Views: 343

Re: Idea: Cogg/Clok Skillgain hybridization

I'd honestly like to see something like this, especially for Combat though I'm not sure it is necessary for Crafting.

As I mentioned in CHAT, I miss feeling like I need to go out there and actually engage with systems to try and accomplish something efficiently and cater to the strengths/abilities ...
by Dorn
Sun Apr 13, 2025 7:31 am
Forum: Feature Requests and Suggestions
Topic: Riding Skill & Horse Skill
Replies: 0
Views: 69

Riding Skill & Horse Skill

I know it has been floated about before, but I'd like to suggest having a character's horse skills capped by the character's riding skill. Be it anywhere from 1/2 of it to a 1/4 of it, but put it down to the expert horseman knowing how to best utilize their mounts.
by Dorn
Sun Apr 13, 2025 6:09 am
Forum: General Combat
Topic: High Skill Characters and Loot
Replies: 26
Views: 1892

Re: High Skill Characters and Loot



... but for the common "grindable" spawns I think it'd be a lot better to just have them be consistent with all their combat skills matching up perfectly. Makes it less of a pain trying to figure out what to practice on. Like a rare mob with a really high offense but really low defense, or vice ...
by Dorn
Sun Apr 13, 2025 5:34 am
Forum: General Professions
Topic: Skinning Observations and Suggestions:
Replies: 20
Views: 8379

Re: Skinning Observations and Suggestions:

Having had time to think on things more, I'm not hugely a fan of combat skill = skinning challenge.

Previously, skinning and exploring it was a choice that wasn't necessarily tied to a pure combat character. In Clok, it required an ability point to unlock in the first place, and frequently ...
by Dorn
Sat Apr 12, 2025 9:01 am
Forum: Combat Zones
Topic: Ravaged Wagon Camp
Replies: 3
Views: 142

Re: Ravaged Wagon Camp

I've actually a bug report about the ruins in myself. They're Cogg state, not Clok. Hugely surprised me. Was expecting a 1-shot.
by Dorn
Sat Apr 12, 2025 8:25 am
Forum: Combat Zones
Topic: Ravaged Wagon Camp
Replies: 3
Views: 142

Ravaged Wagon Camp

Can I suggest the mobs at the Ravaged Wagon Camp being looked over? They're very low skill level from the transfer over, but full of the deadliness/abilities/attacks that were found in Cogg.
by Dorn
Sat Apr 12, 2025 8:22 am
Forum: Combat Zones
Topic: Willow Asylum interiors updated
Replies: 5
Views: 506

Re: Willow Asylum interiors updated

Cool. This was always a super interesting area due to the lore involved, but the inner parts definitely catered to only certain individuals/styles. Nice to have it expanded and potentially be a little more inclusive.
by Dorn
Fri Apr 11, 2025 1:27 pm
Forum: General Combat
Topic: High Skill Characters and Loot
Replies: 26
Views: 1892

Re: High Skill Characters and Loot

Men-at-arms, Footmen, and Dreadnoughts were the old collection. I want to say 400, 700, and 1400 skill range for Redleaf.
by Dorn
Thu Apr 10, 2025 12:56 pm
Forum: General Professions
Topic: Skinning Observations and Suggestions:
Replies: 20
Views: 8379

Re: Skinning Observations and Suggestions:

The only thing I'd say is it very much ties skinning ability to combat skill. I imagine some might consider that a con.
by Dorn
Wed Apr 09, 2025 10:38 am
Forum: General Combat
Topic: High Skill Characters and Loot
Replies: 26
Views: 1892

Re: High Skill Characters and Loot

I've only the experience from the top end of the equation currently (can't bring myself to roll a new character), but unless the target I'm going after offers something I can skin then it doesn't matter what I hunt. I simply won't break even. Even with some mobs that I can skin, due to their ...
by Dorn
Sun Apr 06, 2025 11:27 am
Forum: Feature Requests and Suggestions
Topic: QOL: Can I repair it?
Replies: 0
Views: 146

QOL: Can I repair it?

Would it be possible to have a way to assess if you can currently repair in its current state before actually attempting? I admit, this is probably more worthwhile to those who deal with blacksmithing.
by Dorn
Thu Apr 03, 2025 12:47 pm
Forum: General Combat
Topic: Suggestions and Observations: Dreadnought
Replies: 6
Views: 631

Re: Suggestions and Observations: Dreadnought

Agree with pretty much everything. I've wondered if two-handed weapons as a whole need an uptick, as the combat style is weaker as a whole in Clok vs weapon/shield which in turn wouldn't necessarily require a damage tweak for our follow-up punches. At the same time, agree with the durability aspect ...
by Dorn
Fri Mar 28, 2025 1:12 pm
Forum: Feature Requests and Suggestions
Topic: Reaction: Punch and Kick
Replies: 2
Views: 536

Re: Reaction: Punch and Kick


I think I have a bug report in about the gauntlets, but it might be nice if we could have Followup Punch replaced by Followup Blow to vary the attacks. Honestly, I think just fixing the issue with the gauntlets would be ideal.


At the end of the day, punch was decided to simplify the whole idea ...
by Dorn
Fri Mar 28, 2025 11:35 am
Forum: Feature Requests and Suggestions
Topic: Reaction: Punch and Kick
Replies: 2
Views: 536

Reaction: Punch and Kick

With the addition of kick, would it be possible to include that as a possibility for brawling reactive abilities? Why? Equipment wear. Not sure about anyone else, but my gauntlets always need repairing, even more so than my weapon. From a benefit point of view, I'd personally appreciate having the ...
by Dorn
Tue Mar 25, 2025 9:41 am
Forum: Bug Reports
Topic: Magic shields and 2-handed weapons
Replies: 10
Views: 1577

Re: Magic shields and 2-handed weapons

Rias wrote: Mon Mar 24, 2025 8:53 amNo plans to change that. I know some people didn't like it, but it was and still is the design intent, and a big part of their theme.
Figured as much unfortunately. Won't be the first time I don't use their kit.
by Dorn
Sat Mar 22, 2025 11:27 am
Forum: Bug Reports
Topic: Magic shields and 2-handed weapons
Replies: 10
Views: 1577

Re: Magic shields and 2-handed weapons

Well the default armor wouldn't work anymore for harbingers, considering how much 3 of the specs don't exactly get along with heavy armor. Though I'm curious on how much freedom there is for armored casting, or it'd take an approach like CLOK1 did. Current thing preventing me from committing to any ...
by Dorn
Sat Mar 22, 2025 10:47 am
Forum: Bug Reports
Topic: Magic shields and 2-handed weapons
Replies: 10
Views: 1577

Re: Magic shields and 2-handed weapons

Why a joke needs that much delving into...

Though I am curious to see if casting as a Harbinger is given a bit more flexibility/allowance this time around instead of locking it behind using a specific set of equipment.

Still, awesome bug. The sort of one you could have a lot of fun creating a ...

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