Search found 41 matches

by Dean
Sun Feb 23, 2025 7:53 pm
Forum: Feature Requests and Suggestions
Topic: Balancing Tumble
Replies: 31
Views: 5723

Re: Balancing Tumble


Overall, while I don't want Duelists to be constantly getting tagged with bad wounds and having to run to get healed, it was admittedly weird to feel safer in melee against like-skill mobs as a dagger-wielding light-armor Duelist than when playing my Marauder or Guardian characters who both use ...
by Dean
Sun Feb 23, 2025 6:02 pm
Forum: Feature Requests and Suggestions
Topic: Balancing Tumble
Replies: 31
Views: 5723

Re: Balancing Tumble


Both Tumble's current shorter cooldown and the Combat Analysis bonus rerolls were set in a time when only one defense method (of Dodge/Block/Parry) was used and so they felt a little more necessary to keep the lightly-armored Duelists alive in that situation.


As a suggestion that goes somewhere ...
by Dean
Sun Feb 23, 2025 5:22 pm
Forum: General Discussion
Topic: Upcoming: More deliberate skill advancement
Replies: 9
Views: 2448

Re: Upcoming: More deliberate skill advancement



Is Meditation still going to be the Resist Fear and Swamp Zombie Thoughts skill, and if not, what is?


The Meditation skill will still exist in the way it did in CLOK1: not able to be skilled up, but still there to be potentially affected by various buffs or debuffs. I prefer the idea that ...
by Dean
Sat Feb 22, 2025 8:21 pm
Forum: Feature Requests and Suggestions
Topic: Balancing Tumble
Replies: 31
Views: 5723

Re: Balancing Tumble

The comparison of armor deflection to tumble is a stretch at best and willful ignorance at worst, it's not even close or worth trying to argue in detail.

Tumble is, according to its description

1. Based on 100% of your Dodge skill.

2. Opposed by 75% of the opponent's Melee Combat skill.

3 ...
by Dean
Sat Feb 15, 2025 10:13 am
Forum: Roleplaying Feedback and Shout-Outs
Topic: Some Thoughts On Character Interaction
Replies: 10
Views: 2803

Re: Some Thoughts On Character Interaction

I'm a newer player, having been around for about four months or so, and I've run into the full spectrum of welcoming- and outright anti-newbie behaviors, on both an IC and OOC level. I will say - it's considerably worse on an OOC level, in the time I've been here, to the point that I just mute all ...
by Dean
Fri Feb 14, 2025 4:00 pm
Forum: General Discussion
Topic: Canyon: Stygian Aura
Replies: 17
Views: 3585

Re: Canyon: Stygian Aura


But it communicates it to the NPCs, and, if a new player learns what it means, it can communicate to them that someone is a Corvite who they didn't know was. It's not like we can put a tag on them that says, Also here: Dorn (A Corvite).

It's just flavor roleplay stuff.


If it's something ...
by Dean
Fri Feb 14, 2025 3:54 pm
Forum: General Discussion
Topic: Canyon: Stygian Aura
Replies: 17
Views: 3585

Re: Canyon: Stygian Aura

As a new player, I had literally no idea what the stygian aura was. I just thought it was some sort of cool thing Dorn had going on and paid no attention to it whatsoever.

If it's meant to be a defense system, it's blatantly failing at that task, because legacy characters know Dorn is a Corvite ...
by Dean
Thu Feb 06, 2025 7:49 am
Forum: Feature Requests and Suggestions
Topic: Player to player skill training
Replies: 4
Views: 1121

Re: Player to player skill training

I don't dislike the idea on principle, but I don't think the execution needs to be this detailed.

Couldn't you just RP with someone, an in-character training scene that lays out the things abstracted by NPC trainers - tips, tricks, advise on stances, whatever - and then nominate them for RPA?

RPA ...
by Dean
Wed Feb 05, 2025 12:02 pm
Forum: General Combat
Topic: Melee and Marksmanship skillgains no longer quartered
Replies: 11
Views: 2855

Re: Melee and Marksmanship skillgains no longer quartered


I very much want to use the meme, "You guys are getting paid?" It is possibly due to capped skills, but even against mobs that I'd consider "acceptable" for my skill range... well. I've comments about the wealth income in comparison to training/repairs/healing. The riln/drop system seems pretty ...
by Dean
Tue Feb 04, 2025 6:29 am
Forum: General Combat
Topic: Melee and Marksmanship skillgains no longer quartered
Replies: 11
Views: 2855

Re: Melee and Marksmanship skillgains no longer quartered

Having tested this for a few days, I can confirm - my Rook is rendering mobs obsolete before he reaches them. If he trains on a given mob until it no longer gives XP, his Marksmanship is so high (from training Cryomancy and Sorcery both) that the next mob after that drops minimal to zero riln.

I'll ...
by Dean
Mon Feb 03, 2025 1:34 pm
Forum: Feature Requests and Suggestions
Topic: COMBAT DEFENSE(order)
Replies: 1
Views: 639

Re: COMBAT DEFENSE(order)

This would go a long way toward doing away with weirder strategies for leveling defenses. Shield Use, for example, is hard to level because Dodge gets in the way, which results in weird (but necessary) strategies like purposefully encumbering yourself.

At a higher skill level, turning off all but ...
by Dean
Sun Feb 02, 2025 5:30 pm
Forum: Feature Requests and Suggestions
Topic: Skill gain
Replies: 2
Views: 840

Re: Skill gain

Popping in here to mention that there have been a number of changes to the skill-gain formula in the last week or two, and for the most part there has been improvement across the board.

However, Metalworking, the original issue, is still stuck. Prior to the last update, it got stuck at 400 with no ...
by Dean
Sat Feb 01, 2025 7:30 am
Forum: Sorcery
Topic: Let us write on vials (please!)
Replies: 9
Views: 7674

Re: Let us write on vials (please!)


What's the passive aggression for? This is an opinion that many players have developed over years, and one that has been stated by the developer. Sorry for having thoughts about a publicly proposed idea.


None intended. I'm just not privy to any opinions or comments from before I joined the game ...
by Dean
Fri Jan 31, 2025 3:23 pm
Forum: Sorcery
Topic: Let us write on vials (please!)
Replies: 9
Views: 7674

Re: Let us write on vials (please!)

Gorth wrote: Fri Jan 31, 2025 3:05 pm As long as it was limited to specific items, and tightly. Labels were bad, in the last game.
I have no context whatsoever for how adding 15 characters to an item's description is bad, so unless you'd be so kind as to share, I suppose I'll just have to take your word for it.
by Dean
Fri Jan 31, 2025 2:18 pm
Forum: Sorcery
Topic: Let us write on vials (please!)
Replies: 9
Views: 7674

Re: Let us write on vials (please!)

A generic labeling command that simply appends ", labeled as <15 character label text>" to a targeted item would be a wildly beneficial QOL feature and would eliminate needing snowflake code for specific types of items.
by Dean
Fri Jan 31, 2025 8:05 am
Forum: Feature Requests and Suggestions
Topic: QOL: Occult List/Describe
Replies: 0
Views: 1017

QOL: Occult List/Describe

A new command for quality of life purposes, syntax:

cast list
occult list
occult cast list

As default aliases.

It should return an alphabetized list of known spells available to the character with 'cast', including their number and default casting alias (or none, if none exist yet), such as ...
by Dean
Fri Jan 31, 2025 7:38 am
Forum: Feature Requests and Suggestions
Topic: Multi-skill practice shenanigans
Replies: 2
Views: 650

Re: Multi-skill practice shenanigans


I can continue getting full shield use practice off of mobs for much longer just by switching from a hard shield to a sorcerous shield after they stop giving practice with just shield use.


Minor nitpick, but when I used Cryosorcerous Disk, I only received Shield Use practice, not Sorcery ...
by Dean
Thu Jan 30, 2025 6:03 pm
Forum: General Combat
Topic: Melee and Marksmanship skillgains no longer quartered
Replies: 11
Views: 2855

Re: Melee and Marksmanship skillgains no longer quartered


Per the changelog: "The formula that estimates combat challenge rating between two characters (used for loot potential modifications among other things) has been updated to also consider the best of each character's directly combat-applicable attack skills (swords, archery, pyromancy, etc.) in ...
by Dean
Thu Jan 30, 2025 3:52 pm
Forum: General Combat
Topic: Melee and Marksmanship skillgains no longer quartered
Replies: 11
Views: 2855

Re: Melee and Marksmanship skillgains no longer quartered


I think that's all right. Any reason it should be further restricted when mixing elements? I figure it's kind of like if someone kept swapping between a sword and a mace each attack, their Melee would grow faster than either their Sword or Hafted skill.


My only comment on this in general is it ...
by Dean
Tue Jan 28, 2025 7:31 am
Forum: Feature Requests and Suggestions
Topic: Ability Unlearn
Replies: 16
Views: 4904

Re: Ability Unlearn


Don't really have anything additional to add, beyond the fact I'm in agreement with all of the above.


Same, mostly. My only tack-on is that other games (in general) assign a cost to this on-release, but during testing, make swapping things around free.

If we want every ability to be rigorously ...
by Dean
Mon Jan 27, 2025 6:42 pm
Forum: General Professions
Topic: Skinning Observations and Suggestions:
Replies: 20
Views: 8414

Re: Skinning Observations and Suggestions:

Chiming in to mention I am also stuck at 134 on the dot. There's something weird going on where the challenge isn't proportional to the max level threshold, as there are still some mobs I cannot successfully skin whatsoever, while every mob I can find no longer gives any XP.
by Dean
Fri Jan 24, 2025 1:24 pm
Forum: General Combat
Topic: Two-Handed Combat - Armor, Damage, and Defenses
Replies: 25
Views: 4319

Re: Two-Handed Combat - Armor, Damage, and Defenses


Definitely - wasn't debating light vs heavy armor at the armor use cap, just pointing out that the reality that I've observed doesn't match the calculated 28% number.

I hadn't considered morale as an explanation though - that's a good callout. As much as I love science, that also sounds ouchy to ...
by Dean
Fri Jan 24, 2025 12:58 pm
Forum: General Combat
Topic: Two-Handed Combat - Armor, Damage, and Defenses
Replies: 25
Views: 4319

Re: Two-Handed Combat - Armor, Damage, and Defenses




Looking back at my last ~50 defense rolls, I see five instances of an armor penalty, so roughly 10% in this relatively small sample. Pretty far from the 28% that would result from a straight roll.


If you don't mind sharing, we can work backwards from this.

When you run the 'armor' command ...
by Dean
Fri Jan 24, 2025 12:46 pm
Forum: General Combat
Topic: Two-Handed Combat - Armor, Damage, and Defenses
Replies: 25
Views: 4319

Re: Two-Handed Combat - Armor, Damage, and Defenses



I'm not a two handed weapon user outside of the occasional glaive (I just like glaives), but I will stick my oar in and say yes, armor hindrance penalties are a pain. I trained in heavy armor up to the current soft cap when I normally only wear light armor, and even now I still have about a 23 ...
by Dean
Fri Jan 24, 2025 12:45 pm
Forum: General Combat
Topic: Two-Handed Combat - Armor, Damage, and Defenses
Replies: 25
Views: 4319

Re: Two-Handed Combat - Armor, Damage, and Defenses


Realistically, any change to Reach would effect everyone, not just heavy armor classes.


Sure, but just as heavy armor classes are better at using heavy armor than others, it's not unreasonable for Dreadnaught (and possibly Berserker?) to have features that make them better at using two-handed ...

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