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BatMUD Forums > Bs > Re: crimson

 
 
#1
28 Jul 2004 15:10
 
 
1) make mobs blast more singe blast spells
2) to front row
3) make them hurt a lot more (TM)
3) to back row also


also consider: tune grapple go more mobs grapple but grapple helps evade
grapple (or some other skill) / mobs get to terrorize tanks, only brave
crimsons with enough rep can withstand that and calm fellow tanks when
leading... and more of such quality ideas can be provided by yours truelly

---
Blux

 
 
 
Blux
1y, 33d, 17h, 58m, 38s old
Level:
100
 
 
#2
29 Jul 2004 11:25
 
 
Blux wrote:
1) make mobs blast more singe blast spells
2) to front row
3) make them hurt a lot more (TM)
3) to back row also


also consider: tune grapple go more mobs grapple but grapple helps evade
grapple (or some other skill) / mobs get to terrorize tanks, only brave
crimsons with enough rep can withstand that and calm fellow tanks when
leading... and more of such quality ideas can be provided by yours truelly
The thing that strikes me about most of the crimson "uptunes" is that they
don't give +gameplay to the guild. The thing that makes hybrids so attractive
is they can do a lot in parties, not just sit there typing party status. If
you don't do dam and if you can't boost other players abilities then guild ==
mind numbingly boring. For what it's worth, stop downtuning enjoyable guild
combos, try making the boring ones more fun. But as some other player said to
me, downtuning the more popular guilds and (hopefully) making people play the
less fun guilds is easier :P
Moss.

 
Rating:
3
Votes:
3
 
 
Moss
215d, 16h, 56m, 16s old
Level:
90