Download Game! Currently 92 players and visitors. Last logged in:SloppyStylusAinaDrifter

BatMUD Forums > Flame > Re: perkele

 
 
#1
21 Oct 2005 11:31
 
 
please upgrade the crappier guild leadership bonuses to be on the same
powerlevel as some. I have a few suggestions here incase you can't come up
with any.

crimsoleader: give them a 50% less damage taken ( any damage)
channellers: give them 150% ratio replenish energy and same for drains
psis: allow the leader to decide to get mastery hit into next spell ( for para
etc) once every 10mins or so
locs: give the leaderblade ability to switch damatype on command ( and
ofcourse 100% of said damagetype, also add triple the damage & strbonuses)
conjurers: give them partyprots, ie: they cast a spell at target, but it prots
whole party
rangers: make them able to instantly teleport between memlocs in the outworld
and double their camps/fires
barbarians: double the durations of the stuns from bcry/lure and upgrade the
weapon for good measure
priests: take 2 rounds off the habo cast time, and make it crit 50% of the
time
spiders: make them able to use demons without having to control them, ever..
no drains etc

get the point?

 
Rating:
-6
Votes:
20
 
 
Glaurung
227d, 6h, 50m, 29s old
Level:
91
 
 
#2
21 Oct 2005 15:05
 
 
Glaurung wrote:
please upgrade the crappier guild leadership bonuses to be on the same
powerlevel as some. I have a few suggestions here incase you can't come up
with any.

crimsoleader: give them a 50% less damage taken ( any damage)
channellers: give them 150% ratio replenish energy and same for drains
psis: allow the leader to decide to get mastery hit into next spell ( for para
etc) once every 10mins or so
locs: give the leaderblade ability to switch damatype on command ( and
ofcourse 100% of said damagetype, also add triple the damage & strbonuses)
conjurers: give them partyprots, ie: they cast a spell at target, but it prots
whole party
rangers: make them able to instantly teleport between memlocs in the outworld
and double their camps/fires
barbarians: double the durations of the stuns from bcry/lure and upgrade the
weapon for good measure
priests: take 2 rounds off the habo cast time, and make it crit 50% of the
time
spiders: make them able to use demons without having to control them, ever..
no drains etc

get the point?

Hmm, ymaybe it is just me but those seem to be ridiculously powerful bonus's.
It makes me wonder that perhaps your point was something else... but what?

 
Rating:
2
Votes:
4
 
 
Duke
A r c h w i z a r d
1y, 116d, 1h, 23m, 55s old
Level:
420 [Wizard]
 
 
#3
21 Oct 2005 15:32
 
 
Duke wrote:
Glaurung wrote:
please upgrade the crappier guild leadership bonuses to be on the same
powerlevel as some. I have a few suggestions here incase you can't come up
with any.

crimsoleader: give them a 50% less damage taken ( any damage)
channellers: give them 150% ratio replenish energy and same for drains
psis: allow the leader to decide to get mastery hit into next spell ( for para
etc) once every 10mins or so
locs: give the leaderblade ability to switch damatype on command ( and
ofcourse 100% of said damagetype, also add triple the damage & strbonuses)
conjurers: give them partyprots, ie: they cast a spell at target, but it prots
whole party
rangers: make them able to instantly teleport between memlocs in the outworld
and double their camps/fires
barbarians: double the durations of the stuns from bcry/lure and upgrade the
weapon for good measure
priests: take 2 rounds off the habo cast time, and make it crit 50% of the
time
spiders: make them able to use demons without having to control them, ever..
no drains etc

get the point?

Hmm, ymaybe it is just me but those seem to be ridiculously powerful bonus's.
It makes me wonder that perhaps your point was something else... but what?
point is that there are huge differences in the powers granted to
guildleaders, some of them being completely and utterly useless, some of them
being roleplay elements in a minmax game, and some of them downright too
powerful, for instance: druid winter leads gets much longer flexes than any
other druids, they can be used as regular prots instead of very situational
prots ( read as, flex a full 9man to take much less damage from areas etc)
the other one that strikes me too powerful is the tarmalen bonus.. its just
too suffeli imo...

and on another note, damn spstores are getting too ridiculous.. im sure its
the aim of the game to have backrow members with 5k+ sps at their use on a
single run to a mob, but to me it just seems that there are too many spstore
items in the game, go full pokemonmode and collect them all and kill any mob
in one run.. these "rumors" of 4minute thanatos, 9min jane, 17min yaboz..
sure they are all nice and nifty, and get the mobs tuned up.. damnit.. can you
for once downtune the players?

oh and duke, you might want to look into the weaponspeed thing.. a loctiger
who is soloing can dish out 500+ damage per round, thats easily outdamaging
any mages and still being able to tank as well...
( got carried away a bit, sorry about that)

 
Rating:
5
Votes:
9
 
 
Glaurung
227d, 10h, 28m, 45s old
Level:
91
 
 
#4
21 Oct 2005 15:32
 
 
Quote:
Duke wrote:
Glaurung wrote:
please upgrade the crappier guild leadership bonuses to be on the same
powerlevel as some. I have a few suggestions here incase you can\'t come up
with any.

crimsoleader: give them a 50% less damage taken ( any damage)
channellers: give them 150% ratio replenish energy and same for drains
psis: allow the leader to decide to get mastery hit into next spell ( for para
etc) once every 10mins or so
locs: give the leaderblade ability to switch damatype on command ( and
ofcourse 100% of said damagetype, also add triple the damage & strbonuses)
conjurers: give them partyprots, ie: they cast a spell at target, but it prots
whole party
rangers: make them able to instantly teleport between memlocs in the outworld
and double their camps/fires
barbarians: double the durations of the stuns from bcry/lure and upgrade the
weapon for good measure
priests: take 2 rounds off the habo cast time, and make it crit 50% of the
time
spiders: make them able to use demons without having to control them, ever..
no drains etc

get the point?

Hmm, ymaybe it is just me but those seem to be ridiculously powerful bonus\'s.
It makes me wonder that perhaps your point was something else... but what?
point is that there are huge differences in the powers granted to
guildleaders, some of them being completely and utterly useless, some of them
being roleplay elements in a minmax game, and some of them downright too
powerful, for instance: druid winter leads gets much longer flexes than any
other druids, they can be used as regular prots instead of very situational
prots ( read as, flex a full 9man to take much less damage from areas etc)
the other one that strikes me too powerful is the tarmalen bonus.. its just
too suffeli imo...

and on another note, damn spstores are getting too ridiculous.. im sure its
the aim of the game to have backrow members with 5k+ sps at their use on a
single run to a mob, but to me it just seems that there are too many spstore
items in the game, go full pokemonmode and collect them all and kill any mob
in one run.. these \"rumors\" of 4minute thanatos, 9min jane, 17min yaboz..
sure they are all nice and nifty, and get the mobs tuned up.. damnit.. can you
for once downtune the players?

oh and duke, you might want to look into the weaponspeed thing.. a loctiger
who is soloing can dish out 500+ damage per round, thats easily outdamaging
any mages and still being able to tank as well...
( got carried away a bit, sorry about that)
dont forget 15min waino! (and it was 7min jane and 10min yabo :D)

- Lolze

 
Rating:
1
Votes:
3
 
 
Kerzebel
226d, 5h, 15m, 59s old
Level:
91
 
 
#5
21 Oct 2005 15:29
 
 

Way too overpowered bonuses. The end result is that only
the guildmaster would be good enough to take on certain
mobs (i.e. effectively limit that only one and the same
people can do certain items) or alternatively mobs would
become ridiculously easy.

 
Rating:
-1
Votes:
9
 
 
Gore
A r c h w i z a r d
7y, 292d, 3h, 17m, 47s old
Level:
200 [Wizard]
 
 
#6
21 Oct 2005 17:28
 
 
Glaurung wrote:
please upgrade the crappier guild leadership bonuses to be on the same
powerlevel as some. I have a few suggestions here incase you can't come up
with any.

crimsoleader: give them a 50% less damage taken ( any damage)
channellers: give them 150% ratio replenish energy and same for drains
psis: allow the leader to decide to get mastery hit into next spell ( for para
etc) once every 10mins or so
locs: give the leaderblade ability to switch damatype on command ( and
ofcourse 100% of said damagetype, also add triple the damage & strbonuses)
conjurers: give them partyprots, ie: they cast a spell at target, but it prots
whole party
rangers: make them able to instantly teleport between memlocs in the outworld
and double their camps/fires
barbarians: double the durations of the stuns from bcry/lure and upgrade the
weapon for good measure
priests: take 2 rounds off the habo cast time, and make it crit 50% of the
time
spiders: make them able to use demons without having to control them, ever..
no drains etc

get the point?
This is not a flame of this post, but rather all of the people who couldn't
identify the point of it (which he later clarified when it became obvious that
people didn't get it)... Glaurung obviously isn't suggesting that the guilds
he pointed out in this post SHOULD get those bonuses, but rather the ones that
aren't mentioned in the post (help open guilds) perhaps have some unbalanced
advantages to leaders... it's sad that this point was lost in an obviously
sarcastic post (a good giveaway was the fact that the bonuses suggested were
obviously WAAAAY overpowered)... learn to read sarcasm and understand a point
a bit deeper and stop being such morons people.

 
Rating:
5
Votes:
11
 
 
Val
N e w b i e  H e l p e r
1y, 25d, 9h, 20m, 57s old
Level:
93