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you're one of them guys now... and now is the time they get hit with the nerfGjarrus said:The tall boots are made from deep black leather bearing a soft shine of polish. Lacing along the back secures the footwear in place on the legs, but the material is not quite long enough and leaves a strip of flesh bare from heel to cuff. A turned-down cuff rides around the top. A thick layer of demon hide serves as a sturdy base for the arching soles. A thick coil of spring juts out from the reinforced heel, the coil narrowing to a small, flat platform at the bottom. A small pair of metal contacts on the inside of each heel causes the spring to uncoil with a snap before automatically locking into place once more. The gears and pistons driving the spring's coil are embedded along the sides of the boots under a cover of the same dark leather as the rest of the footwear.It radiates with the powers of acrobatics and dexterity's deftness.It is strangely weightless.It bears the distinctive mark of Kabaal.This will occupy the shoes clothing slot.
Along that same note then, flip boots and things like it need to be destroyed as well. I'm pretty sure that's the major reason these shackle and chain items exist to begin with, because classes that shouldn't be hard to pin down are with this item.Naruj said:Just delete them completely, and reimburse a credit or two per shackle. Defensive class balance considerations should be a careful balance of damage mitigation and mobility, but shackles/chains let someone pay credits to remove half of that equation.Laeka said:Make chains 1 use only, like their counterparts, shackles. 12 chains per chain is insane.
This results in defensive class balance being based exclusively on armor values, and not how 'slippery' the class is to pin down. Classes with lower than average mitigation are then forced to Classlead for more defensive tools, because in a world with no escape or affliction hindering they have no other choice.
the fulfilling the bounty during a raid should be common sense but I believe @Gjarrus covered that with:Wyll said:The whole help file needs to be updated, but.. HELP SHARDS outlines the shard PK rules. HELP RAIDING outlines raiding PK rules. HELP BOUNTIES did outline what I thought were the bounty rules, but now it needs updating if you are allowed to retaliate on someone fufilling a bounty on you.
So then where does that end?
Laeka fulfills a bounty on Wyll -> Wyll finds Laeka and retaliates -> Laeka finds Wyll to retaliate for the retaliation -> Well, F it, Wyll wants more retaliation - > infinity.
And now if we are allowed to retaliate for someone fufilling a bounty on us, you need to make it so that bounties can't be fufilled during raids. Because if you are defending your city from raiders and there is a bounty out for them from your org, they now have an excuse to come after you after the raid has ended on that technicality.
@Gjarrus - On the topic of fleeing, if someone leaves a shard area, they are bowing out of that conflict because they no longer want to be part of it. Chasing after them well outside of the active shardfall area to kill them is ridiculous. You're fighting over the shards, that's the premise. When they leave the area, they are no longer a threat to those shards you want. Where is the RP reason for chasing them out of the area to kill them? We need RP reasons to kill in this game. It has been said over and over again.
if you are defending and happen to claim a bounty, lucky you, you get some money free with no consequences.Gjarrus said:
Event PK versus General PK - Event-based open PK (shardfalls, raids, obelisks) is safe from retribution outside of the event. General open PK (champion, mono holding, assassin contracts, bounties, 'pk right') is not safe from retribution if you opt to attack the person. The former overrides the latter.