Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!


Aodan ✭✭✭


Last Active
  • Re: I HEART

    Gjarrus 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.
    you're one of them guys now... and now is the time they get hit with the nerf :D
  • Re: Affliction Hindering and the Death of Momentum Classes

    I like this very very much, but I have a slight concern about nausea moving to kelp when it comes to outrider, nausea being the gate for dryblood, and the main spear effect used. maybe my concern is baseless, and this could actually open up new avenues for outrider, but as of right now, it seems like it might mess with their nightshade stack. But, then again, I may be missing something completely here as I still consider myself newb/mid tier. Other than that, I think this is a fantastic idea.
  • Re: PK and excessive promo items

    Naruj said:
    Laeka said:
    Make chains 1 use only, like their counterparts, shackles. 12 chains per chain is insane. 
    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.

    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.
    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. 
  • Re: Quotes

    (Ring): Lynyssa says, "*sings back on forth on a wrecking ball* I CAME IN LIKE A WRECKING BALL."
    H:(543[100]) M:(367[95]) (ebdb) Bleed:[0] EXP: 49.77 [PVE: none][PVP: Dyron][AFFS:0][AFFED:0]

    Occasional raindrops fall on your head as the drizzle continues.
    H:(543[100]) M:(366[94]) (ebdb) Bleed:[0] EXP: 49.77 [PVE: none][PVP: Dyron][AFFS:0][AFFED:0]

    (Ring): Lynyssa says, "I JUST WANTED TO REAP THEM ALL."
  • Re: Help PK

    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.

    the fulfilling the bounty during a raid should be common sense but I believe @Gjarrus covered that with:

    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.

    if you are defending and happen to claim a bounty, lucky you, you get some money free with no consequences.

    and the shardfall thing is basically if you have even 1 shard, it takes a good bit, even after fleeing the scene from harvesting said 1 shard, before they don't fall from your inventory when you die. until then, its fair game to kill you and claim even just 1 shard. I personally don't do that, others will. you can offer to give up any harvested shards if you truly want to bow out, but the whole point of a shardfall is to pk again, not, hope no one shows up while I harvest. So unless I am totally reading what you are saying wrong(which may be the case) if you have shards on your person, harvested from the recent shardfall you are fair game for the harvested shards, if you are just passing through the area and haven't harvested a single shard, you are not fair game.