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Khizan ✭✭✭✭✭


Last Active
AIM: RumalEraudan
  • Re: Clueless

    Okay, last question, and I think/hope I know the answer. I should basically forget carve exists, right?
  • Re: Clueless

    Wunjo strips blindness. Every time you get the "The bleeding wunjo rune on your chest burns with intense pain." message the wunjo rune is firing on you. Since you never reblinded, the rune had no effect on you after the first proc.
  • Re: Improving Imperian

    The problem with caravans is that Imperian PvE mechanics are basically non-existent outside of the boss fights and this makes caravans extremely boring. Right now, there are three practical ways to kill a caravan.

    1) Barrier tank it. This is boring and it requires an artifact, a Wytch/Druid/Berserker, or somebody with enough metagame knowledge to get a temporary lyre. Also this is boring and everybody hates it and it's amazingly susceptible to PvP. If you break the barrier it's almost a guaranteed wipe.

    2) Icewall off the caravans and yankbash them. I've never done this one myself, but I assume it is possible. This is also tremendously boring and man-power intensive(1:1 basher/yanker ratio).

    3) Icewall off the caravans and use Predator lure to pull out a guard and kill it. The guards keep moving back into the caravan, so you really have to spam lure, but you can eventually kill all the guards this way. A Predator can even solo them this way; Shou did it all the time.

    Every single one of these options is boring and miserable and completely unfun once you have done it a few times.

    I feel like they would be MUCH better off if they dropped the boring guardswarm and instead had one boss/miniboss level elite guard per wagon. Big enough to take some time to kill and delay caravan capturing, but also something that any reasonable few people could handle. And it would be way more interesting and involved than the boring guardclots. There's more than enough existing boss mechanics that you could repurpose and randomize amongst various elite guards to ensure that no two caravans were identical. Could even put temporary artifacts or the like in the caravans.
  • Re: Quotes

    I wasn't going to mention any of this until I put the plans in motion, but since the cat was let out of the bag a bit early and I'd never try to rebag a cat... here goes.

    At this point, I feel like I can comfortably say that I have done everything I have ever wanted to do in Imperian and more. I made the Taekyon go anti-magick, way back when, and I made Antioch go away from it many years later. I outlived the Gods. Allied with the Horde. Allied with the Legion. Met awesome Ultrixes and was the Worst Fiance Ever. Met a lot of people, for that matter, and made a lot of good friends.

    But I have also reached a point where it feels like I really don't have a whole lot left to do here, and most of the stuff I would want to do is now more hindered by Khizan's past than helped by it. Khizan laughed at the death of the Gods. He made multiple pacts with Urzog. He broke the seals on Legion's plagues. I don't regret any of it, but it is a weighty kind of history to be stuck with, and it really sort of limits what you can reasonably get away with in the future. Anything I want to do with the character in the future is overwhelmed by what he's done in the past.

    So I just feel like it's time to put Khizan away and let him go out on a high note. So this is my plan. Retiring Khizan will give me roughly 19-20k credits when everything is accounted for. I'm probably going to drop about 75% of that on Achaea. New game, new people, and lots of things I haven't done. It's interesting and I'm having fun. And hey, that rhymed. I wasn't planning on that, but I'll take it.

    The other 25% I'm gonna sit on for a while and then I'll probably come back here with it after a bit. 4-5k credits will make a brand new character with enough left over for a few nice toys, but without Khizan's history and without the overbearing artifacts that helped make the game so top-heavy. Should make a fun little alt.

    It's been a lot of fun, everyone(that rhymed again!), but I've been here a looooong time and I just need a bit of a change for now. I'll be back again later, I'll just have fewer toys.
  • Re: Shard Update

    After thinking about it, I agree with Iluv about the nature of these changes. Imperian is already crushingly top heavy. All these changes do is make the gap between the haves and the have-nots even larger than it already is.

    And, let's face it. None of these changes will let Magick or Demonic or Demogic ride against AM and win. The power imbalance is too great(and these changes will make it worse). None of them will even make them want to try. All it really does is punish them for being in a losing position, and that just makes it more likely that they quit. I mean, let's get real here. If demogick could beat AM we wouldn't be winning 1000 credit infestation games with scores of 1000/0/0.

    These changes would be good changes in a game with a vibrant and healthy PvP scene. Imperian isn't that game. Imperian's PvP scene is dead. It is basically crushed under the weight of our overwhelming artifact advantage. I haven't had a serious out-of-the-arena fight in at least three months, maybe even 4. That's 25%-33% of an RL year without a single significant teamfight. That's awful.

    TL;DR: Punishing people for failing to be competitive at shardfalls is not going to make them magically better at shardfalls; it is going to make them quit.