Search found 262 matches
- Tue Jan 04, 2022 3:45 am
- Forum: Closed Bug Reports
- Topic: Eldritch Mixing not granting both capstones
- Replies: 2
- Views: 2156
Re: Eldritch Mixing not granting both capstones
The wiki implies you should get the second capstone even if you don't have 6/6 in the second element - this could be an issue with the wiki/skill description rather than the implementation?
- Sun Jan 02, 2022 11:25 am
- Forum: Suggestions
- Topic: Skills: First Aid/Heal Others Synergy
- Replies: 10
- Views: 7785
Re: Skills: First Aid/Heal Others Synergy
Makes sense to me. I wouldn't buy heal others for actually using it without a change along these lines. I think 30hp per heal is already quite good, so implementing this as an mp discount rather than increase in max healing would be preferable in my opinion. I think the suggestion as written would g...
- Sun Jan 02, 2022 10:58 am
- Forum: Mechanics Discussion
- Topic: How to make barricades relevant in T3?
- Replies: 12
- Views: 15579
Re: How to make barricades relevant in T3?
Is it worth considering a paradigm where barricades are only somewhat protective against raids (i.e. no change from the current: splitting the raid force, causing trouble for t2s etc), but fairly strongly protective against infusion/counterinfusion? This would have the effect of aligning the barrica...
- Fri Dec 31, 2021 9:29 am
- Forum: Suggestions
- Topic: Skills: Restore Sorcerer's Might to pre-nerf levels
- Replies: 3
- Views: 3569
Re: Skills: Restore Sorcerer's Might to pre-nerf levels
Here's my 2 cents, sorry it's more poking holes and general discussion than anything concrete. 1 - I feel like deliberately nuking your own HP to fuel healer XP with MV/SM is kind of silly. Could there be other ways to usefully dump hp into tasks that aren't just arbitrary self destruction (infusion...
- Fri Dec 31, 2021 7:32 am
- Forum: Suggestions
- Topic: Skill: Nimbus of Judgement buff
- Replies: 4
- Views: 4425
Re: Skill: Nimbus of Judgement buff
I think by design it joins a number of skills which are only really valuable in active combat. I still think the best solution for a lot of those skills is more active combat!
- Mon Dec 27, 2021 6:05 am
- Forum: Bug Reporting
- Topic: Missing Wiki Content Megathread
- Replies: 14
- Views: 30066
Re: Missing Wiki Content Megathread
Desecrate results table :) - I note this has been added, thanks whoever did that Apparently only the tier 3 reached spell is eligible for the capstone effects - the wiki spells page implies it's all spells. The wiki pages for taint spellcraft/deep spellcraft/purify spell are all pretty unclear as to...
- Sat Dec 18, 2021 1:22 am
- Forum: Mechanics Discussion
- Topic: Pre-SH faction war mechanics / new faction war mechanics
- Replies: 9
- Views: 11863
Re: Pre-SH faction war mechanics / new faction war mechanics
I really like the idea of having some mechanic which encourage people to be online in the same place. There's so many skills/builds in the game that really only have a use in actively defended raids, which are pretty rare. My suggestion is a triggered battle, where a faction can set a time/location,...
- Fri Dec 17, 2021 12:00 am
- Forum: Suggestions Dump
- Topic: Class: Remove enhanced senses anti-synergy for revenant
- Replies: 5
- Views: 8414
Re: Class: Remove enhanced senses anti-synergy for revenant
Fair enough - extremely unlikely to change sounds fairly final ;). As an alternative, a solution where they stacked in some way would also be good. For instance: - bonus damage/accuracy against hidden targets - 'see' hidden targets in adjacent tiles on the map (not that powerful, because people most...
- Tue Dec 14, 2021 1:29 am
- Forum: Suggestions Dump
- Topic: Class: Remove enhanced senses anti-synergy for revenant
- Replies: 5
- Views: 8414
Class: Remove enhanced senses anti-synergy for revenant
Currently, 2 out of 3 'paths' for the revenant give you something that you probably would have otherwise spent CP on in Tier 2. It feels bad to buy things twice, and it feels bad to slog through tier 2 without ES in the painful pursuit of optimisation, so it's kind of lose-lose right now. Just remov...
- Mon Dec 13, 2021 9:23 pm
- Forum: Promoted Suggestions
- Topic: Gameplay: Reduced spawn chance on opposite-infused tiles.
- Replies: 9
- Views: 10424
Re: Gameplay: Reduced spawn chance on opposite-infused tiles.
Is it overall beneficial to reduce respawn of enemies in your territory? What about potential murder victims? I feel like the anti-combat groups would appreciate that, and maybe it would have it's role in a kind of total war scenario, but mostly it would just incrementally reduce combat encounter fr...