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Messages - creme bulette

#1
burr burr burr...
<3
#2
Screen Shots & Obituaries / Re: Aurelia Greywood
December 21, 2020, 12:08:43 AM
Really excellent and iconic character. I really appreciated all our interactions together and seeing her develop into the person she ended up being, both up close and from afar!
#3
Suggestions / Masterwork Sunpurse Leathers
December 17, 2020, 07:39:35 PM
These are tragically bad - literally worse than the 0+4 AC mage alternatives.

The masterwork coat, gambeson, leathers, jerkin, and dress are all the same, except:

  • The leathers have less AC, no spell slots, and is ten times as heavy.
  • The coat and jerkin have Spellcraft.

If these are just meant to be aesthetic, it would be nice if they were all put on even ground as there is almost no reason not to take the coat or jerkin. The leathers should have the spellcraft ranks, +2 AC, and a larger stealth bonus than the others for weighing so much - or some other tangible benefit.
#4
Totally stellar. You made coming back to EFU after a long break feel comfortable and easy. Your characters are always wonderful and dynamic. You were quietly the best of us Knaves and brought a lot of life to our faction of misfits.
#5
There's a negative undertone to this guide that I'm not extremely fond of. I agree with some of the concepts and ideas about roleplaying versus mechanics - like the advice that playing a gimped build for the sake of roleplay is a bit antithetical to EFU's design. But it feels like a lot of these observations are colored by a resentment for that design. The commentary about clerics is a bit off. The assertions about characters above level 7 are completely untrue. It feels like you are too new to the server or too jaded by PvP beatdowns to understand the long history of success that very mechanically inept players have had in our community. 

I appreciate the intent and work here but the execution and perspective leaves a bit to be desired.
#6
Wildly charming and a delight to be around at every opportunity.
#7
Screen Shots & Obituaries / Re: Charlotte Royer
December 05, 2020, 05:32:35 PM
It's always sad when you don't get to hang out with a PC enough before their death, and I felt that greatly with Charlotte! Cool character from afar.
#8
Work has become onerous and I will probably have less time to play until the holidays.
#9
Suggestions / Re: unnerf the starting experience
November 30, 2020, 10:38:04 PM
A lot of the hot and easy quests are locked behind the Peerage Ward or the Groat and are outright inaccessible to monstrous characters. I don't think it's unreasonable to run the circuit as a non-human, non-app subrace and run into Peerage Ward to do it. Lots of people do this. Nobody pays the halflings and dwarves jumping into the Druthers any heed.

There were more lowbie quests added to the Ponds. I would check there.

This seems like a meme, but the loss of the cheese quest is genuinely super rough for low level characters.

Going through the sewers or the Scraggleways trying to find this lowbie content can be difficult or deadly because they tend to appear as explorables and rats are ravenous for low HP characters. God forbid you see a Lesser Cube come out of nowhere at you. If the sewers is going to be where most of the lowbie explorables spawn, the area could do with being less dangerous. Beetles and oozes standing outside of max 4/5 quests is a bit oof.

I don't love the need to have Search. It's literally everywhere in the lowbie circuit - you can't really get loot other than gold without a successful search check. It's more common in higher level content so I don't think Search itself is necessarily bad, but as a low level character it's rough when you get through a quest and have nothing but a few groats to show for it.

I would not mind if there were two or three quests that were very easy to find for all PCs (monsters included) that had a 1-time take limit that give a good amount of supplies to start off with. Getting over that hump seems difficult if you're not really chugging through the circuit every reset.

As it stands, a new character has to intentionally twiddle their thumbs for several resets before they can really get going. This isn't very fun or interactive and it hurts the players who aren't "in the know" about all the quests and how to run the circuit.
#10
Suggestions / Re: Fighter- Dual wielder perk
November 29, 2020, 03:31:58 PM
Quote from: Tala on November 28, 2020, 11:00:20 AM
Dual-Wielder is the 2nd most popular perk so probably fine as is.

I don't think this is necessarily indicative of its power, but rather a hunger for a dual-wielding build to be represented in EFU.

As it stands, the primary benefit that this perk gives is the ability to take 13/14 Dexterity rather than needing to commit to 15 to dual wield properly and the 5% damage immunity. This is underwhelming considering the fact that the rest of the perk doesn't play well with being buffed. So while the unbuffed floor is higher, the ceiling more or less remains the same. The perk just feels littered with odd idiosyncrasies that arguably make it better to just commit to a double-weapon with a different perk.
#11
Suggestions / Remove grapple requirement for Mongrelwoods
November 24, 2020, 06:23:53 PM
Please remove the requirement for a grapple to get in and out of the Mongrelwoods. This has led to awkward situations where the only player with a grapple has to leave suddenly after orcs/goblins and players have no way back. It seems awkward that such a major part of the server is separated by this need.
#12
I was just getting to know you in House Sunpurse. :(
The Shade always felt like this NPC lurking in every corner. It was super cool.

Good luck on your next!
#13
Hey, chief. I don't want to seem belligerent, but it sounds like this is a reaction to the recent upswing in Knave activity and how it has affected the server. I don't know if this is the result of some harsh personal experience, but PvP shouldn't always be considered synonymous with death and assassinations. In fact, very rarely should that be the case!

It's great to want to organize a big force for promoting good. But featuring a faction whose concept revolves around being "built for a ganking style of PvP" is not the best way to go about this. That sort of mindset raises red flags.

I know we've all had our fair share of rough Knave experiences lately, but it can sometimes be good to hash these out with a DM to be better understand the 'what behind the why'. EFU is obviously harsh. Sometimes it's good to get a different perspective.

If you're inbetween concepts, I genuinely think Stranger's recommendation for the Companions of the Broken Blade is worth taking into consideration. The players seem to be really cool and have a good perspective on what it looks like to play good-aligned characters that stand up against evil.
#14
A genuinely tragic end for an incredibly loyal character.
#15
I am going to be the debbie downer here, but every suggestion that is being made sounds like an interesting character concept that someone could potentially pursue with long-term, server shifting goals. These suggestions do not sound like things that DMs should take the time forcing on the players and implementing when, in all likelihood, they will do nothing to change or shift the the way players OOCly perceive the prospect of playing subraces.

I would argue that the mainstay PCs that "In Hoc" mentions above were not born from the lore the DMs presented, but adapted to it and made it flourish - rather than the other way around. These were players who did cool things and affected the server in interesting ways because of the things they did. Is it so awful to be in a situation where engaging players convince small groups to play with them by doing interesting things? Yes, the groups tend to die out afterwards, but I've always perceived EFU as a server where the status quo is briefly (and violently!) interrupted before things shift back to normalcy with some small adjustments.

The server is already large and even while activity is "up" right now, there are not enough people or DMs to actively engage in both Ticker Square and Peerage Ward. Why would we segregate things further and add even more factions? My honest opinion is that the separate hubs is a mistake already, and I would prefer Peerage Ward and all its houses to be the driving "norm." But this is coming from someone who has not been able to find a lot of traction whenever I attempt to make Ticker Square PCs, so take my opinion with a grain of salt.