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Messages - Dredi

#421
Suggestions / Barbarian Battlestyle: Punisher
March 19, 2014, 04:53:23 PM
Love it, I have to say I really do but one major flaw comes to mind in Ghostly visage.

Ghostly visage practically cancels out the damage from this entirely - which is in itself a very common spell especially for PvP.

Would it be possible perhaps to have the damage shields do damage at a +1 enhancement for the purposes of piercing damage resistance? or some other way around it, it just seems a little lame that a level 2 spell can counter the benefit of an entire perkline.
#422
Screen Shots & Obituaries / Pishkan!
March 17, 2014, 10:51:55 PM
Another one bites the dust, as it were!

Shant go into too much detail about how he died, save to say it was running around about 30 reanimated zombies trying to get them to attack his assailants instead!

He was honestly one of my favorite characters so far, he was free, he was part of something larger, and it felt like he was moving towards something rather than just the day to day, fight, kill, exp, gold, level rinse repeat.

He did not achieve a massive amount (save going back to level 4 a record number of times) Though he did help retrieving a rare item on a scavenger hunt and getting a nice little trinket or two for it!

All dead now though, not really much in the way of screens, but I'll see what I can put together
#423
Suggestions / Zombies!
March 15, 2014, 01:28:41 AM
Somewhat self serving but minor thing.

Would it be possible to give zombies either Improved unarmed combat (so they dont automatically attract Attacks of opportunity) or Weapon prof creature and a zombie 1d6 slam attack?
#424
Well guys, you can consider him gone for now either walked off into the dark or whatever - either way he's not coming back.

In short, I've decided to retire the character.

It began really at a real interest in wanting to try out the necromancy system, something that has often interested me when its not just another line of summoning spells, but in truth over the last month or so I've begun to really, really not enjoy the character.

I don't feel that the char was really thought out well enough from step one; I didn't take the proper steps to really encourage him into a specific place, he kind of just..drifted along from one thing to another and never really achieved anything in my opinion.

It is however a learning experience and I have certainly come away from it with a good idea of what I want to do now coming out of this and how to go about it if I ever really want to get anything done.

No screenies, though feel free to post some if you want.
#425
Bug Reports / Substance Flow
January 07, 2014, 12:16:30 AM
In the "Dunwarren - Traveling" area there is a "Substance flow" placable surrounded by red caps.

The item it attached to a conversation which allows you to collect substance at DC of 5, 1 time per day per person.

On successfully meeting the DC, no item is dropped however.
#426
Bug Reports / Familiar: Rat (panther replacer)
December 22, 2013, 11:44:57 AM
Tested on Sorc (arcane mimic) level 1-5

The rat functions otherwise normally but does not have a conversation menu like the other familiars allowing it to be fed.
#427
Bug Reports / A pleasant smelling cave
December 21, 2013, 12:47:40 PM
On this quest, IN the last room with the head Gnoll - the loot chests can be destroyed by AOE spells preventing the party from getting any loot.
#428
Suggestions / Inflict Minor Wounds
December 16, 2013, 06:55:05 PM
Not really a massive issue either way, but to bring it up to some level of usefulness, would it be possible to have the spell increased to a flat 4 hp of damage (will save either negates entirely, or half's the damage) as per Cure minor wounds?
#429
Suggestions / Thoughts on Skeletons!
December 04, 2013, 09:38:42 PM
I'm not 100% whats as intended but here is a few thoughts anyway.

Both the (Archer) and (Warrior) "Skeletal remains" items produce skeletons properly, however.
The archer is equipped with a longbow and ( a very short supply) or arrows
The Warrior is equipped with a shield and longsword.

Both get Weapon focus and Specialization battleaxe, alertness and disarm
The archer also gets weapon spec Longbow, Rapid shot and called shot
The warrior also gets Expertise.

Might I make the following suggestions, given this.

Remove  The unused specialization for battleaxes and add them for the Longsword  on the warrior and weapon focus for the longbow on the archer.

Allow the archer to have a larger stock of arrows (even basic) before It reverts to its creature weapon.

It would also be nice to see the warrior have exotic weapon proficiency.

In  return for the minor boosts to strength it might be advised to remove  the.. "Deadly fog" affect as this is more of a zombie thing anyway.
#430
Bug Reports / The Baron Billby
December 04, 2013, 12:09:14 AM
So I tried this today for the first time and found that every single possible way forward was blocked.. all the paths by (what I assume are) randomly generated crates..

and the only chest that is available is also blocked by traps (which you are not allowed to remove)

And also whats up with the A.I for the dog.. this thing just does not give up. It spots you once and will literally run across the entire map and through two locked doors to force you into a corner where you cant move. You're invisable with 30+ hide but it still manages to find you.. and then you loose sight of it somehow and it STILL finds you.. the only way it seems to get it to reset is by logging off. - heck, I put the damn thing to sleep, it wakes up Three times in a row, runs directly to me.. after i've done a tonne of stuff and left the room.

Really..really weird behavior.
#431
Bug Reports / Animation: Deep Rothe
August 17, 2013, 03:06:00 PM
When animating undead from the Deep Rothe corpse item, it actually produces a "Jungle cat" summon.
#432
Bug Reports / Familiar loss of spell
August 07, 2013, 08:50:13 PM
At level 5 the Ice Mephit replacement familiar (Parrot) gains a second use of colour spell per day, but looses its ability to cast Eagles splendor.
#433
I understand, of course that the class sacrifices flexibility for its abilities and its somewhat the point.

The issue i find is that, without outside help, the class becomes unable to even beat even rock-worms and the like - given the option to only draw from potions and cast spells, there's no way to store offensive spells of any sort for a time of need - even with the expenditure of gold, there's no real way to do it.

My thought is this - if it is not considered breaking in anyway or some such.

The character has an innate (but notably rather low) spell resistance which goes up a few points as the character levels to 5 and 8 (there is no noted progression past 8, at SR 14)

Would it be possible to have offensive spells directed at the caster which are successfully resisted, be given a chance (does not need to be 100%) to give the player an undroppable, unsellable "spell shard" item, which allows the single, one time casting of that spell - and from which the player can draw an offensive spell, destroying the shard in the process.

These can be limited if you like to 1 or 2 per character level, or even less if preferred, You could limit it all sorts of ways I imagine.

Alternatively, you could consider a way to absorb friendly (cast by another person) or stolen spells (cast by you_ in a similar way, for use at a later date - as this would not lead to the potential of players casting on players for these bonus stores.

Its a thought anyway, feel free to add your opinions or your own spins on the matter.
#434
Bug Reports / Arcane Mimic: On-reset
July 26, 2013, 09:01:35 PM
A different on-reset bug than has already been reported.

On reset you cannot learn any new spells at all, attempting to steal one brings up the message "you have already stolen this spell" even if the player has not.

While not a major issue, for those with no other means of resting, it can be quite a drain on gold after level 5.