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#631
Bug Reports /
November 25, 2013, 02:14:38 AM
This applies to all perks that involve an otherwise permanent duration buff, though I imagine not those that come in the form of feats directly added to the character. A man-at-arms fighter, for example, would see their bonus to resisting disease temporarily removed upon death or blackout.

It seems to happen because of the way death works. You'll notice that poison, disease, and associated ability drains, for example, also don't carry over beyond the grave.

The Reset Perk/Background/Battlestyle Bonus feature was probably implemented to address this kind of issue. Is there any circumstance that it does not function as a fix?

[hide="And..."]
Quote from: djspectre;363428I am not sure if the same thing happens if you just drop to 0 HP though.

It does not. Being subdued or dipping into negatives above -10 doesn't purge your buffs and debuffs like dying and going unconscious does.[/hide]
#632
Suggestions /
November 20, 2013, 05:31:10 AM
That was amazing.

I nearly choked on laughter when Cloudkill clipped me.
#633
Bug Reports / Blackout Area
November 12, 2014, 09:20:57 PM


Endurance was not dispelled by subdual, but wore off while I was in the unconsciousness zone. This resulted in me being "subdued" again by the drop in hit points, putting my body placeable in the darkness. I eventually "woke up" there.

A remains item appeared where I was, independent of my inventory.
#634
Suggestions / Petrification and Ascetics
November 10, 2014, 04:46:55 AM
As Stone to Flesh does not affect an ascetic, even though they would likely have high saves to resist petrification in the first place, they may need an alternative solution to the status effect.
#635
Suggestions / Dirty Worminger
September 30, 2014, 05:21:41 AM
This NPC has often died to large groups of rock worms before I even have the chance to attack him! While I understand the Worm Pits can be a dangerous place, perhaps he could be afforded some level of protection?

A single point of damage reduction, or percentage of damage resistance, is sure to keep him alive without staving off would-be bandits.
#636
Bug Reports / EFU Launcher
September 03, 2014, 01:41:27 AM
Strangely, the EFU launcher has not been properly installing HAKs and has been logging first time players in as "Player."
#637
Suggestions / Information for New Players
July 21, 2014, 05:03:12 AM
This thread may need to be updated!
#638
Suggestions / Familiar Overhaul
July 04, 2014, 08:48:35 AM
This merits its own thread.

I know nothing of the toolkit, and a lot of this sounds unfeasibly complicated...

[hide="ShadowParagon"]
Quote from: ShadowCharlatan;396297
  • Retain the penalty, but incentivize familiar/companion usage through conferring some sort of minor bonus to the master (as opposed to making the creatures themselves overly mechanically strong) such as:
    • a buff that is applied on summon and disappears on unsummon or death
    • an increase in XP gain from killing monsters while the familiar/companion is summoned
    [/LIST]
    • Reduce or remove the penalty, but replace it with something else... some examples would be:
      • a simple system that prevents the familiar/companion from being summoned again for some IRL period after its death.
      • OR a more complex custom familiar system that makes familiars/companions into things that you can find or purchase ICly and bond with... (but when they die, their death is permanent and irreversible)

      Naturally this is not a very likely thing to be made, but it would enable a diversity of familiars/companions, and would also give more mechanical scope for concepts like:

      - mages/druids/rangers that go through many familiars/companions that they don't particularly give a shit about...

      - or mages/druids/rangers that seek deeper bonds with familiars/companions for the unique benefits such bonds provide (with the caveat that such bonds increase the chance that a familiar/companion's death would do horrible things to you... like slam you with negative XP, spell failure, negative stats, or even just straight up kill you)

      and a lot more potential stuff i won't bother going into since it's not really relevant to the original suggestion
    [/LIST]
    [/hide]...but all of it sounds cool, and I know this is an eventual goal for the dungeon staff.

    I particularly like the idea of a familiar's buff lasting only for as long as it's summoned. It has me tingling with nostalgia for D&D's rulebook, and would highlight how these are permanent, personal companions that travel with their masters.

    Animal partners could provide appropriately druidic advantages to the characters they're bonded with, while out and about, from totem powers to heightened senses.
    #639
    Off-topic Discussion / Official Wayfinder Colors
    April 24, 2014, 04:36:51 AM
    Quote from: Howland;384163I think hot pink and violet green would be appropriate, yes.
    Quote from: Talir;384174Deep blue and safety orange would make them stick out too, as a viable second alternative.

    Our wise and diligent dungeon masters deliberate, even now, the best uniform for the fledgling Wayfinder association. What shall breathe the most life and innovative identity into our premier scouts? Safety cloaks to accentuate their adventurous spirit? Candy pink to highlight their spunk? Mustard yellow to emphasize their purity of heart?

    Their options our many. Too many.

    As is often asked of our community, we must guide them with our valuable and fully unbiased opinions.

    What say you?
    #640
    General Discussion / Fort Iron Dread XXX
    April 01, 2014, 11:46:04 PM
    Can we all agree without discussing any of the content itself that this has been one of the most amazing things ever?

    Because it definitely is.
    #641
    Suggestions / Unsummon All
    March 24, 2014, 07:44:41 PM
    I often have substantial levies of summoned creatures that I'd like to do away with all at once. I am free to hurriedly dismiss them one by one in decent time, but this would be a convenience if it could be made a command.

    I'm uncertain if it would be of value to anyone else.
    #642
    I walked into the quest earlier today, to be confronted by a dozen illusions left behind by the last player. I thankfully had an AC of 22 and hit count of 48, so I was fine, but can be incredibly deadly for more fragile characters.  Just one illusion by the door could take down an unprepared mage.

    Please change the summoned illusions to exist on a timer, so that they fade between quest takes.
    #643
    Suggestions / Animal Companion Discrepancy
    March 10, 2014, 10:29:52 AM
    The bear companion goes from 2d6+STR claw damage to 1d6+STR when leveling up from 3 to 4.

    I find it strange that the companion would become weaker as the druid levels up.
    #644
    Bug Reports / Key Discrepency
    February 14, 2014, 09:35:09 PM
    I'm surprised this hasn't been reported yet, if it hasn't. It may have already been fixed.

    When a DM directly adds a Watcher to the faction rather than through the Basic Training quest process, they can not unlock the in-between bunker. They are otherwise able to pass through the doors they should be.

    I assume there is some minute difference between the items a DM can spawn and the items Dempford gives.
    #645
    Bug Reports / "No Skin Item"
    December 01, 2013, 05:59:24 PM
    Moved.