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Marginal improvements to damage output matters more than what it looks like on paper, because what you're seeking to do is to outpace your opponent's healing. A 5% increase in damage can mean the difference between outpacing and not outpac…
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You already can use QWD BOTH to switch to/from fishing poles. Do you really need to be rid of the 0,5s balance knock when you start wielding a pole that badly?
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Absolutely feasible. While it's a long time since darkie-knights had class skills that let them use swords effectively in coded combat, there were certain tie-ins in the pre-revamp Savagery skillset (Mastery, Duality) that makes it complet…
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A smart approach. Be particularly careful about the in-game backstory editor, cause when you've submitted your background you can't edit it, only add new chapters of character history.
Sarkis, I think your proposal is interesting, though I can't help but think the scope is overly grand (requiring a total revamp of the game's economic and organizational structure).
But since people seem to be posting here again I'm going…
Paralyze only stops it if the templar doesn't cure it in time for the next stab. If it's cured inbetween ticks, the zeal continues. Same applies to trip, I think. It's not channeled.
e: clearly they can't stand if they're tripped until th…
Rammus' log is a maingauche outlier. Maingauche's damage should probably be severely reduced, but I'm not a huge fan of the way the skill works now in the first place at all. It's just yet another incentive to always paralyze when fighting templars.…
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Fair point- always going to cause more tracking issues for anyone wielding two weapons, especially if they're identical in design. Seeing how easy it is to track venoms coming on/off for a single weapon user, it might just…
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Call me mad, but I like having diverse flavour messages in. It's alright that you don't, and I empathize with people requesting a simple_combat_messages config option, but raging about diversity of combat messages being some sor…
It honestly isn't much of an issue seeing as we have affliction view, limb damage view, and the discerning a layer of venom has rubbed off your weapon line.
The time it takes to writhe from an impale can be lengthened by a few things- notably, limb breaks (I don't know of anything else actually). I'm not 100% certain how the writhe timers work, but if they work like I think they do, the change won't rea…
No, it means that each aff you have stuck on you increases the damage from subsequent attacks. So with six afflictions stuck, you should take approximately double damage. It's consistent with the description in the ab file, so every indication is th…
No, Daskalos, you're getting this pretty much all wrong. You two were
making complaints about soul sacrifice, and somehow you're trying to
turn my saying that sacrifice isn't the OP-droid you're looking for into
a statement about h…