Suggestions
Give the player half of his previous character's total experience on rebirth.
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Increase minefield's CD so it has actual downtime instead of standing there menacingly for the entire rpb.
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Better yet. Actually scatter the minefields so you aren't sent flying into the RPB box because you happened to stand north of them right as it appeared.
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Reduce the confusion time on Spatial Misdirection.

Let me lose one more time because of this spell.
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Even if you increased Minefield's cooldown it would still be one of the most oppressive and bullshit spells in the game for melees to deal with. With other AOEs, you can pop a shield or similar and move in to fight. With Minefield? You have literally no choice but to focus on dodging for ten seconds because if you even attempt to engage a person who pressed the Minefield button while it's up, you're going to be yeeted back to Esshar.

It's an awful ability with zero counterplay aside from summons and zero fun involved in fighting against it. It doesn't need a cooldown increase, it needs a total rework.
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Add more Ky'iah spawns somewhere else on the map. They literally only spawn about six inches away from Aphros (or from a dungeon) - it's kinda oppressive trying to get the ingredients for people who might not be on the best terms with that city.
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Make it so that when you shift+click an item to add to a chest, it stacks with any stack of that item already in the chest. Would make dropping off reagents a lot easier.
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Probably should take a look at Mist AoEs overlapping in damage, and how frequently it can be cast
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I'm pretty sure that's intentional - if they're overlapping, that means there's less overall RPB space being covered.

Simply do not walk into the mistform aoe.
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Extra perks for Champion since this is considered a high-rank undead, Also should Cost 5 RPP instead of 10 which is a huge ask build-wise for nothing, Burden should be 5 RPP as well so it adds up to 10 as well as something else maybe another human passive?

Edit: In case it's mentioned the 200+ boost isn't much of a perk imo as getting to 200 with some dedication to rping and antag is more fun and is easier than Dangering 20 times..Not to mention it cost 10 RPP which is essentially 190, It can remain but I don't think it should be the main perk of achieving the champion rank
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