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Noizhead last won the day on July 31 2018

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  1. P.S. Champion rift mobs of all types do AOE taunts now. These taunts will pull even not-tamed ridden creatures into combat, which presumably can get them taunted off the champion by nearby rift beasts. It's not caused any major problems for me, but given how unbarded horses burst like blood sausages it seems like this can cause lots of grief in short order. It also doesn't seem like intended behavior.
  2. Single-target damage from mobs is pitiful. I've seen a champion rift beast struggle to bring down a troll, and saw a rift jackal fighting a spider up on some cliffs for a wave and a half. The constant cleaving and other AOEs going on seems to stack up and bring the damage closer to what it was before the overhaul, but it still feels strange: on Noizhead I'm in even less danger than before, while my priest seems to regularly fall below 50% HP from catching random hits. If we're wanting rift mobs to act "smarter" then maybe they should consider the number of nearby foes when choosing to AOE or use single-target attacks. Mobs do not pull at range now. I've tried with both shafts and bona fide war arrows, and in both cases the rift mobs just stand there and take it. This is bad because it forces small rift groups to potentially pull tons of mobs at once, and opens the door to weird tricks--could I solo a rift in safety with a giant pile of war arrows and a murderbow? The warmaster's post-invulnerability shield leaves him with so much damage reduction that it can approach impossible for small groups to kill him, which has led to a number of recent rifts ending with the warmaster still alive but ignored while everyone burns hearts. I'd suggest making the invulnerability drop down to the Oakshell lookalike once the turrets are all defeated, and scaling the warband/turret spawns to the number of players at the rift so that he's not a pushover for big groups or impossible for small groups. Waves 1 and 2 can be merged. They are boring speedbumps and the heart-burning downtime between them just makes the new rifts drag on that much longer.
  3. drink coffee every day
  4. These spells still do not have keybinds: Essence Drain Land of the Dead Summon Soul Corrupt Zombie Infestation Purge Toxin Cleanse Hypothermia Focused Will Inferno
  5. LOF spam is hilarious, but the rewards top out at 500 points or so. Going into quadruple digits is fun for dickwaving, but that's all it amounts to. The real problem is that you can't get to the max awards unless you are an AOE-healing priest, so the ceiling should probably be lowered to something attainable for non-healers.
  6. I suffered at something like this while doing a grind to 99.999 PAS last year. Somewhere past QL99.995, you no longer improve enough to keep up with the loss of QL from repairing, the QL gains come to a standstill, and sweetspot grinding breaks down. You might be able to do better if your tools are also QL99 (I think mine were at ~98), but I don't think you'll ever hit a true QL100. This was the final screenshot I took before mending back down to QL80 and swapping to the old method of just imping stuff from QL80-90. "RIP sadjacket.png"
  7. Before the recent priest overhaul, Rite of Spring always required more favor than the baseline due to needing to accomodate the server's active follower count. It was entirely possible for the situation to be that the minimum favor for ROS was met, but the bloated follower count meant even 4x favor was required. ROS now only requires the minimum favor to cast, so Vynora probably has a lot of excess favor to channel ROS with. On top of this, a lot of sermon parties have been going in anticipation of the priest patch. It'll probably even out and function more normally once Vynora's squeezed dry. There's been three ROS casts today from a group of dorks who are doing exactly that. I picked a bad time to switch to Nahjo.
  8. If you want to devalue LT, then improve natural regeneration and mundane wound treatment. Ten minutes to recover from scratches, or for a grievous wound to only get marginally worse, hasn't made sense for years. The healing interval has remained unchanged since the days of finding maybe a dozen mobs in an hour of hunting and grinding FS by fighting livestock with shafts. The game has changed substantially, and glacial regeneration just feels wrong now. If you increased player regen intervals to something like one minute so long as the player isn't actively fighting, then mortal wounds would kill a person much faster but little nicks and bruises wouldn't build up in such a boring and frustrating way. You could use the opportunity to make wounds more interesting, such as cotton instead being used to close open wounds and to set breaks so that they don't get worse, salves to stop infections and burns and frostbite from getting worse, healing covers instead for instant healing, etc, but that is tangential to how hunting and fighting without magical healing is such a drag that it stops being fun.
  9. The skillgain from "warrior" is overridden by "learner". You would have +10% to all standard skillgain (not fighting, not faith) at 20 faith. The damage bonus from warrior is only accessible at 40 faith and 20 favor, which would require you to become a priest. "Warrior" and "learner" skillgain stack with Knowledge 11, but as noted "learner" bonus skillgain overrides "warrior" bonus skillgain.
  10. The "warrior" deity attribute does the following: warrior: 1.25x damage when over 40 faith and 20 favor warrior: +25% skillgain bonus to fighting subskills, shields & subskills, and archery subskills at 20 faith and 10 favor Two important things of note: #1: That's archery subskills (so just bow skills), not archery itself. #2: Nahjo isn't a warrior god. Nahjo does not get these bonuses. Who's trolling wiki editors with bad info like this?
  11. The religious stuff is cute, but please don't forget the little things. Everything about dispel is a nightmare, and sacrifice still interrupts casting so that enchanting sucks even more than it already did.