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Darklords last won the day on May 6

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  1. Also to answer the original question, tower chaining will be enabled.
  2. We could also just slow them down in general for pvp servers, but removal is always an option if that isn't enough.
  3. There is plenty of tricks to learn as you start to pvp people can't expect to come into pvp knowing everything, but beyond that when casting on the body it already mentions it is only blocked on body casts and tells you to cast it on wounds when on vehicles with the following message. "You must target a wound directly when using this spell on a vehicle." We do not consider wound casting a loophole it does extra range checks that prevent it from being cast while moving more than a tile while on vehicles. Venom removed upto 60% glance in some cases as a blanket enchant that works on any weapons vs any kind of armor type and its only downside which was reduced damage which is negated fully at high powers. It was to accurate and even now it still offers the lowest glance rate across all armor types, it is the lowest glance vs everything still just not absolute 0.
  4. Was more asking for how people felt about it I apologize for not wording that better. As far as boats go we are defiantly going to do something to improve the current situation the sailing changes made, I've been testing some changes to it on my local build and will let you guys know when we have a final answer on that hopefully soon.
  5. What is the issue with sickles? Care to elaborate a bit more?
  6. Was in direct response to this comment from Sindusk. Cure on a players body heals for pretty large amounts for the short action timer and no movement checks body casts provide.This isn't a big deal off a vehicle as you cannot move and cast those spells. Heal is the intended spell for use on vehicles in motion, cure can stay in with wound targeting because they do distance checks from the start of the action and cannot be cast while moving much which is not something we want for all body cast spells as there was only a few trouble ones. Cure spells before the priest rework worked exactly as they do now on vehicles requiring you to stop to cast the quicker heals like using cotton does. If people find an issue with it being wound casts only on vehicles the offer was just to remove that and make it only usable off vehicles totally.
  7. Correct but everything shares this so I do not include it when discussing the specific added glance rates for different wound types, in this case 0 addition to the 5% base glance rate everything has period.
  8. The why was explained I highlighted it below, now I understand if you don't agree but I clearly gave the reasoning. I have a feeling people will understand a mechanic as easy as heal spells build resistance faster than heal enchants because everyone can use the enchants and there much harder to get consistent healing from because you only heal when doing damage based on the damage amount. . Removing cures totally from vehicles is of course an option, if that's the route people want it to go instead we are happy to fully remove them from vehicles period it was intentionally left how it was in the old days where slowing down to cast on a specific wound was still doable but if people think it should be removed fully from vehicles that can defiantly be done. Casting on wounds does range from start checks and you cannot move more than a tile on a vehicle during its cast so it left no loophole as players need to basically fully stop to cast them which was ok with us. As said we are open to ideas for completely new venom effects to replace the low glance of the nerfed version, but going back to it having 0 glance is not something the team is ok with the decision has been made there and we are unlikely to bring it back to 0% glance. Shield bashing is on the table to be looked at balance wise for pvp, more on that at a later date. The goal is to make the spell spam less useful in general, having most spells you cast canceled and your cast time increased on a 30 second cooldown with every priest having it is a rough balance point. There needs to be ways to cancel them but they should be used in situations you know it will have a good effect vs just stopping near every cast you can. Increasing the cast time was overkill I will admit and the plan is to return it to 3 second cast time regardless of the other changes.
  9. Locate soul has already seen some major nerfs in the priest overhaul, it already has protections against spamming like resistance/more limited max range it can find players now/a cooldown. Don't think we will be looking at more unless it becomes a problem somehow. Will take a look at messages/sounds showing up when hidden from local(except for stealth likely). Removing player counts for pvp servers is something that would require some deeper discussion between the team so I have no answer for that currently.
  10. Libila will likely receive a different named tangleweave(same general effect) with a much longer cooldown to make up for them having more casts of it. Sailing I cannot comment on yet but we are discussing that and ill let you know when we have a final answer on that. Kingdom management as a title to allow someone other than the king to manage stuff does not sound like a terrible idea I put that on our list for consideration. Not likely to make the enemy in local stuff last longer for anything but karma home/teleporting in general to prevent abuse. Solving alts without mechanics is hard because as mentioned at what point do we start calling something an alt? I have 70+ fightskill decent fighter alts. Also whats to stop someone from just locking what could easily be considered a main of someone naked/in bad gear and doing the same things? We would like to find a balance mechanic wise to prevent the abuse rather than having hard to enforce rules against it. As far as alts in reinforced mines preventing expansion, if it stays a problem we may likely have to prevent things in mines from stopping expansion or some other change to prevent that behavior.
  11. I don't think we are going to be looking at premium only chaos at this time, the current idea is to mix up how mines and local work. If you don't have a direct open path to an exit near by you will not be able to see local above ground the same will go for them seeing you. Would likely be a cut off if your to far from the entrance also, this would likely effect all pvp servers including epic.
  12. Do you happen to know an exact time that happened/timezone you are in to help us track down the cause?
  13. We can possibly take a look at shield bashing balance as far as non priests go. The teleporting is a great point, we could add a cooldown once leaving an enemy local to using it, something around 10 minutes or so.
  14. The alt issue comes down to its very hard to define an alt as said, we are looking into solutions. Will likely be an expanded take on how epic handled it awhile ago by limiting what you can see outside mines while in them.
  15. Some kinda of stamina loss for the captain is more of a mechanic to prevent endless running with no penalty, open to ideas for other mechanics to prevent endless chases though.