Juno_NH

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Everything posted by Juno_NH

  1. Juno_NH

    A List Of Changes That Would Be Nice

    Why do you call these observations 'crying'? I'm not complaining or saying someone is to blame, I'm telling you how it is and your only defence is to try and reduce the argument to insult the way I informed you. What drives this hostility? You've already suggested that team work is key, but your solution is to chase people individually and not group together targeting a single person? How is that going to work when you just said one on one a mage should win? I suspect there is little in this game that you could teach me, so asking me to "learn" things is pretty condescending friend.
  2. Juno_NH

    A List Of Changes That Would Be Nice

    i'd settle for amp being removed from game if DK was also.
  3. Juno_NH

    A List Of Changes That Would Be Nice

    DK was always meant to be end game item, it's main use was to enable hunting the big monsters that you simply couldn't do with other armor because it was too weak or broke too quickly. DK is entirely designed for PvM/E. 140 for ek would allow for "career pler" but would stop the lame shit that drives players away like scorp hero. Any higher and you risk making characters who can get eks reasonably reliably in free play but can't give them. Garden as civ is good, but not SW since it has higher level monsters like ettin and mg, and ofcourse dungeon must not be civ because too many small paths that could be blocked with civs trapping players. A higher level limit of 140-160 would also be nice for civ so you can get some strength before people start to hunt you. I also agree with scripted scav quest for bound armor. A great way to reward hard, but unlucky, workers. as for warrior "cry babies", I think most mage players don't even realise the advantage they have, in the same way a rich person doesn't understand why the poor aren't rich, or will try to blame the poor for their own problems. Warriors aren't always as good as they should be, warrior takes much more skill to master than mage and that's counter intuitive since whacking stuff sounds simpler than casting spells, but playing a mage is in fact much more forgiving to low skill players. It's literally a sword vs cannon situation, in most cases you'd pick the cannon because even tho its design is complicated, its quite easy to use and makes you powerful, but only skilled person would be more effective with the sword because it's not limited by ammunition, or cumbersome, and can be more versatile if used correctly. It's kind of backwards because people think "sure i'll be a warrior, high armor rating and decent focus damage so I won't die easily and i'll kill stuff", but infact - in helbreath - that is what the mage is. It's strange that every other game uses armor rating to mean "this protects from everything XX% or XX points" (unless some kind of special armor) but some things have armor ignore/penetration, in hb such a thing doesn't exist, but everyone starts the game with DR and PA but no MR or MA. If you feel that 100 mr in a skill is unfair then feel free to delete that skill and add the same amount of mr and ma to dk is it has dr and pa. Default damage and DPS is quite close between mage and warrior when there are naked without items face to face, so its not a question of raping. The guiding principal is that warriors are effective close up, mages are effective at distance. Both can do a bit of the other but not very well, and while one can be easily interrupted, the other has a decent chance to miss. Beyond that, mages are area of effect (splash damage), warriors are single target, and while warriors can have physical effects like armor and shield breaking (good at weakening near by enemy), mages have magic effects like MIM and freeze (good at keeping enemy at a distance).
  4. Juno_NH

    A List Of Changes That Would Be Nice

    dk should be harder to get, just look at the stats for it; its incredible and lasts a long time.
  5. Juno_NH

    Remove Mim From Magic Shop!

    sure, amp is 112 int but majority resist physical dmg is 40 str. here is better solution, make amp 160int, and change mim as suggested. we all know if MA was as easy to come as PA is (you get in ch when max) no one would play mage, but its totally fair. reset all warrior DK to have MA stat instead of PA stat (same value) and see how fair it is.
  6. Juno_NH

    New Taming Ideas!

    Spawned from talking in the update thread about taming, I came up with some ideas that could open this part of the game up even more! if you could combine alchemy and taming that would be great, perhaps a Druid class that has medium-high int that requires charisma also and higher summoning abilities (bind taming to summon quality for monsters above cyc), aswell as bonus with making potions and special pots that enhance tamed/summoned creatures. Charisma, alchemy, and taming are a perfect match really, since 200 chr characters are usually used for lottery tickets, and you always get random rare monster parts and farming items from lottery, which is great for making high alchemy monster potions, and in turn tamers could be enhanced to accommodate more benefits and buffs exclusively for summons/tamed monsters. Taming could be linked to charisma by the idea that you can "charm" the creatures into joining you, increasing taming chance and max tamed/summoned creature slots. Taming therefore should be linked to chr as its base stat, requiring 50chr for max taming. Also your charisma should makes you harder to hit because people and monsters like you! (small inherent increase mr/dr, slightly increased luck, lucky gold ring effect always active above chr 50). At 50chr tamed/summoned monsters have their normal life expectancies, but for every 1chr point after this their life expectancy increases by 2 seconds extra, resulting in 200chr characters having summons/tamed monsters with double the normal life expectancy (300 seconds naturally, increased to 600 seconds). Also, with increase charisma, the number of summons/tamed monsters you can manage at one time should increase. It is already natural to summon up to 5 creatures at lvl180, but with every 40chr you will gain an extra monster control slot. To further assist charisma characters, every 20 charisma gain 1% chance to have doubled hp/mp/sp/exp on roll (to slightly offset poor regens from low vit/mag @ 200chr and the massive mp required to maintain monsters over time), and 1% drop rate increase per 20 chr (for being lucky =D). These bonus is only applied to the character themselves, not the monsters under their control. To have this balanced, we will have to have different slot value for different creatures, monsters up to cyc is 1 slot, ogre is 2, demon is 3, and uni is 4. This way a super tamer could have 10 cycs or 5 ogres or 3 demons, but a mage summoner would have 6 cycs or 3 ogres or 2 demons. The main reason uni must be 4 slots is because its paralize is server generated (always hits, though resistible due to low uni mag), and its swing speed seems greater than other monsters, even though it isn't listed as faster in the guide. These chr bonuses allow for a more balanced character, not having the real advantages of high mag or dex, but not missing out entirely on some of the surviving ability that allows pvp to be possible. If we imagine the archetypal tamer character to be 104 str 50 dex 91 vit 112 int 50 mag 200 chr. This build would allow for plate, dir bow, and GS (with too low hitting prob for pvp, but some use in pvm), and with ability to amp and zerk tamed creatures and use the basic and medium level taming related spells, though not frequently due to mana restrictions. Most effectively used as an assault character, getting up close and using pots to summon ogres uni's and demons, while trying to stay amped and invis'd, unable to absorb much damage or deal any serious physical or magical attacks. This build is good at building a large group of tamed or summoned creatures quickly, but weak at supporting them for extended periods or giving continuous maintenance that a very high level tamed/summoned creature would require. A different build could be 40 str 50 dex 117 vit 200 int 150 mag 50 chr. This build trades many tamed/summons for fewer but better supported monsters, giving access to the highest taming spells and rare taming item abilities. Still not being a high Vitter, this would be a less offensive character than most, with a reduced strength blizzard, but hp over 600 able to stay in the battle longer. Never forget what the sorcerer told you on your first day, if he see's you using magic in a way he see's unfit, he will not stand by! New spells: Rally = sets co-ords for monsters under your control to gather by casting spell on that spot. low mp cost. Guiding hand = quick /tgt macro by casting on player. Useful during a big fight or during sade when no names are shown. maybe can also be used against specific monsters? not sure how to code that. Useful during ambush when all monsters are /hold + invis. low mp cost. Aether Link = 15D7+10 mp recover on target monster (sounds like a lot, but remember monsters have MS0). medium mp cost. Life transfer = Restore 1 creature to full hp, sacrifice half your current hp. 1mp cost. medium-high int. Shared Spirit = 9D12+20 heal, can only be cast on monster. medium-high mp cost. Marked for Death = Cast on creature before death to take luck roll on summoned undead appearing instead of corpse, bound to caster. Only applicable for Large monsters. 10% chance nothing, 35% chance zombie, 30% chance skeleton, 10% chance liche, 5% chance Vampire (dyed white Sorceress), 5% chance magic tower sorcerer magically appears to put a stop to your unholy activities, 3% chance weak twin warrior, 2% chance weak twin mage. Medium mp cost. Medium Int. Necromancy = RESURRECT CREATURE FROM CORPSE BEFORE IT DISSAPEARS!!! (spell fails with taming <50%, over 50% taming has 2:1 chance of success, increasing chance by 10% for each 10 skill % above 50) 1 square hit box. Resurrected monster is untamed and hostile to all until tamed. low chance magic tower sorcerer may appear instead and attack you. High mp cost. Death Clock = Resets a single tamed/summoned creatures expire time. Very high mp cost. More valuable than Necromancy due to no need to re-tame, and existing buffs are not cancelled by death. Can only be used once every 200 seconds (allowing certain chr/mag builds to support 2 high level monsters indefinitely with more vulnerable stats, atleast 100+ chr for 400 second monster life, 180+ int for spell, 150+ mag for mp). New rare items: Sacrificial blade (blood dagger) = selected large monsters (stalker, werewolf, MG, ETT, nizie, liche, frost, giant lizard, dark elf, MMO, cent, balrog, demon, uni, GG, HC, TW, wyv, drag, abb) can summon soul reaper (berserk white super-liche or frozen black demon, chosen randomly) upon death. 50 charisma to hold. Weapon proficiency related to taming (100% taming for crits/dash). Must be killing blow to summon soul reaper, if pass luck check. Similar hp/regen limiting as blood weapons. Soul reapers take 2 monster control slots. Soul reapers leave no corpses. Effect always active when item equipped. Resurrection orb = resurrects all monster corpses on screen (until all characters monster control slots filled, all resurrected monsters become bound to you) (sprite is edited event ball with expanded fishing rod style click Area of effect ability) requires 110 mag to hold. 20 min cool down. animation could be reverse of Mass magic missile. Abaddon Shard = Black dyed crystal. automatically changes loyalty of Abaddons minions to you when touched (either land hit on you or you hit them), regardless of owner (includes enemy summons/tamed). Monsters tamed in this way have half the normal life expectancy and are immediately critically poisoned because of this unnatural allegiance. Creatures tamed after max monster control slot limit reached lose you as their target and become hostile to all. Activation item (10 seconds) that equips like fist item since user holds conceals in the hand to harness its power. Instantly breaks once used, must be repaired in shop to be used again. Cannot hold for longer than 10 seconds due to immense power, leaves you greatly weakened after using (25% health remaining). Spectral Vine Whip = Glowing(dk15 glow effect) ms20 wand (bs wand/staff design) that adds spell "Phase Shift" when equipped. 60 minute cooldown. On casting spell caster becomes phase shifted (un-detectable invis) for 40 seconds. Caster is frozen, invulnerable, all spells become disabled and caster cannot be cast on (heal/sp recov, zerk, mim/illusion, and protection spells do not have effect). Caster becomes a conduit for the immense power of Abbadons' essence, feeding all monsters bound to the caster. All of the casters bound monsters have their death clocks reset and become amped & zerked with full hp and mp, and the casters mp and sp is completely depleted in the process. All the casters next regens are nerfed by 90% because of disorientation of being out of phase with reality. Takes effect as soon as spell is initiated, no cast required, auto targets caster and cannot be interrupted. 200 int required to cast. 500mp to cast, though all mp and sp will be set to 0 once cast. Dragon Harness = Gold beholder neck. Boosts taming by 20% (max taming skill for dragon taming, makes dragon taming possible, temporarily removes control % barrier on ice and fire wyverns only) Tamed dragon fills 10 monster control slots (requires 200 chr) but lasts double the time of normal summon. If 10 slots are not available dragon remains hostile and cannot be tamed. Dragon is slow moving and cannot leave the map it was tamed in, or travel through portal/tp's. Cannot be resurrected by orb. Cannot be Necromancy'd. Cannot be death clocked. Can be affected by phase shift. Infernia Staff = black/burnt zerk wand. While holding all steps taken become fire/scorched earth, costs 6mp (before mana saving) per step. fire based spells cost 50% less mana. all other spells are full cost. Blood Sceptre (blood ms30) = All mp cast in spells is converted to hp. When mp runs out, full mp cost is taken from hp (could be hard to code). If casting reduces hp below 0, character dies and drops as if killed.
  7. Juno_NH

    Helbreath Nemesis By Alemina

    the people who are against macro are the same ones as against taming, funny how that is. "I don't wanna bother setting that up/getting that skill, so I will post negatively about it"
  8. Juno_NH

    Halloween Npcs: Your Thoughts?

    pretty funny if one catches you by surprise being more powerful than you expected. you could always scan before you attack to see ;]
  9. Juno_NH

    Help: D2

    you cannot go as a civilian, you must be a combatant!
  10. Juno_NH

    Halloqueen Dungeon Quest

    wrong serg. mages can kill entire spawn easily and quickly, warrior cant. mages can wyvern, warriors cant. mages can HC with same difficulty as warrior, some just don't know how to. when was last time you saw successful abbadon warrior hunt? mage struggle with ettin and tw because they naturally have high MA, they were designed this way to be warrior hunt creature because mages can kill the important things. I just had great idea for new potion. Grenade pot. Makes mass fire strike 1 shot targeted on you. I don't know how that's connected to this post but it's a great idea.
  11. Juno_NH

    Questions

    strong armors cant. shields can also +3.
  12. Juno_NH

    Helbreath Nemesis By Alemina

    yes, "everyone" knows.
  13. Juno_NH

    Axes

    in nem 2 the values were something like sword did 1 end dmg, hammer did 2, axe did 10, when concerning shields. perhaps 10 was too high at the time, many hp axes were available and shields couldn't be +3 easily. however now hitting with axe is harder since good hp one is rare, so imagine you must hit 30 times to break wood (the lowest shield), but you wont hit with every swing, so 40-50 swings to break wood with the old endurance modifier, meaning a mage using PA wood could be para'd 2 or 3 times and lose his wood shield 1 on 1. That sounds roughly fair, seeing as a high PA wood can reduce damage so drastically that eking 1 on 1 is not possible when attacking with physical damage. a +3 tower is easy to make, and has over 1.2k endurance. by current values you will never destroy that shield before user has opportunity to escape, which is why very few people are using axes. (600 hits required currently, at 50dex and dk set+ tower dr, actual swings required will be over 9000)
  14. Juno_NH

    Changing Baxe Shield Strip

    it will filter down to lower str axes with reduced power.
  15. Juno_NH

    Helbreath Nemesis By Alemina

    that's correct. look at 3:48 and you can see cursor is on left side of screen, bag is opened on right side of screen, sets are changed and bag is closed again with cursor in its original position on the left side almost instantly.
  16. Juno_NH

    Helbreath Nemesis By Alemina

    do I see ninja pull after take dmg in that pvp? I only count 5 seconds since last dmg before disappear. I was impressed with the support maging, you were often first to spikefield para'd player, and zerked the warriors, in return the warriors para after blizz. Good team work, tho ofcourse most of the fights you have mass numbers in the screen.
  17. Juno_NH

    Helbreath Nemesis By Alemina

    hate this song.
  18. Juno_NH

    Strong Items, Chat Maps, Party Cap Size

    limiting chat to a single map, or in some cases a few related maps, is more manageable for people observing or taking part in the conversation. Imagine someone calls for backup in middle land and give co-ords, at the same time someone in town is trying to arrange hunt party and calls people to gather at CH. In the confusion some people will turn up at CH looking for the ek. There is some rationality to having red chat reach all maps because it is a global chat, but if 1 person spams in elvine garden, for example, then every map would get spammed. Perhaps we could introduce a message time limit feature, but that's even more coding and a hindrance to people in a fight who need to dispense information quickly or repeat themselves for effect or if they make a mistake.
  19. Juno_NH

    Spooky News...

    like the zombie of a hero? haha nice.
  20. Juno_NH

    Burning/freezing

    I'm really excited about the upcoming burning ability for spells, its been too long coming but finally a server is updating the fire spells to put them on a level footing with other elemental conditions. I am curious though, will burning and freezing cancel each other out? That would seem to make sense, and it could encourage mages to choose one spell, helping to diversify mage builds between blizzers (immediate large damage+freeze/less vit) and meteorers (immediate medium damage+burning over time damage/more vit). In a situation when both conditions can be placed on an enemy, you will probably find people taking max int and switching between the 2 to do max damage, which would be very painful for warriors. If there has already been a thread that explains burning and I just missed it, please post the link here and i'll give it a read!
  21. Energy strike is a great weapon for pvm/pve, and useful also in pvp from time to time (though for pvp armor break/earth worm strike are more attractive). Lightning strike is nearly double the int and more expensive in mp, but produces similar damage and hit radius. When the spell was designed, an average increase of 10 damage per shot was a significant advantage because people generally had lower hp, but in this server it can be seen that there is too little difference between the spells to warrant LS use over the cheaper ES. The question I put to you is this: If Lightning strike remained unable to penetrate pfm, but was improved by 20 or 30 damage (averaging around 70-100 dmg at 200 mag), would that bring a useful improvement to the spell, making it more considerable as a less affordable alternative to the value-for-mp energy strike?
  22. Juno_NH

    Nice Suggestions.

    since we on the subject of minimap, any chance to include summons/tamed as different colour dot on minimap? this is useful for 2 reasons: 1) you tame a DOMP and want to lure someone to it but forgot where it is, or its following you because to lure far away is not possible. 2) you can see where your tames and keep count
  23. Juno_NH

    Wat Itenx?

    ok om1sh i'll whisp you when I see you on =P
  24. Juno_NH

    Wat Itenx?

    sex pot skin colour pot agile rapier hp84+3 mr21 chain M hp49 wood ms20hp21 wand contract for 20 invi pots a day can be arranged for an item or on-going gold purchase.
  25. Juno_NH

    Spooky News...

    impaled pumpkin. so cruel...