For the extra tick on dirt... does it have to be in swamps to work?
Why entangle... if he runs out of move he can recall and refresh move at pit/healer?
Why explorer?
I have a hard time to decide between Animists, Savages and Hunters. I played an Animist and a savage before but never a Hunter
1) Of course animist don't have third attack but does it really matters with wildfam?
2) Since wild fam is kind of super dodge, are hunters better with their bow skills (poison, fire, aimed, etc.) than savages (maces can be dodged) against other rangers?
3
Hi everyone,
I've seen in many posts that N/N Bards are good for solo explore and as I never played them, I'd like to know if you have any tips on how to play them?
Besides, I also wonder:
- what is the worst and easiest class to fight against for a bard?
- what is the effect of Roundhouse, doest it have a chance knock out?
- in what situation Mimic can be useful?
This is my first bard and I want to do solo exploring most of the time and I don't know wich prefered repertoire to take.
Any suggestions regarding PK?
Thank you in advance
I might be wrong but I agree that bat was not the real problem here... I always tought it was a bad idea to allow lowbies to wear/wield hero gear. You probably wouldn't have lost 350hp in two round with L15 gear.
Being able to only use gear of your level, or lower (similar to wizards capacity to use scrolls), would help game balance and to avoid OP characters. But when I asked the Imms t
I think it's really hard to evaluate... but what I know is, just because people eventualy dies, CF will die earlier if it counts on vets more than newbies.
My point is: Make CF less complicated to favor new players retention. Instead of relying on personal knowledge of the game (preps, gear knowledge and game mechanics) to be powerful, make CFers rely on grouping with others players to d
... and I give you two:
1) Every change that makes CF more complicated to play. (learning curve of CF is hard enough)
2) Every change that makes something more Immortals related. (like changing Devious Versatility prerequisite from Role XP to Imm XP)
"New is Better" is a capitalist motto to sell you things you don't need.
I've counted more than 2000 subscribers to CF Forums and there's hardly 25 people playing regularly... so we can reasonably agree that the problem is player retention.
I think the mistake is trying to please the vets over the newcomers.
1. Sleep, truss and wait for iron grip to fall.
2. Murder and grapple.
Or
1. Sleep (on Hamsah docks), truss.
2. recite "water breathing", drag under water
3. recite "dispel magic", wait 2h, get unholy.
But who wants to build a binder only for one fucker...
Just start that char/build you always wanted to try and wait for him to delete out of boredom : most of is
When I connect I see he's already alone in his PK range most of the time.
There is so much exploration to do in CF or other things to do in RL... I have time to wait for him to change/delete.
Hi,
Please correct me if I'm wrong concerning saves:
Bard songs: vs mental
commune: vs spell
transmuter spells: vs mental
Also, against what do you usually need save vs paralysis?
Thank you for your help!
1) I'm interested about the example of of "shorter and better" char description but ; link doesnt work for me, do you have another link/example?
2) What is a Jerrotard?
You can mention 2-3 Imms for each categorie. I know many of you hate Umrion for nerfing the Edge point system. Since I'm not looking to reopen this discussion, there's no need to elaborate on this opinion: a simple three word message 'Worst: Umiron Edge' is enough.
Personaly, I don't know Immortals much but I can say:
Favorites:
- Whiysdan : Because he's n