QuoteIsildurThere's a log of Flimbert on the log board almost killing Uggro, fire sword defender, without using barrier.
IMO the wands changes have no impact whatsoever on "casual players" if we define "casual player" as "someone who averages less than 1hr/day". Why? Because anything a 6hr/day player can do a 1hr/day player can do as well; it will just take
QuoteIsildurThere's a log of Flimbert on the log board almost killing Uggro, fire sword defender, without using barrier.
IMO the wands changes have no impact whatsoever on "casual players" if we define "casual player" as "someone who averages less than 1hr/day". Why? Because anything a 6hr/day player can do a 1hr/day player can do as well; it will just take
This whole Hierarchy of power that edges, wand changes, and a lot of the existing framework seems to create, feels like an attempt to relegate casual players to a lower status and even more uneven playing field. Drives me nucking futs.
Still on break after wand changes. Keep checking the boards hoping in vain that they will have fixed it. I tried a few other muds but really most of them don't have the numbers or are more poorly run than CF. Threshold was an interesting one, but it is much more RP than PK. Mostly I have been messing around on Rpol (play by post DnD) for my RPing fix, and EVE Online for my PKing fix. Se
All 4th tier airforms I had could only flyto from the same area, or the area above (the skys above galadon or the eastern road for example) I don't know of any that could do it globally.
so when trying to get lore up, I always make sure to spam it on a decent/high level item whenever I die. Not sure if it is superstition but it seems to work reasonably well to me.
Its been a long time since I got burned by someone doing it, but I find it still annoys me. I am not talking about nerfing it to the point that it would be unviable for surviving maladicts, or healing when your outer is getting attacked, but using it to overcome damage in the middle of combat (Kostyan's recent log is a great example) just bothers me as a player, upping to about three rounds
Air hasn't been redone yet although it does have greater enlivens.
Minor focus forms take a lot more mana to maintain.
I noticed the biggest difference with greater enlivens when buffing an attribute that a form was already good at. (Agility of the mongoose no good for tortoise, shell of the dillo great on it).
I was really dissappointed with water shifters the concepts are great,
The ability to actually be a badass, is part of the attraction of the game even if you don't actually manage it.
That said I don't mind the idea of some of the super OP limited items getting taken out or toned down,
I also agree with DaBull even as a nonelite player a big enough gang can take almost anyone down, and you don't need hidden knowledge (just competence and in gam
******* OK - one elf I can handle.... Jaudugar had previously informed me that 'he attacks everything' so presumably not a fortressite ********
if not a fortressite couldn't he be an outlander that would explain torching the Storm Giant guard.
Just saying.
I play mages more often than melee so perhaps my view is a bit skewed.
But basically the way I see it certain matchups sometimes have an advantage.
For instance try to use strategy to defeat an orc with good gear and iron weapons as a 15-25 level elf (just about any class) You will pretty much get one rounded most of the time. Very not fun when you walking from one area to the next so whe
Aps and Necros are still kind of hard to play but incredibly deadly in the hands of skilled players. I don't really think they need another dex nerffing debuff.
I vaguely remember some tidbits of advice on the new expertises and hometerrains from the old forum but can't find them any more.
I tried a wood-elf hunter once, I loved the power of the combo but couldn't enjoy trying to RP a wood-elf for the life me, so going Felar or Svirf this time.
The two main classes I am interested in are the Explorer and Animist expertises. I have played
The fact that CF doesn't is part of what makes it special.
There are plenty of other games that never take anything from you. Having played a few having good equipment in them is more a testament to time and persistence as opposed to skill and knowledge. It has a different meaning in CF and if it was changed I think it would be worse for CF.
The day they take away the ability to full
I have found that for learning the game, playing a character that is useful to groups and has a good means of stealth/escape is pretty effective.
Some combo's you might want to try
Shifter with Defense or air as one of your foci, def shifters are generally hard to kill air shifters can get away easily.
Assassins. Like AA said they rock, they do well with good gear but are not compl
Bard (Two if you want mana factory and to go really overboard),
Invoker - seven path
Healer
Tank (def shifter, certain warrior builds, to be honest with all the dr from healer, invoker, bard just about anything decent can work)
More Damage output (Good AP, Warrior, Ranger (in some areas), conjurer, offense shifter, ect)
Double bard plus healer can evenually kill just about anything
I have generally found, the following to be pretty good at killing most mobs.
LG Conjurer (lots of options here but don't kill good stuff)
Shield Pallies (same as above)
Defense and Utility shifters (some forms are bad so risky but, most def forms take forever to kill anything but they can get the job done Did a lot of exploring with a Dillo/Fox/Sand Lizard once, dillo was great for
When my old main finally dies I generally come up with a few character ideas (I have way more than I can ever use anyway).
I start up the three or four I like the most and play them into the mid 20's or 30's (depending on when they get what I consider to be their defining skill/style).
At that point I go with the character I feel to most connection to and have the most fun playing