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Messages - OldPortOutcast

#1
Suggestions /
July 21, 2010, 08:41:03 PM
You're also using a screenshot from over a year ago as evidence?  Really?

Anyhow this room does not have endless spawns, like stated above.  Kill them as you go and everything will be fine.
#2
Suggestions /
July 19, 2010, 10:12:39 PM
Active Pallid Maskers who actually fulfill their duties get such huge advantages against Necromancers and Undead.

Anyhow I'm against this as it would generally call for more Neutral Aligned Undead in the module, and that's not necessary given that Necromantic NPCs are usually in control of them and offer so much more interesting conversations.
#3
Suggestions /
July 18, 2010, 12:45:00 AM
The point of animation is again, finding corpses.  The reason they're so heavy is so you won't be carrying around an entire menagerie, but have a single cool, powerful permanent summon when you need it.

I'm against enhancing the base summon beyond very minor things.

Many mages and Palemasters on this server have managed to carry around said corpses, or earned incredible summons.

Joe Non-Necromancer doesn't deserve it too, without putting any effort into it.
#4
Suggestions /
July 17, 2010, 10:54:32 PM
I'd say definitely not on Doom Knight as part of the base summon line, even for 10+.  That's too powerful for any mage who gets to that level.

Any summon that powerful should need to be earned, preferably through application.

However, correct me if I'm wrong, but isn't the real use of this spell finding corpses throughout the game, animating them, then corrupting them?  Most corrupted Undead Summons are more powerful than any of the basic summons without a powerful reagent thrown into the mix, and are much easier to achieve.
#5
Suggestions /
July 15, 2010, 10:33:33 PM
While I don't think this quest option is presented in the greatest area for it, I'd say that most PCs out there know that slavery will get someone in mortal trouble in the Docks.

They know the consequences, and just because its a scripted NPC shouldn't make PCs immune to them.

What may be an easier solution is if Samuel Drake is moved inside by the quest area itself, rather than standing around in the Docks.
#6
Suggestions /
July 14, 2010, 06:30:09 PM
I've seen DMs possess these and put out city wide bounties on people who mugged them.

The risk is there.
#7
Suggestions /
July 10, 2010, 10:22:23 PM
I really like this idea.

More incentive for people to go places different from the norm around the server is always a good idea.
#8
Suggestions /
July 10, 2010, 09:25:18 AM
Agreed on this. The problem would complicate even more with icestorm becoming an aoe snare death trap.

My suggestion would be to add a rather high fortitude save as compensation.

Ray of Frost DC 15 fortitude save
Ice Storm DC 20 fortitude save
Cone of Cold DC 25 fortitude save

Or perhaps even higher than that.
#9
Suggestions /
July 08, 2010, 07:54:56 AM
Which is why a neutral bank was suggested somewhere other than the Docks.

I'm all for the Docks having more criminal elements and becoming more dangerous to operate within but there does need to be some sense of balance and upsides to playing in the setting.

Having no place for successful Docks PCs to keep their gold is just ludicrous.  If you could keep it in persistent storage, that'd be one thing, but such functionality does not exist.  I know one recent Docks PC was forced to carry around around twenty thousand gold because of this.

Even storing it under a mattress would be fine, but no such options are available.

Just an option, would be enough.  And frankly setting up a bank is not difficult in the least.  Criminal NPCs would all welcome a bank themselves given the sorts of business it would allow them to put their gold into!
#10
Suggestions /
July 08, 2010, 06:55:26 AM
Nihm, compared to the other bard song perks this one is probably tied with the Jungle song for the least taken.

Battlemarch is +2 extra attacks at level 8.  And +AB and movement speed for everyone.

Spellsinger's Chant provides magical damage, a damage spell shield, and spell resistance.  Also tied for the best.

The divine song provides +2 AB versus evil, extra +damage, as well as other things.

Giving this song and the jungle song +1 AB and damage each would keep it nice and balanced in my opinion.

However I do feel that Battlemarcher is far too strong certain conditions, and should go down to just one extra attack.  I'm not calling for a nerf though, just saying that it seems extremely good.
#11
Screen Shots & Obituaries /
July 07, 2010, 01:58:34 AM
Well at least your captain isn't the 'Mighty Monarch'.
#12
Bug Reports /
July 01, 2010, 01:13:20 AM
DM staff stated they had no interest making it check for SR given that its unique among spells being one of the few damage options against targets with SR.
#13
Bug Reports /
July 01, 2010, 12:50:25 AM
This has been covered in a bug report from over a month ago.

Spell Immunity on items only works if the spell allows for spell resistance.

Evard's does not.

Items that grant immunity to it will not work.
#14
Suggestions /
June 28, 2010, 08:54:57 AM
Ymphian Smuggler:

Each reset, a random illicit good appears in the person's inventory.  Mist Essence as an example.

Ymphian Explorer:

Small chance of 1% per level that when an exploration area spawns, that your character is informed the general side of the Isle it is on.(Nothing more specific than North, South, East, or West)

Ymphian Adventurer:

Going out of your way to find adventure provides a 10% experience bonus and +1 attack bonus during quests that aren't so close to home.(DMs would flag which quests they feel are not commonly done for this perk)

Veteran Sailor:

Due to your knowledge of vessels on the high seas, various sailing NPCs might temporarily recruit you to the crew in exchange for safe passage for your party.  Occasionally rafters or sailing NPCs will grant a party you lead free passage.

Hierophant of the Wilds:

Your knowledge of the mysteries of nature has granted you a +2 bonus to wisdom and +3 to Animal Empathy.  In exchange, you are permanently confined to your natural form.  Wild Shape feat removed/disabled.  Druid Only.

Bog Hermit:

Foregoing the bonds of civilization and choosing instead to live in the extraordinarily dangerous bogs of Ymph has given you a bond with the plants of the bogs.  Assassin Vines spawned naturally are non-hostile to you.  If in any area other than the bogs, you feel uncomfortable, and suffer a -4 penalty to discipline and concentration.

Consort of H'bala:

You are entirely obsessed with the idea of freeing the porcelain skinned goddess from her tower, to the point of fanaticism.  10% additional chance that a Carved Stone may drop on any quest it already drops on.  1% chance that a Carved Stone may show itself in a random exploration area chest.(May only apply to stones up to a certain number)

Loross Expert:

Your fluency in the language of High Netheril gives you a +10 to lore checks on anything written in Netherese.

Gobsquat resident:

You are more civilized than the average monster.  As a result, your threats are taken less seriously.  +3 persuade/bluff  -3 to intimidate.  Extra services on certain Gobsquat merchants.  Monster PCs only.

Mistwalker:

You sometimes enter the Mists.  Fortunately for you, you often survive the experience. At random, Mist patches appear around the Isle which act as modified exploration areas which send a person on a journey not unlike a rafter.  With this perk you are able to enter the Mist and come out at a specified location.  Without this perk, the Mist throws you into a random location around the Isle.  Dangers and rewards both may await those who enter the Mist, even if you don't have the perk. Lessened chance of a 'danger' event when in the Mist with this perk.
#15
Suggestions /
June 27, 2010, 03:36:31 AM
Except that Cloud of Bewilderment is a level 2 spell when you can get up the DC of a 5th level spell to DC 27-28.  That has about a 60% chance to hit even a mage fully looted out in DM gear.

It also penetrates all forms of mind warding.