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TacThu 01-Dec-05 12:35 AM
Member since 15th Nov 2005
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#11085, "Some suggestions and more of me reinforcing my own opinion nt"
Edited on Thu 01-Dec-05 12:38 AM

          

>Deadfall: Can't do it while chamo'd
>***Agree*** You should be able to do this while camo.
>

Seconded

>Harvest: 5 rounds of standing around unchamo'd for some food
> it might be 3 rounds) thanks, but I think I'll just go buy
>some berry pies.
>
>+++Agree and Disagree+++ The lag didn't bother me as much as
>the hidden time.
>

Seconded

>Subvert: I can't imagine a situation where this isn't the
>worst thing I can do with three rounds while attempting to
>attack a Trib, but hey, I never bothered to try it.... Cause
>umm.... I can't imagine a worse thing to do with my first
>three rounds?
>
>+++Agree+++ It isn't like you can spam this skill. Decrease
>the time to one or two rounds.
>

For it to be useful this skill should be automatic. Every time a guard mob auto attacks you as a wanted outlander, it should have to make a chance against your "subversive power" to see if it actually attacks, or turns on it's master, or just shies away in fear ala orc guards.

>Ignite: This is great, except for the fact that it has a short
>timer and is a crime.... So sure you can get an extra +20 hit
>dam, so long as you use it every 8 hours and don't use it in a
>protected area (so that you don't get flagged)
>
>+++Agree+++ At the very least make it last longer for mage
>classes.
>

Actually, I considered this power at least semi-useful, though a longer timer would certainly be nice.

>Windwalk: Ahh... the nicest power there is. Who needs flight
>potions when you have windwalk? Well unless you want to fight
>in a city... you know... where your enemies are. Granted it's
>great in a utility for the lazy sort of way, but quite
>frankly, I'd rather have flight potions.
>
>+++Agree+++ How about putting a city timer on it? So if you
>are in a city for say 3-4 hours then it drops.
>

Seconded... I'd make it work ala spores in bad climate.... It doesn't dissapear instantly, but the timer drops etc..

>Vandalize: This power is so stupid. You can get maybe one
>potion, from an out of the way shop, and close it down for
>long enough that you had better get a DAMN good use outta that
>one potion you got. RP wise, it makes sense, game wise, it's
>great... for me to poop on.
>
>+++Agree+++ If you keep the current format, perhaps change it
>so that you can aim for a certain potion. Yippy! I grabbed
>the detect evil potion again!
>

In order for this power to be useful IMHO it should have a syntax identical to buy. For instance, I got to Hamsah, and attempt to vandalize the apothecary for 10 dimunition potions... Based on how much value I'm trying to steal from the shop, my chances of success might be pretty low, but at least I'd get what I wanted on success. Also you should be able to try and try again until success or the shoppie is dead. After all, the shop is shut down for a considerable time, so it isn't like it would be free unlimited potions.

>Chameleon: Ahhh the Outlander uber power that evens out
>everything else. YOU CAN'T MOVE. I'm sure everyone knows this,
>but unless you plan on sitting in one place for a very very
>long time in order to trap someone... this is really only
>useful for running away (provided you have the fetish). I'd
>rather have lots of teleport potions personnally, but maybe
>that's just because you can't stop teleporting with faerie
>fire... or fog... or bioluminescence... or mark of the prey...
>or piercing gaze... or any area spell, or any other of
> the numerous ways to make some who is camo'd not camo'd
>anymore.
>
>+++Disagree+++ For a warrior especially this is a bad ass
>power. Especially since you can prep while camo and then bum
>rush them with windwalk.
>

I'll keep my opinion that this power is 90% utility, 5% deadly, and 5% evasive, but that's just my opinion. (Hint: If they are in a place where you can camo, they're expecting you already... might as well just prep as you run there, or one area away... it's the same thing)

>4) Sequestor: Without outlanders having insect call, I don't
>get how this power makes any sense. It doesn't take a genius
>to make a trigger to manacle the wanted (as I'm sure at least
>one spireling has) and after that, you get a short term no
>transportation effect. Yay for tribunals getting kills they
>have no business getting.
>
>+++Agree+++ I'd gladly take old school manacles over
>sequestor.
>

Seconded

>5) Tribs don't have power outside the cities: Of course...
>they don't lose any power with the scales gone either.... so
>why ever leave? Eventually they have enough numbers to
>garuntee any retreival will be successful, and so they just
>sit there... in the city. I won't be fearing any Outlanders in
>the wilds now that I've played one, but I'm pretty sure I'll
>still avoid being wanted if I can... Parity?
>
>+++Agree+++
>

Seconded

>6) No Healers: Tac got in trouble for bartering with town
>healers to heal so he could retreive. That puts your list of
>available healer mobs roughly equal with those of a Rager.
>Have fun with that.
>
>+++Agree+++ I'd like to see outlanders who have a certain
>special power be able to get aid from ancient hidden forest
>creatures or something.
>
>

I didn't mention this power (Tac never got it as I don't use AIM and didn't feel the need to waste my time trying to figure it out), but last I checked, every other cabal got their powers for just, you know, being in the cabal... Or, since someone will point it out, being the leader of said cabal (Empire)

>7) Any raid up the Spire, and any spireling is one recall
>potion, and one trib spire from being there to make your life
>miserable. Outlanders? If they aren't already there, you'll
>probably have your item before they get there. After all it
>isn't like there are any recall points close by, and they're
>going to have to run the rest of the way.
>
>+++Disagree+++ There if you had above said power life was
>hella easy.
>

See above.

>8) Gray Taint: This is just plain uneccessary. So you
>mistakenly wore a silver dragon necklace, or a raft from
>galadon. Welcome to 15 minutes of powers not working and
>stupidly bad regen rates.
>
>+++Disagree+++ Don't be a moron and wear it.
>

This was kind of a reach, I think it was included because I was running out of things to bitch about in my top ten, but it really is just one more straw on the camel's back.

>9) Race/Class restrictions: I could go on about this for a
>very long time, but suffice to say, you have zero access to
>the four most deadly/powerful classes (necros, ap's, paladins,
>conjies). Zero, or near zero access to detect hidden
> thieves/assassins/duergar). And the race class combinations
>you do allow are hamstrung by the other cabal restrictions.
>What were you thinking?
>
>+++Agree kinda+++ The problem I had with my last Outlander was
>conflicting imm opinion. Innis didn't like traveling with
>Scions. Lyristeon encouraged it. And it is obvious from
>Arminas's comments that he didn't get kicked out for grouping
>with Paladins.
>

From my experience with Tac, your list of "acceptable allies" as an evil outlander doesn't include anyone in another cabal.

>10) Stupid Outlander-friendly preps have stupid ass side
>effects. Seriously... CALM GOT ME KILLED. Why is it there?
>
>+++Agree+++ They didn't last long enough to be of any use.
>It wasn't like any of them were super-great. Why not make
>them rot-death?
>

This wasn't just the preps sold in the cabal's shops, but some things like herbal brew have extra effects that don't need to be there. Just another straw.

>11) This one is thrown in specifically for Rehny, and because
>I think it's stupid for at least the evil branch of the
>Outlander, but could be applied across the board. Wilderness
>time... Why? For what purpose? If your enemies won't leave the
>city, why in god's name would you sit in the woods? How does
>this make sense?
>
>+++Disagree+++ How else can you perfect chameleon?

Did the empire check you for civilization time? Just one more straw, especially for evil outlanders who are supposed to REALLY be bringing the fight to the city. All of Tac's wilderness time was more or less gathered under two situations 1)Pre-induction I was told I needed it, so I sat around in a forest until I had enough, and 2)Post-induction when I was hiding from a range that consisted of enemies, unacceptable allies, and Tac.

Edit: I keep forgetting Strenghten. The power of strengthen does not warrant request lag. Seriously 5hp? 2 dam? I'll keep the three minutes of my life thanks

  

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TopicWanted to agree and disagree with Tac [View all] , Aiekooso, Wed 30-Nov-05 06:29 PM
Reply The big deal with outlander powers, elmeri_, 01-Dec-05 09:04 AM, #5
Reply In summary, Theerkla, 01-Dec-05 09:25 AM, #6
Reply RE: Wanted to agree and disagree with Tac, DurNominator, 01-Dec-05 03:17 AM, #3
Reply Some suggestions and more of me reinforcing my own opin..., Tac, 01-Dec-05 12:38 AM #2
Reply Outlanders, NNNick, 30-Nov-05 09:35 PM, #1
     Reply Disclaimer: I have not played outlanders, elmeri_, 01-Dec-05 08:02 AM, #4
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