Search found 496 matches
- 02 Oct 2018 11:17
- Forum: Suggestion Box
- Topic: Club expansion, testing the waters
- Replies: 3
- Views: 1827
Re: Club expansion, testing the waters
Thanks for answering calmly G, I appreciate any kind of backup after Zugzug's.. comment.
- 02 Oct 2018 09:56
- Forum: Game - General
- Topic: If the game were nerfed ...
- Replies: 114
- Views: 30921
Re: If the game were nerfed ...
So can I create multiple accounts and win this on my own? (Sorry, just curious/semi-worried/wondering)
- 01 Oct 2018 01:11
- Forum: Suggestion Box
- Topic: Club expansion, testing the waters
- Replies: 3
- Views: 1827
Club expansion, testing the waters
Greetings to all. Straight to the point: Personally, I would love seeing a multi-craft system in Genesis. Now thats complicated and guild tax and blah blah. So, we can try to have something harmless to test the waters. Can we have a leatherworking club ? No effects combat-wise, nothing breaks. Base ...
- 18 Sep 2018 16:30
- Forum: Game - Guilds
- Topic: What should a guild have for it's type?
- Replies: 149
- Views: 32878
Re: What should a guild have for it's type?
Nerf us all to the ground, it will help lessen descrepancies across the guilds.
- 17 Sep 2018 23:09
- Forum: Game - Guilds
- Topic: What should a guild have for it's type?
- Replies: 149
- Views: 32878
Re: What should a guild have for it's type?
If the "balance document" expects 100% instead of 270% (or is more rediculous as a +270% bonus?) are there any reasons not to adhere to it other than "I liked being op"? (Not anyone personally, in general)
- 17 Sep 2018 14:24
- Forum: Game - Guilds
- Topic: What should a guild have for it's type?
- Replies: 149
- Views: 32878
Re: What should a guild have for it's type?
Wow, stunning news! First off, it makes absolute sense to drop the the specials' scaling to the intended values (100% I guess) and plan on how to balance from there. That's a huge scale-down in power so every one of us will suddenly be dismayed and that's understandable. I see it as incredible oppor...
- 08 Sep 2018 00:35
- Forum: Game - Guilds
- Topic: What should a guild have for it's type?
- Replies: 149
- Views: 32878
Re: What should a guild have for it's type?
*chomps popcorn wildly*
- 05 Sep 2018 21:23
- Forum: Game - General
- Topic: Problems if we get too many newbies
- Replies: 60
- Views: 24284
Re: Problems if we get too many newbies
How do you get rid of the soulbound falchion? Why can't you rack it in your guild? If your alt takes it from there he/she still can't use it cause it's marked not to be usable from seconds, while your guildmates can still use it. I'd like to be able to give my old stuff to a friend / guildmate I th...
- 05 Sep 2018 06:53
- Forum: Game - General
- Topic: Problems if we get too many newbies
- Replies: 60
- Views: 24284
Re: Problems if we get too many newbies
- Free teleportation home: That's a thing right now anyway. The only thing that changes is that you get to keep a set of gear which is... the point, no? As for compensations to the teleporting abilities, I assume no guild has them as a semi-significant tool, yet I haven't had it so I can't judge tha...
- 04 Sep 2018 12:02
- Forum: Game - General
- Topic: Problems if we get too many newbies
- Replies: 60
- Views: 24284
Re: Problems if we get too many newbies
Interesting. You mean backliners I assume. If armour imbues are defensive and utilitarian while weapon imbues are offensive, this could work, since their imbues would actually not provide them any bonuses so it's fair. Big change though I guess.