Search found 63 matches

by Stretch
Sun Jun 29, 2025 6:45 pm
Forum: Suggestions
Topic: Gameplay: Taking Advocate Blessing - Relic Cost
Replies: 2
Views: 297

Re: Gameplay: Taking Advocate Blessing - Relic Cost

With the new patch, advocate blessings auto-replenish, so that anyone -yes even midwesterners- can take some 0 AP blessings without feeling like they were taking the last one. - Even inactive advocates will have a near-constant supply. And anyone with Part the Veil can more easily res entire raid te...
by Stretch
Thu Jun 26, 2025 2:56 am
Forum: Suggestions
Topic: Gameplay: Taking Advocate Blessing - Relic Cost
Replies: 2
Views: 297

Re: Gameplay: Taking Advocate Blessing - Relic Cost

I agree… blessings are pretty absurd for active raid defense. They serve as essentially a “win” button twice when I have used them on my rank D rev. Attached pics show “click defensive blessing once for 0 ap” and then “click twice and definitely a GI for 1 ap”. With no other buffs, and before combin...
by Stretch
Fri Jun 06, 2025 12:55 pm
Forum: Suggestions
Topic: Nether Graft: Add ranks to mutations for increased MP cost
Replies: 3
Views: 306

Re: Nether Graft: Add ranks to mutations for increased MP cost

Yeah I was assuming quick mutations would stay at the tier 1 mutation level. Although if additional coding logic could be added, would be nice to give a 50% chance of a tier 2 mutation if no other tier 1s were available.
by Stretch
Fri Jun 06, 2025 2:11 am
Forum: Suggestions
Topic: Nether Graft: Add ranks to mutations for increased MP cost
Replies: 3
Views: 306

Nether Graft: Add ranks to mutations for increased MP cost

Suggestion: Allow WMs with Nether Graft to stack mutations (Ferocious, Defensive, Soak, Swell) multiple times. Updating based on initial feedback, and thanks all for your comments! Second tier of a mutation has the same incremental effect, but costs 35 MP. Third tier of a mutation has the same incre...
by Stretch
Fri Jun 06, 2025 2:05 am
Forum: Suggestions
Topic: Nether Graft: Additional ability to make a pet feral
Replies: 8
Views: 15047

Re: Nether Graft: Additional ability to make a pet feral

Don't worry, we already do it with wraiths and reforged pets! But yeah, March wasn't feeling like the time. Just before Tlacotol breath end is totally the time, though.
by Stretch
Tue May 27, 2025 11:58 pm
Forum: Suggestions
Topic: Skill: Favour of Gnak upgrade
Replies: 10
Views: 12829

Re: Skill: Favour of Gnak upgrade

Near - I like it with the functional limit of 25 or so on one “room”. Would be enough to be entertaining, and a really tanky class is going to wind up killing 50 anyway. Although would like slightly higher so it’s a toss up at least whether it can take down an elementalist who waltzes in with full p...
by Stretch
Sat Mar 29, 2025 3:57 pm
Forum: Suggestions
Topic: Skill: Favour of Gnak upgrade
Replies: 10
Views: 12829

Re: Skill: Favour of Gnak upgrade

Recommend not requiring the WM to remain in the same neighborhood as like you said this can make them more easily trackable and is a nerf to the skill. Those with tracking can still track the WM of course. I think that 9 classes (ES, NC, rev, elementalist, WM, IB, DH, seraph, overlord or Stygian DOs...
by Stretch
Sat Mar 22, 2025 4:56 pm
Forum: Suggestions
Topic: Nether Graft: Additional ability to make a pet feral
Replies: 8
Views: 15047

Re: Nether Graft: Additional ability to make a pet feral

Wanted to bring this back up, in context with another suggestion made recently to allow tentacles to avoid pet decay with a certain higher-tier skill. I think that the ability to release pets to be feral would give the class a more distinctive role, make sessions more fun for WMs/Redeemed/hunters/pl...
by Stretch
Sat Mar 22, 2025 4:50 pm
Forum: Suggestions
Topic: Skill: Favour of Gnak upgrade
Replies: 10
Views: 12829

Re: Skill: Favour of Gnak upgrade

I support this evolution of WM as a class that creates more permanent additions to the landscape. Would give the game more interactivity and player-based dynamic content. I recommend it just as an addition to the existing skill (vs. requiring additional CP investment). With quick mutations already b...
by Stretch
Wed Mar 19, 2025 1:53 am
Forum: Implemented Suggestions
Topic: Gameplay: There is no return from Purgatorio
Replies: 2
Views: 1027

Re: Gameplay: There is no return from Purgatorio

Just for fun, what about a tweak where one alt per player can opt into a biweekly Battle Royale in Purgatorio. Show up with whatever loadout you want, but you can't leave until you die or it hits the end of the two weeks. Winner is whichever survivor has most kills, with various tiebreaks (e.g. most...