Search found 63 matches
- 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...
- 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...
- 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.
- 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...
- 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.
- 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...
- 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...
- 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...
- 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...
- 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...