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[✗] [Rewrite] Ologs - Krug's Indomitable

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Panashea

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3 minutes ago, Panashea said:

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Who's this handsome devil?

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3 minutes ago, Anbennar said:

Who's this handsome devil?

Please do not the ologs

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YAAAAYYYY OLOG LOVE 🗣🔥🔥

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I like some aspects of this but there doesn't seem to be any reason why almost every orc wouldn't immediately transition to ologs. It almost feels like the constant high strength of ologs is being sacrificed just so all orcs can roleplay being gigantic and absurdly strong again to me. The inclusion of "they feel constantly depressed if not living among orcs" kind of feeds into this being like a """true""" orc thing designed to force true orcs under the orcish state- idk.

 

I like the concept of ologs being something you ritually become and removing their weird 5 year old intelligence thing though (if this intelligence is such an important weakness for them why doesn't every other olog esk being have it?) Ologs should also be allowed to be shamans for as long as shamanism is in it's current state (does less than bardmancy.)

 

Edit: I also think throwing objects like longbow arrows is cool but it should be like a longbow clone ability separate from rage, as otherwise there just isn't any reason for an olog to use it over a regular longbow given it's lack of emote economy and limited uses.

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4 minutes ago, ClassyDryad said:

There doesn't seem to be any reason why almost every orc wouldn't immediately transition to ologs. It almost feels like the constant high strength of ologs is being sacrificed just so all orcs can roleplay being gigantic and absurdly strong again to me. The inclusion of "they feel constantly depressed if not living among orcs" kind of feeds into this being like a """true""" orc thing designed to force true orcs under the orcish state- idk

 

I do not think every orc would transition to ologs in the same way not every orc currently transitions to URUK or Olog. Goblins are also still a large part of the playerbase (certainly larger than ologs) and if every uruk wanted to be absurdly strong and hone in on being gigantic we wouldn't see uruk mystics, naztherak, necros, or other magics that enfeebled someone.  I would love if there was an orcish state, but at the moment "krug" orcs are dissolved. It doesn't state that they can't live in other orcish societies, i.e Oni /w Koyo-Kuni.

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1 hour ago, Panashea said:

 

 

Ologs move and act as quickly as their descendant counterparts, though their size grants an insane constitution. Ologs possess physical endurance, not tiring easily-

 

 

 


Even as an Olog player I already have issue with this line at the start, I get that fluid movements can build up speed, but a hulking 900 pounds beast should not be as fast or have as much endurance an elf for example

So bit skeptical on this bit of wording but will keep on reading, maybe I am just being extra mean for no reason! Might just be wording but certainly not all races out there

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Good rewrite overall. The flavor and redlines are solid from my perspective. I especially like the deeper  take at Olog mentality.

 

My main feedback would be that Olog base strength has always been 3x human. Lowering it to regular Uruk strength in CRP would break consistency with other lore (Tawkin mutations,  Other CAs.) and weaken Ologs as the big giants they are.

 

Everything else looks good.  Thats all really

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Posted (edited)
1 hour ago, Panashea said:

 

O ʀ ɪ ɢ ɪ ɴ   &   C ᴜ ʟ ᴛ ᴜ ʀ ᴇ

 

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K R U G

•• ━━━━━ ••𒋝•• ━━━━━ ••

The most hated of The Descendants, you shall always have the lust of war. You are strong? Well, the strength shall be used against your brothers, used to pillage and murder! Your lust for battle shall be unsatisfied and your descendants shall grow ugly and heartless.

•• ━━━━━ ••𒋝•• ━━━━━ ••

 

When the Arch-Daemon set upon the first of the Orcs, his fires burned the flesh of Krug, staining his flesh green and marking his children forever as apart from the other descendants. This curse granted the orcish people a unique strength at the cost of a brutish and maligned appearance from the world. The depravity of Iblees’ curse upon the Orcs birthed a diaspora of bloodlust and strength. Those most affected became Ologs, colossi of flesh and muscle.  This steepening of the curse created giants, quintessential parts of Orcish Culture. Trolls, Jotun, Ogres, Giants and the like are thought to be direct descendants of Ologs, or Iblees' attempt at recreating Ologs through his own meddling. 

 


 

P ʜ ʏ ꜱ ɪ ᴄ ᴀ ʟ ɪ ᴛ ʏ   &   M ᴇ ɴ ᴛ ᴀ ʟ ɪ ᴛ ʏ

 

Ologs due to the steepening of Iblees’ curse are far larger and taller than the Uruk counterparts. An Olog may range from [8-10]ft. Ologs appear as varied as their other Orc kin, varying in skin color, eye color, and hair color typically reflecting clan heritage or role within society.  Ologs possess more fat and weight than any other descendant, weighing as lean as 400 pounds up to a maximum of 900. Ologs move and act as quickly as their descendant counterparts, though their size grants an insane constitution. Ologs possess physical endurance, not tiring easily in addition to eating whatever fits into their mouths. Ologs have been seen to eat rocks, metal, rotten food or other objects typically not digestible without any harm.

 

Mistaken for a blind stupidity, an Olog possesses an intense obstinance and arrogance born from Krug’s original refusal of Iblees, and the harrowing nature of the Descendant curse. While other descendants may take this as poor nature, an inability to communicate or understand, an Olog would much rather physically act on their emotions and impulses rather than listen to creatures weak in flesh and body. This intense respect for strength intrinsically ties Ologs to Orcish culture, and makes it extremely difficult to exist outside of their kin.  Ologs are still as mentally competent as other descendant kin, though the expression of that is increasingly difficult to coax out when violence and physical force are far easier languages for them to speak. Ologs are incredibly literal in this way. Though capable of speaking any language, in their eyes teeth are made for eating, rather than speaking. This may be interpreted as childish or rash behavior, but to an Olog, it is more rash and childish to argue with someone half their size. 

 

Ologs are incredibly driven, albeit only by their own needs and aspirations. The divide between Iblees’ corruption and Krug’s steadfast nature leads them extremely prone to gluttony and vices, while also being incredibly dogmatic. A storm constantly rages within a stone body,  bloodlust and temperance constantly at odds with themselves.  Ologs are still capable of performing the normal tasks and feats of descendants, but more prone to the negative thoughts and volatile emotions that may make things like study or advanced education difficult. This is not to say that it is impossible, but it would need to align with their authoritarian views for them to accept it as something worthwhile.

 

This constant battle continues as an Olog ages, and much like their supernatural growth bestowed through Iblees manifests after 200 years. Ologs may choose to aesthetically manifest this turbulent nature with vestigial heads, cyclopean features, or other traits typically associated with mythological giants, ettins and other creatures. These secondary traits cannot be bestowed without a [Conversion] ritual on a current Orc or Olog player, or upon an STreq showing proof of an Olog utilizing Rage and killing a target during it.

 

Rᴇᴅʟɪɴᴇꜱ: 

⬢ Secondary traits gained must be done through a conversion ritual on a current Olog or Orc Player- or through screenshot proof in an Sreq of an Olog utilizing rage and killing a target during it.
⬢ Secondary traits are only aesthetic and function the same as other body parts, (i.e an Olog with [1] eye still looks around normally, still can be blinded, etc)

⬢ Secondary traits cannot be used within CRP to gain additional actions or effects, (i.e an olog with 2 heads can  still only make [1] action with one of the heads)

⬢ Attacks done to secondary features function the same as their normal counterparts(i.e an olog with 2 heads would still die if one head is severed).

 


 

R ᴀ ᴄ ɪ ᴀ ʟ   T ʀ ᴀ ɪ ᴛ ꜱ

 

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Fᴇl Blood - [Passive] [NC] 

Ologs are limited in the magics they may learn due to Iblees tampering and their closer allegiance with Krug, as such, they cannot use the magic or feats of known Aengudaemons.  While Ologs may be transmuted or corrupted into other CAs, they would lose their strength and abilities, behaving identically to an Uruk who had been transformed. Ologs who take on physically crippling magics like Voidal Magic, Necromancy,  Mysticism, or Naztherak would be corrupted the same, losing all passives and traits of Ologs, functioning as the average Uruk. 

 

Ologs can learn Shamanism, Seer, Blood Magic, Corcitura, Alchemy Feats,  Housemagery, Bardmancy, Golemancy, Sorvian Crafting, Kani  & Feats; any other that doesn't alter the soul or corrupt it while preserving their Olog traits. Ologs may still be born as Cursed Children,possess Vivification, or other birth-based affects should the requirements be met. Other magics may be added in the future with amendments.

 

[Conversion][NC] 

While this accursed blood bears no additional genus or effects, Shamans, Naztherak, and Blood Mages, may steep this curse further in Krug’s children, artificially creating Ologs through a restrained or willing Orc. This ritual requires [3] T5 magic users of compatible magic and a freeform ritual of at least [4] emotes and descendant blood.  Converted Ologs may have aesthetics reflecting the magic they were forged with, in addition to mutating secondary traits described in Physicality. 

 

Fᴇl Blood Rᴇᴅʟɪɴᴇꜱ: 

⬢ The Fel Blood ritual requires magics with direct connection to Orcs, I.e Shamanism with the Ancestral Realm and Krug, Naztherak with Ixris, or Blood Magic’s affiliation with both. Other magics may be added with story events or amendments.

⬢ Convered Ologs are still liable to magic compatibility and will lose Olog traits should they take on a Magic or CA that physically weakens them or corrupts them. Ologs would regain their abilities should they have the means to shed this weakness permanently. 

⬢ Fel Blood conversion only works on orcs, this includes goblins with [2] additional magic users. 

⬢ This ritual cannot be used as reason to shed or alter the Descendant Curses and instead is the result of Iblees’ initial tampering.

⬢ Successful conversions require screenshots and the creators involved documented on the new [CA].

 

 

 

Hardened Visage - [Passive][C] 

Ologs possess intense fortitude.  Aesthetically, Ologs may possess stone-like skin, moss protrusions, or hide-like skin to showcase this durability. While Ologs are unarmored this durability functions as [Medium] armor, providing no benefits when an Olog equips [Medium] armor or greater. 

 

This constitution bears consequence, as Volatite greatly harms them, ignoring the [Medium] armor when striking them. Similarly, when wielding Volatite, they are incapable of striking with [2x] the force, at risk of splintering their hardened exterior. Ologs are capable of using Thunderclap, but gain no damage or strength benefits. 

 

Hardened Vissage Rᴇᴅʟɪɴᴇꜱ: 

⬢ The armor effects may only be present while an Olog is unarmored.

⬢ Medium armor adheres to techlock and does not apply to sensitive places like an eye, the inside of one’s mouth, or other openings like nostrils. 

⬢ The passive effects of Hardened Visage are ignored when striking with Volatite.

⬢ Ologs gain no strength bonus from Volatite’s Thunderclap but may use it for its other effects.

 

 

 

Titan’s Strength - [Passive][NC] 

An Olog’s strength is supernatural- lifting strength and  possessing the endurance of  two orcs. Ologs may exert this strength and endurance to move and lift objects, as well as growing tired less easily than their descendant counterparts. This strength only functions outside of combat. 

 

Titan’s Strength Rᴇᴅʟɪɴᴇꜱ: 

⬢ This is a non-combative ability that allows Ologs to function as durable workers and siege equipment within orcish society. It has no effects on combat or harming others. 

 

 

 

Indomitable - [Passive][C] 

Ologs are incapable of having their strength changed by any means unless activating Rage. Iblees’ corruption permanently prevents them from having it increased or decreased by any magic or items, remaining at Uruk levels otherwise.  Items that normally sap a character’s strength at the cost of activation or similar poisoning afterward would not allow an Olog to use them. An Olog loses the passive effects of Indomitable should they take up magics that weaken them, or be transmuted into something incompatible with their base forms. 

Indomitable Rᴇᴅʟɪɴᴇꜱ: 

⬢ Indomitable prevents an Olog from having their strength sapped or buffed via magic or other means.

⬢ An Olog’s strength will always be the same as an Uruk within CRP unless utilizing Rage.

⬢ Items that sap strength or poison the character’s strength(i.e Voidal Poisoning) would be unable to be used by an Olog.  

⬢ An Olog who learns a physically weakening magic would lose Indomitable and all other abilities related to being an Olog.

 

 

 

Rage - [Active]

Rage unshackles their normal restraints, Olog tapping into a deeper magical strength. Rage can be activated [2] times per combat encounter, and lasts for [4] emotes each time. Activating Rage a [3]rd time would cause cardiac arrest, PKing the Olog at the end of the encounter. Should an Olog kill a target while Rage is active, they may cast Rage an additional time without penalty.   Rage is hindered by armor and weapons, lacking the same efficacy when utilized. Rage requires [1] emote of focus to incite, inducing the state of being and disconnecting them from all other magics.  Rage grants the following abilities. 

 

»  An Olog’s weapon-ed attacks strike with the force of [2] average descendants.   

» Unarmored Ologs gain [3] additional blocks of movement. Armor immediately disables this effect. This may be represented as a charge or sudden movement and may only happen [1] time per Rage activation.  

» Ologs without a weapon strike with the force of an Uruk’s warhammer, capable of breaking stone and buckling heavy armor with fists, teeth or other combative parts of their body.  Attacks made with weapons defer to the lore above. 

» Similarly, Ologs may throw any projectile and have it function the same as if it was shot from a  Long Bow in accordance with Techlock.  An olog still must take [3] emotes to ready, aim and fire the projectile. 

 

Direct strikes on an Olog's flesh with Azhl reduces an Olog’s Rage by [1] turn and a second strike would totally prevent them from utilizing Rage in addition to its usual effects. Similarly, Volatite’s Thunderclap and loud sounds that would disrupt magical connection would prematurely end Rage. 

 

Rage Rᴇᴅʟɪɴᴇꜱ: 

⬢ Rage cannot be used in conjunction with any other kinds of magic that would require connection, focus, or rhythmic breathing.  

⬢ The satisfaction gained from an earned victory, one in which the Olog themselves snuffs the life out and sates their Bloodlust allows them to cast Rage [1] additional time within a combat encounter without penalty.  This effect may only trigger [1] time per combat encounter.

⬢ The state of Rage cannot be held in concurrence to magical connections and disconnects the Olog from magic until Rage ends. 

⬢ Rage cannot be prematurely ended by the Olog, and instead only disconnected through loud sounds that would disrupt magical connection. 

⬢ A fatal casting of Rage will still kill the Olog at the end of the encounter, even if they kill someone and proc an additional use.

 


 

Gᴇɴᴇʀᴀʟ Lᴏʀᴇ Rᴇᴅʟɪɴᴇꜱ: 

⬢ Ologs are an open CA with Uruk Strength unless utilizing Rage. They possess 5 magic slots and may learn compatible feats and magics described above.

⬢ Ologs cannot denature from their innate affiliation with Orcs due to their conceptions of strength birthed from Krug.  An Olog within non-orc society will always feel out of place, frustrated and depressed.

⬢ Ologs still require a CA application, even when converted from Uruks.  

⬢ Ologs may only crossbreed with Uruks, and are incapable of hybridization, creating whole Uruks or Ologs only.

⬢ Ologs are incapable of romancing other creatures as they do not align with Krug’s visions of strength and honor.

⬢ Ologs are capable of transfusing with Uruk and act as blood ingredient to the muritor elixir for them. Other racial based lore follows the same logic. 

⬢ An Olog who learns a physically weakening magic would lose Indomitable and all other abilities related to being an Olog.

⬢ Ologs, like all orcs have their souls transferred to the Stargush’Stroh upon death unless claimed by other means.


 

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G ᴜ ɪ ᴅ ᴇ ,   P ᴜ ʀ ᴘ ᴏ ꜱ ᴇ ,   &   C ʀ ᴇ ᴅ ɪ ᴛ ꜱ 

 

[ Cʜᴀʀᴀᴄᴛᴇʀ Gᴜɪᴅᴇ

Ologs are misappropriately labeled as being completely devoid of thought or played as drooling babies.  This misconception ignores the deeper nuances of bloodlust and the ramifications of Iblees’ on an orc’s outlook. Orcs, and to a more extreme extent Ologs are othered by descendants despite their sacrifice. This dualism reflects their emotional state, constantly battling the bloodlust and need for vices with their innate respect for Krug.  Ologs are deeply complex in this eternal struggle, and must find outlets to vent their conflict. It is these ties that prevent them from aligning with other descendants in society and finding a place outside of orcish culture, or those dark enough to match an Olog’s vices and the innate violence needed through Iblees’ influence. 

 

While this does not mean Ologs are incapable of living with non-orcs, the ability to do so would constantly be hindered by outbursts of emotion, or the constant aversion toward their weakness. As such Ologs are often nomads when outside of orcish society, or form familial clans tightly bound by conviction.  Orc societies will always be considered home first because there is no other image of Krug within the world, no icons who remind them of themselves.

 

These traits play into how an Olog views honor and strength, or how they may fall prone to corruption and rash decision making. As an Olog player it is that nuance that provides an intense intrigue to what typically is seen as a “less” intelligent character, when in reality, Ologs are merely less diplomatic to those unworthy of their time. 

 

This rage and emotional liability are the keys to creating a nuanced character, as well as deeply tying one’s self to the origin story of Krug and the orcish people. Clans, historical figures, and legends become backdrops by which Ologs aspire, and use to align themselves more in tow with their Father.

  

[ Lᴏʀᴇ Pᴜʀᴘᴏꜱᴇ

Orcs as a race have been maligned on Lord of the Craft because of their strength and often stereotypical approach to character mentality. While every group has had bad actors on the server, few have been so easily accessible and gifted mechanically to be abused. Worse, I believe that the standardizing of “Orc” strength and “Olog” strength go directly against the ideas of the Techlock when said strength is not defined in Orc race lore.  I do not think “Orc Strength”  relegates Ologs to being lobotomized when many other CAs have the same strength without the same caveats. Should this be accepted “Olog” strength would be no different than an Uruk’s strength in CRP, and Rage a totally different metric than how [CA]’s typically frame their strength, while preserving the unique niche of Ologs as larger brutes. 

 

[ Credits ]

- Me, IndignantShaman 

- Thank you John forumslop (Pallodium) for the formatting.

 

This is one of the many projects I have stewed on for a few years now. I am very grateful for the few long term Olog players (thank you Dutch) who have been through the ups and downs of playing this CA. 

 


Yea... I read it and absolutely hate this.

In  my eyes it is not much more than an attempt at creating ''orc +'' with taking away the HUGE bane of being an Olog, that being their simple minds and unability to cast magics or learn feats. It has some good ideas, like giving them some armour when not wearing any ((which should be closer to light if implemented IMO)), however its just INSANE ammount of buffs with NO downsides.

Being a 900 pound 10 feet tall monster that can have magics, is as smart as everyone else, doesn't have any movement penalty, is able to wield armour and weapons perfectly fine, and gets additional boons just due to existing? Yea no thanks that is broken.

Again, this comes from someone that already plays an Olog, and I absolutely despise it- It takes everything that Ologs are now and than strips that away to instead make them better orcs. There is no reason for such a rewrite to be even happening, Ologs can be played poorly by some people, yes. However there is a certain charm to their simple mindness and dependance on others for mentally tasking things. Personally I had great fun going around as Brick, even if he is not able to do a lot he is doing his best which lead to some really nice interactions! Be it drawing out what he means while asking for paper to draw a letter to someone ((Yes, he got a piece of paper and still drew his plan to send a letter)) or hesitently joining in on playing music with a person by claping his hands together even if he was failing misserably

TLDR: **** Orc+. Leave my dum dum alone.

Edited by Jaslaw
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1 hour ago, Panashea said:

Should this be accepted “Olog” strength would be no different than an Uruk’s strength in CRP, and Rage a totally different metric than how [CA]’s typically frame their strength, while preserving the unique niche of Ologs as larger brutes. 

 

Forgive me, I feel a bit stupid for needing this to be explained further. What would this do to existing CAs that use Ologs as a metric for their strength, like Brutus Golems? If I'm understanding this, Brutus Golems would functionally have the same strength as Mundus Golems in CRP? Should we anticipate a rewrite or amendment being required for each instance of lore that uses "Olog" strength as a metric?

 

Or am I just reading this wrong?

 

Screenshot_20260512-143047-238.thumb.png.e725a6e677455c6b344611c6766d6cf5.png

 

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5 minutes ago, Jaslaw said:

that being their simple minds and unability to cast magics or learn feats.

 

5 minutes ago, Jaslaw said:

doesn't have any movement penalty, is able to wield armour and weapons perfectly fine, and gets additional boons just due to existing? Yea no thanks that is broken.

 

Ologs can already cast magics and learn feats,  wear armor and weapons. They don't have any movement penalties currently described in the lore or redlines. 


image.thumb.png.08b9838e647a7edadb73b4a02a2ddb60.png

These feats and magics have casting spells, both non-combative and combative in them already. 

 

This rewrite doesn't stop you from playing an idiot. Plenty of normal uruks play mud-eaters or characters unable to read/write. Having 5 redlines that conflict with each other, however, is a larger issue as amendments continuously get tacted onto it.

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52 minutes ago, Panashea said:

 

 I would love if there was an orcish state, but at the moment "krug" orcs are dissolved. It doesn't state that they can't live in other orcish societies, i.e Oni /w Koyo-Kuni.


And, it all makes sense now.

1 minute ago, Panashea said:

 

 

Ologs can already cast magics and learn feats,  wear armor and weapons. They don't have any movement penalties currently described in the lore or redlines. 


image.thumb.png.08b9838e647a7edadb73b4a02a2ddb60.png

These feats and magics have casting spells, both non-combative and combative in them already. 

 

This rewrite doesn't stop you from playing an idiot. Plenty of normal uruks play mud-eaters or characters unable to read/write. Having 5 redlines that conflict with each other, however, is a larger issue as amendments continuously get tacted onto it.


It indeed states OLOGS ARE INCAPABLE OF LEARNING MAGIC, and cannot utilize activated enchantments on top of that.

And the two feats you mention are 2 feets out of all that are out there.

Not to mention, you would be incorect, Seer FEET is fully none-combative, it lets you see without eyes and that is it. The other one I didn't even hear about bro

About their use of weapons, it does specify that it must be SIMPLE weaponry and not EVRYTHTING UNDER THE SUN

And personally I would ammend them being able to wear full plate and maybe give them movement penalty even in the current lore but that is something else

And my issue isn't that I can't play an idiot, its the fact that it has absolutely NO DOWNSIDE to being an Olog. Its just all buffs, and at that point- why wouldn't you play one? Its just gonna end VERY poorly my dude

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8 minutes ago, Reece Nolan said:

What would this do to existing CAs that use Ologs as a metric for their strength, like Brutus Golems?

 

I think tying strength to a specific race directly goes against the Techlock and the ideas of outlining how combat works mechanically. "Orc Strength" and "Olog"  have been clarified in amendments within Tawkin, but not in the core race lore by itself.  Current olog lore only describes it as lifting strength, and has nothing to do with combative prowess or efficacy. 
 

image.thumb.png.4a534f8327a2c28b3ee5f6cf8421a76d.png

 


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Its egregiously vague old lore for Ologs(pre-lore games), and creates a tower of dominoes where every [CA] is vying to be "slightly" stronger than Ologs or orcs rather than just giving them unique strengths or abilities. Descendant/CA "Strength" can easily be defined like in Bolstered strength as a piece of Techlock. I lowered Olog strength slightly to compensate, as I'm unsure 3x is necessary.   If we actually took what Olog lore said to heart with lifting strength it wouldn't actually explain what the strength does or how it affects any [CAs] or descendants. 

 

 

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11 minutes ago, Jaslaw said:

And my issue isn't that I can't play an idiot, its the fact that it has absolutely NO DOWNSIDE to being an Olog. Its just all buffs, and at that point- why wouldn't you play one? Its just gonna end VERY poorly my dude

 

I don't think there needs to be a downside, that's why it's a CA. Players apply by explaining the lore thoroughly in their own words to demonstrate that they understand how it works, to prevent power gaming. It's not like the average player is going to say "Olog please!" And be handed an unstoppable CA, in-fact, that seems like what they're trying to get rid of.

 

I don't know, I think this rewrite is good, it cleans up an old lore piece, gives it modern formatting and some narrative fluff. Overall a positive change, just has some semantics issues in the wording.

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1 hour ago, ClassyDryad said:

I also think throwing objects like longbow arrows is cool but it should be like a longbow clone ability separate from rage, as otherwise there just isn't any reason for an olog to use it over a regular longbow given it's lack of emote economy and limited uses.

Longbow is [4] emotes, lowered to [3] on subsequent shots.  Rage is [3[, ologs don't also have to worry about ammunition and don't have their movement lowered during it.

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