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FlemishSupremacy

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About FlemishSupremacy

  • Birthday 12/12/2000

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  1. Don't really think anyone is making the argument that Azdrazi is not worthwhile to play without the ability to cast and do other actions. Rather, the point is that, as Azdrazi are 1. an endgame CA and 2. do a lot of combat against other endgame CAs, taking away the one thing that actually makes them an endgame CA in terms of power level without doing anything to remedy the big drop in power is lame.
  2. Were changes made to the forums? It used to be possible to google the name of a lore piece + lord of the craft and get the lore piece, and now i get a bunch of unrelated lotc pages that maybe mention the lore piece, or personal pages. This is very upsetting :( 

    1. Show previous comments  1 more
    2. Unwillingly

      Unwillingly

      what benleft said some stuff was tweaked to prevent bot scraping or something so now google is no longer efficient to browse the forums . . . :(

    3. Geckonawa

      Geckonawa

      this SUCKS just let them scrape us

    4. SaviourMeme

      SaviourMeme

      17 hours ago, Geckonawa said:

      this SUCKS just let them scrape us

      When this happens we get 40000 bots actively scraping the forums and causing them to freeze everyday

  3. I feel that this kind of strips away everything that actually made Azdrazi a decent endgame CA, as without the 'double action', none of our spells are anything special or particularly powerful on their own, and the power they bring is entirely based on the fact that they can be combined with other actions. Flamebreath specifically, which is probably the most used of these abilities in melee, would be mostly pointless. Casting it would almost always be inferior to just doing melee strikes. As it is a very close range spell, it is effectively cast usually within melee range. It requires the opening of a visor. People in armor need to be hit with two emotes of it to receive 2nd degree burns and 4 to kill them outright. This means you're looking at 6 emotes to kill an armored opponent, 5 emotes for an unarmored opponent. If it were not for the fact that we are still a threat if the opponent decides to just brave the fire to hit us in the face, this would be a pretty shit spell. They always have the option of disengaging as our movement is reduced, and people have used shields, hiding under tables, and stepping behind pillars to completely negate damage. The expanded range version lasts too short to do serious damage to people in armor(and it is not well defined what 2nd degree burns even means mechanically, so it is often brushed off as 'ouch, that hurts so much but i'm fighting on anyways!!') Flamebreath simply takes too many emotes of sustained contact to do damage to be viable if one is not able to attack at the same time. Keep in mind that for an endgame CA, Azdrazi is the only one that doesn't have enhanced durability to normal attacks, and is balanced out by a list of weaknesses including respawn timers, extra damage from several sources and corruption. Don't take away the one thing that actually makes azdrazi a worthwhile threat in CRP and not just straight up worse than a voidal scion with fire evo, please.
  4. Keralth, the Mori'Quessir, sent in his application; Username: FlemishSupremacy Character Name: Keralth Icharyd of Clan Xalyth Affiliation: Imperial Mori'Quessir (Idunia) Desired Rank Vanguard Which games will you be attending?: All I can
  5. To Fight in the Sunlight A Mori’Quessir’s taste of surface warfare. Keralth stood on the earthen mounds behind the Imperial palisades, staring at the fort ahead… So bright today, he thought, looking over the arrayed siege guns. Their black color betrayed their frequent use, and their crews seemed to know their way around them. Ahead, the Urguani fortress rose up to the sky. A practical thing, mostly gray, crawling with precious few defenders. Even from this distance, Keralth saw the flaws. Breaches would follow quickly, if these gunners were as competent as first glance indicated they were. This type of fighting was not familiar to Keralth. He had fought in ambushes, skirmishes, and even duels in the street, but nothing of this scale. ⧽ ♨ ⧼ The roar of cannon heralded the start of the battle. Keralth had joined a prince’s retinue, which moved towards the base of the wall. The retinue’s skirmishers exchanged bolts and arrows with the defenders on the lower battlements, as cannons smashed into the walls above. Keralth remained in cover, eyes squinting through his visor at the brightness above. He glanced around from his position, seeing some Imperials push up to the walls besides his position. Arrows kept the Imperial attackers at a distance, for now, though some brave groups pushed ladders up against the wall, only for them to be pushed back down or fall short. A dwarven berserker jumped onto the group, before being swiftly cut down. Cannonballs smashed into the walls, causing rubble to fall down near him. He glanced up. A breach? The prince who’s group he had joined, Martinus ( @helldiving) , suddenly roared; “Up, up!” whilst gesturing to the nearest breach in the wall. Keralth helped three knights in Imperial regalia push a ladder against the wall, and then started mounting it after a few of them had gone up. Glancing sideways, he saw other ladders going up, armored figures streaming towards the fortifications from the siege camp like lines of cave ants towards from a corpse to their colonies. Soon, he found himself on the first battlements, trading blows with a dwarf in heavy armor, managing to knock him off his balance right before a trio of Imperial bannermen joined in and overwhelmed the warrior, stabbing him in the gaps of his armor and bringing him down. The fighting shifted to a constructed ramp, leading up to the central tower. Imperials were trying to scale it, but the dwarves were holding the top, pushing the Imperials back. Keralth had joined the fray, climbing to the top of the ramp and trying to push dwarves out of the way, or pull them down off their fortifications, into the waiting polearms of the men-at-arms below. Suddenly, with their numbers dwindling, the dam of dwarves broke, and the Imperials poured through, with Keralth joining them. Once at the top of the tower, the Imperials made short work of the few defenders that remained. Few were taken prisoner, most slain. Keralth observed how quickly the Imperials set about stripping the bodies, taking weapons and armor, jewelry and whatever else was at hand. The battle had come to a close, with Keralth looking down upon the now smouldering fortress from a nearby hill, sat in the shade of a pine tree stubbornly growing upon the mountain side. He’d strum his lyre, and watch as the Imperials, once again resembling cave ants, packed up their camp and loaded up their loot, moving east towards the Urguani capital. Soon, he’d finish his song, and find his horse, keen on joining them for the next contest. Perhaps fighting in the caves would suit him better. ⧽ ♨ ⧼
  6. Keralth looked over the missive, glancing towards his brother, who sat nearby. "Sounds fair enough, doesn't it? Will you or- Me? Alright..."
  7. A Nephilim rose from his meditation. Roused from his mourning by the messenger, golden eyes scan the words, and golden armor is set in motion. He would seek out the An-Gho.
  8. Let's ******* go Big up to tech team
  9. Elathion quickly sends a letter!
  10. Seeing as both the mentioned effects can essentially cover an entire lair AND aren't properly demarcated at all (there is no way for players to tell where a heith hedran effect starts or ends), these effects should be removed outright. It still discourages conflict between the groups by forcing you to go and ask someone to go through the process of cleansing you every time you go and raid a spook lair that has one of these areas. Furthermore, heith hedran's own lore directly contradicts this by saying it cannot have combative effects; When living, non-necromancers enter tainted land can cause some minor tertiary effects, such as sneezing and coughing. These effects are minor and subside quickly after leaving. They do not impact combat or concentration for spellcasting If Heith hedrans are to have a combative effect, there needs to be a proper way to indicate where they start and end. I know that there's one inside of the Black Sepulchre somewhere, but I can't be expected to keep track of something I can't even see for the purposes of this lore. Heraldry's fear shrine got shelved because stationary security effects like this are kinda poo and super hard to actually keep track of.
  11. boy i'd hate to see the unsimplified system While I'm definitly in favor of having some system designed to make ship stuff a little more functional (I made a similar post in Almaris, shameless plug: ), I somewhat believe that this roll based system overcomplicates things and the ship classes are really restrictive. Overall, I think any system that mainly relies on people rolling will be very boring for everyone but the captain's rolling.
  12. With the strength that Eidola currently have, they should not be able to wield an 80 kg weapon as if it were a normal weapon though, and there HAVE been instances where constructs are going 'my weapon is so heavy that my stone sword one hit KOs your horse through his armor'. I'm not sure if making them equivalent to ferrum weapons isn't a bit too overkill, but I do understand the sentiment behind this amendement. That said, a ferrum warhammer swung at you with orc strength should be pretty damn nasty by default. If anything, you bringing up that it's an 80kg weapon despite a paleknight, at best, having 2x the strength of a human, but wielding it like it's the same weight as a 4 kg warhammer is wielded by a human, is the entire reason for this amendement. It worries me that you mention wielding it with finesse when your lore directly states otherwise, though. "The craft itself, being of stone, is relatively heavy and oftentimes large for the eidola’s personal use, thus causing attacks with it to be much slower and blunt rather than sharp or quick." After reading your reply, I do think @Hawkeye_Goughmight be right that this is an issue of PGing. Also, really don't think you ought to be so hostile to someone for posting an amendement you disagree with, especially given the above.
  13. vagueposting on Christmas eve... 
    Hope Santa will take this into account!!

    1. Kenzo74

      Kenzo74

      Merry christmas flemish

    2. FlemishSupremacy

      FlemishSupremacy

      Merry Christmas :3

  14. The cold can be countered and does not leave lasting corruption. Ra’Ilkgarokk CAN cover the entirety of a 75x75 lair and even go to a 100x100 area, and similarly, heith hedrans can be 50x50, and can be expanded further if you have a second beacon. They DO clip through walls and terrain, as the presence of a heith hedran or Ra'ilkgarokk corrupts the land it is found on, even if it's source is underground. It even says so in the redlines '♚ If it is cultivated underground, the land above will reflect this and become hellish.' It is not because currently these two pieces of lore aren't used as an anti azdrazi security measure that they won't be if this amendement passes. Pretending that they've got a tiny radius, don't corrupt a huge area through walls and terrain and that this wouldn't have a massive effect because currently there aren't lairs using them as such portrays either ignorance or wilful intent to obscure the real effects of this amendement, as with the 'touch ups'. The 'point' of these abilities is for Naz and Necros to have the ability to warp their environment to match them, aesthetically and to be used as a focal point of rituals. The point is not to serve as an automated major debuff to one of your enemies when entered.
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