Re: Yeah, sure, whatever.:

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Posted by Cethern on December 17, 1999 at 23:50:19:

In Reply to: Yeah, sure, whatever. posted by Graatch(VIP) on December 17, 1999 at 20:09:12:

Dumbass, I said it'd be nice if one more room in all of
Thera was changed so there couldn't be quicksand there.
Changing it wouldn't mean I could flee the village and
run off to town. It just means I could fight at the
giant, flee and come back to the giant without falling
into sand half the time.

Speaking on recent master cabal locations:
Long ago, it was through the void. Had to wander
though a fucking maze to get to them. Took forever,
very hard to sneak up on the cabal. They were with
Hercules and all, which is a place with several
noexit rooms they could run into for safety, a few
steps away from their home. If we were blind, you'd
risk falling into them. Truesight didn't protect you
then, or cure blindness.

Up in the spider web. Several noexit rooms, and a very
long walk for a villager. Lots of time to summon you as
you tried to get there or away from there. Not a one way
path, easy to go the wrong way and get turned around.
Masters all had tess then, so it was not the least bit
of a problem for them.

Sometime before now it was a huge walk up into mountains
and stuff by Dul Guldor. I wasn't playing then, won't
comment on it really.

Now, it's on the river. can't hide, can't run away fast
because jellyfish murder you every other step.
Water forms take advantage. Right by galadon if someone
wants to risk c word, run there.

Rager locations:
Arkham forest road. Had to go by a billion Arkham guards
if you were wanted. And TV guards. Great for them low
level guys trying to help defend.

Way way south of crossroads, in this forested area. Nice
for the rangers, hell for our thiefs. Long run away from
there if you needed to get away for some reason. Room with
agressive monsters in area right past destructor. Believe
there was a door leading down on it as well.

Now, Ruins of Thalos. Not bad. Central location. Places to
hide and camo. Is a noexit room right nearby, kind of annoying.
Our home is not a cave, so birds can fly away right at destructor,
right at giant. Yes, can't recall inside, that's very nice.

Imperials:
North of TV. TV has nasties guards of all cities, often up to 8
of them at one of the two gates you wish to go though. All
kinds of Aggie to criminal things leading through Balator and
Imperial lands. Rooms with locked doors along the way to summon
to. Lots of spots where two centurions can completely block
access to the citadel.

Arbiter cabal in Udguaard at one point. Of course it makes sense.
Why would you pick somewhere else. out of the way and nasty men
at arms.


My point being, most cabals have had their locations chosen to be
very accomidating to said cabal's skills. Now less than long ago,
but Ragers home locations seemed to have been somewhat foolishly
chosen in the past. I don't know why. But rumor is Thror is building
us a new home, so pardon me for offering my impressions of what
would be nice, considering I do play ragers and know what would benifit
us. You wouldn't sit there and honestly tell me all I point out
about master & imperial locations are just nice conincidences would you?

Second, how often do you look in front of you at every
step? It's like complaining about Liches having lifesense.
If they have the time to walk slow enough to lifesense
every step they take, they deserve to know if an assassin
is sitting right in front of them. As it slows them down
enough that surely if they were say, running down eastern
road, it'd be pretty easy to catch up to them as someone
who isn't typing a command every step.

I thought the point of this forum was to discuss things, maybe
make some good points. I don't play mages much, I don't pretend
I know all about them. I do play villagers alot, so I fight them
alot. I know well enough how hard they are to beat, though I may
or may not know all that goes into them being so tough. All the
bitching about how shitty invokers are, no one points out that all
of his shields can be cast on other players, and often make others
very deadly. A lich with 1900 hp, good shields, and 4 or 5 zombies
isn't that much fun to fight. Maybe you the invoker who shield him
don't sit there erradicating me every time with a geyser (assuming
I'm all bloodthirsting) but you certainly get alot of the credit for
the lich's powers. And it is your quicksand that means I'll probably
stay and fight to the end, win or lose. And you don't seem to understand
how dangerous bloodthirst can be against other types of mages. Or
if you just fled. I suddenly attack a zombie or five. Take your favorite
rager and thirst into an archon, see how that goes.

So instead of just saying I'm wrong in an obnoxious way, try making a point
or proving to me why invokers are underpowered.

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