Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Fri Apr 10, 2009 2:43 pm 
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Joined: Fri Jan 17, 2003 5:21 pm
Posts: 1174
Location: Dänimarka
Okay, it wasn't exactly an apology for being a sarcastic pen0r to me, but it should've been and I figured you probably just have a hard time with things like that and thought I'd help.


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PostPosted: Fri Apr 10, 2009 2:48 pm 
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Joined: Mon Sep 12, 2005 3:18 pm
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The only way to remove the necessity of having pets is to remove the ability to spam-immobilize. SK is the only game I have ever played that has spam-immobilization (aka no time after one is immobilized where they are immune to being immobilized again).

Even after this change, the need for pets would be significant until just about everyone's HP was multiplied by 5-8.

That's an immense amount of changes that would completely change how PK operated in the mud. Keep in mind, though, that this is how _every other mud_ operates.

I agree with Lolth in this thread. Fix whatever this newb builder did and (additionally) set down standards for how to stop it from happening again.

It says something pretty comical about SK when a NPC that would have been seen as outrageously OP a few years ago (Lukoi) is now barely used...because every other pet is badass.


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PostPosted: Fri Apr 10, 2009 3:37 pm 
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Joined: Mon Dec 31, 2007 10:39 pm
Posts: 198
Location: Behind you, look!
JeanValjean wrote:
Okay, it wasn't exactly an apology for being a sarcastic pen0r to me, but it should've been and I figured you probably just have a hard time with things like that and thought I'd help.


Eh, I wasn't really trying to be a pen0r, just that your statement was just so completely silly to me that I couldn't help but stab at it as hard as possible. You're still golden in my book.


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