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#1702 - 04/05/08 01:08 PM Removals
Cerberus Administrator Offline
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Darke's storied history of removals is long, but we rarely have any documentation on why they happen. I'm sure everyone's experienced at least a little of this, since I don't believe any guild has escaped the chopping block in the last 10 years, but my question is of everlastings.

What was the reason stated for everlastings being replaced with nethergeists?
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#1703 - 04/05/08 01:36 PM Re: Removals [Re: Cerberus]
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Well I know nethers were put in a couple years after evers were removed to fill in a high level pet gap. They do not hold a stone to evers however, in my view dracos are better then nethers. Personally I'm for reintroducing Evers as they are good but take a lot of work to make.
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#1705 - 04/06/08 05:49 PM Re: Removals [Re: Muod]
carmy Offline
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If evers are put in, maybe Risla's Freedom could be put back in with a little balance added.
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#1707 - 04/06/08 06:16 PM Re: Removals [Re: carmy]
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I have to agree with that, maybe just make it not effect things in stalker realm with instadeath but massive damage? since i think it was removed due to ability to easily kill things there.
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#1709 - 04/06/08 09:04 PM Re: Removals [Re: Muod]
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I believe Risla's Freedom, like Power Word, Kill, was removed because Darke does not support instant-kill spells. At least, that was the sentiment I recall, and it's one I happen to agree with.
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#1710 - 04/06/08 11:49 PM Re: Removals [Re: Cerberus]
carmy Offline
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As it stands, Risla's Freedom was the only spell that clerics had that were 'cleric-like'. Clerics have nothing that identify them as a guild, they are simply a compilation of relatively crappy spells from other guilds, that, when you reach a certain level are actually quite decent.

Risla's freedom is a spell that everyone knows was way too powerful, but if everlastings are anything like what was in Mog's castle before, I think they're also very powerful. Risla's freedom is a spell that could have been reworked in such a way as to not affect players first off, and secondly, so that it wouldn't instantly kill anything. It could sever limbs, cause damage over time, it could be a slightly stronger harm spell for undead only. I could think of many ideas for it, but removing it completely was a band-aid solution.

If evers are put back in, I don't see why clerics shouldn't get something that they can identify with, and also something to allow them a chance agains evers.

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#1713 - 04/07/08 10:04 AM Re: Removals [Re: carmy]
Charon Offline
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IIRC holy weapons did a nice number on evers.

Also at the time of "mog's castle" which btw was a really stupid thing, the power level of the mud was a bit lower in terms of overall level, weapon ability, upgraded armour..etc

I don't think they would be as good as people remember.
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#1715 - 04/08/08 12:36 AM Re: Removals [Re: Charon]
carmy Offline
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My cleric was like 50+ overall and I had perfect armour at the time and a plasma PK weapon. The only way I could touch them was pwk undead. Risla's wrath didn't even touch them at all.

I also would never say Mog's castle was a good idea ;\)

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#1716 - 04/08/08 05:20 AM Re: Removals [Re: carmy]
Charon Offline
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except now armour is even better and locks are 70% higher for starters.

I don't think people realize how significant the extra lock activation is. It used to be. A typical "pk" weapon was 149 wield, however over 50 of that was TW. We're basically talking weapons with 165% wield dedicated to WC intead of 99%.

That is sortof like having 1.6 of the older weapons. Of course for different guilds this means different things but I'm talking guilds without blade spells.
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#1717 - 04/08/08 05:31 AM Re: Removals [Re: Charon]
Charon Offline
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Of course, we COULD always adjust them if they are too buff.
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