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Post by Dank on Jan 11, 2009 14:03:54 GMT -5
point 8 - hmmmm....why? i dont get it.... I site the final battle scene in Episode VI when Luke and Vader were both being "held" by the power of Emperor Palpatine.
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Tiaan
New Member
Played here in 1990's. Then again from 2009 :-)
Posts: 9
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Post by Tiaan on Jan 19, 2009 12:06:54 GMT -5
It would be useful if Jedi's of good align can "cure blindness", since Jedi's of evil align can cause "blindness". At least this way, one can find a work-around for those purple potion's that keep on blinding one! As far as Jedi being an UBER class. I fully agree! One of the reasons I came back to JediMud was because I loved playing the Jedi class (way way back). I did not even hestitate to create my first character as a Jedi again. In my humble opinion, the best explorer class for newbies (with information, locate, recall, track, orb, heal, charm, lightsaber and a bagful of sanctuary potions) - all of the things explorers dream of!
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Simba
Full Member
Posts: 129
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Post by Simba on Jan 19, 2009 20:38:09 GMT -5
hey lucasboy! the name of that movie will always be Star Wars...not episode iv, not a new hope! And somebody add a damn swamp for yoda...it's just wrong him being in on Tatooine.
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Simba
Full Member
Posts: 129
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Post by Simba on Jul 17, 2009 17:49:11 GMT -5
Ideas for nerveshock..1) have it shock through both sanc & resist physical and stun 2) usable more than just at the start of the fight or jedi can start their attack with it even though the mob is already engaged which they can't atm.
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Post by Angstrom on Jul 19, 2009 0:41:43 GMT -5
I'd totally build more Star Wars areas if allowed, I thought they are currently not allowed though. I actually think more Star Wars areas (fantasy themed only, perhaps, or perhaps just Jedi zones on whatever planet midgaard is on) would be a REAL boon to the MUD. It's pretty unique to get to play Jedi in a fantasy setting.
Is the policy still that more Star Wars areas are not allowed?
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Simba
Full Member
Posts: 129
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Post by Simba on Jul 21, 2009 0:27:40 GMT -5
I've always been told Star Wars themed areas are allowed as long as they are original...not taken from any of the movies or books. Remember Drakken Ru is a jedi...or sith and we did add Yoda. Speaking of that can we call the evil jedi, sith, in the help files or is that a nono as well?
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Post by saviourself on Sept 5, 2011 21:32:22 GMT -5
I've got an idea. How about we make nerveshock deal a LOT more damage:
We wait 25 levels to get a skill with 3 rounds of combat lag, and can only be used to engage a target, that does 1/3 the damage of a pummel, not including the next round from the pummel, putting the mob into a more vulnerable position to strike for extra damage (which NS doesn't do):
"nerveshock high The high priest staggers back under the impact of your fists and feet, blinking and gasping in shock from the fury of your blows. [17]"
"pummel high You pummel the high priest and hear his spine crack. [48]"
"pummel sailor You pummel the Sailor into submission. [53] You knock the Sailor to the ground with your pummel!"
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Post by Austinpowers on Sept 13, 2011 5:26:03 GMT -5
Has Nerve Shock always been this way?
AP
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Rox
Full Member
Posts: 195
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Post by Rox on Sept 13, 2011 11:23:23 GMT -5
No, nerveshock used to be pretty awesome as a skill to start battle. I would like to see nerveshock similar to stun in Ninja, higher int allowing you to do nerveshock every 2 rounds in battle.
Possibly equivalent to equiv damage that stun does, that gives jedi the ability to join in eq groups and go against mobs that warriors have no way of touching.
My $0.02
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Post by Dank on Sept 13, 2011 14:48:23 GMT -5
I like the idea that combat lag should assume combat reward... and lag is reduced per dex stat increase, as thieves currently enjoy with BS. BS does a crapload of damage... NS should certainly be the equivalent of BS, and perhaps be moved up on the skills chart. Thieves get BS rather early in their careers. Why should jedis wait? Scale the damage equivalent to that of the BS damage hierarchy.
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