Crystal Templar
#31
Posted 16 November 2007 - 12:28 AM
#32
Posted 16 November 2007 - 01:58 AM
Uhh, then mages/druids invisibility should last forever and take no stam/mana?
"You are trying to benefit MD, while we are trying to benefit the game"
Active MD thieves - 2
Active Pandimonium Thieves - 15ish
Trying to benefit the game..? I don't see how the game benefits at all besides Pandimonium..?
Before you go on about "Ohh MD can just roll thieves too" well..I'm pretty sure Pandimonium can roll mages/druids aswell.
Edited by Ryuku, 16 November 2007 - 02:07 AM.
#33
Posted 16 November 2007 - 02:14 AM
And stop using thieves as it being pandemonium. We as a clan gain nothing from guards not always seeing thieves. Bottom line it's annoying on a single player point of view, it wouldn't give any benefits really other then not having to kill the first monster outside everytime so we can covert again.
Edited by Angelus, 16 November 2007 - 02:16 AM.
Back into the shadows once again...
#34
Posted 16 November 2007 - 02:26 AM
Yes, you can gain alot from guards not seeing thieves, if he sees you, "Oh, go south and covert again and try again, it doesn't take any mana or stam, so just keep trying until we can move safely!"
Is it that hard to get a mage/druid to lead for you?
Is it that hard to kill a single monster outside of town?
Do you think thieves should be allowed to go anywhere safely without any mana cost?
The only valid reason I've seen is "because mages/druids can do it"
Well, guess what, thieves can do alot of things mages/druids can't, they can do things no other class can do, they even have their own special training areas INSIDE of towns.
It's not the fact what you'll be able to accomplish if they weren't there, or the fact you're Pandimonium. It's the fact I already think thieves are too powerful and don't need anymore bonuses, no matter how big or small.
Edit: Tony is the one who brought clans into this discussion, I only presented arguements involving clans for his sake.
Edited by Ryuku, 16 November 2007 - 02:33 AM.
#35
Posted 16 November 2007 - 03:11 AM
#36
Posted 16 November 2007 - 03:56 AM
#37
Posted 16 November 2007 - 04:10 AM
What balances thieves being able to kill things while covert and remain hidden?
What balances the fact a thief can stay hidden for an hour with no consequence, and with a full invent of mana, a mage can maybe be invis for 10-15 minutes?
"Should thieves have to be forced to kill things to get into town or sit there and repeatedly try to covert past a guard that spots us out 100% of the time so others can then see us?"
I'm pretty sure everything is forced to kill something to get into towns (most towns, anyway). My comment of trying to covert past the guard was a reply if it was made not 100%. It currently is though.
"No, the point of covert is to move around stealthily. This is not being done here"
I agree with you here, stealth is not being done, but for three squares, wow, people can see you for 3 squares. I can see your general direction, rarely does that tell people exactly where you're going, it doesn't make non clerics able to vision you outside of town, and it can even let you mislead people as to where you're going. As you have shown everyone, you're not smart enough to use it to your advantage, so you just want it gone.
"As of right now they don't and it's unbalanced."
Unbalanced? You can remain hidden FOREVER excluding every square with an npc, I hardly call that unbalanced.
"You wanted argument there it is."
Thanks, it always makes it more fun to post here
"Not everyone can have someone there to lead for them so they can stay covert, and thieves lose stam while moving around in covert mages/druids do not and therefore use mana."
Don't really have a reply for the first part, nothing is debatable lol
And who's to say thieves losing stam while moving balances with mages using mana and not losing it? There are many other factors with invisibility/covert than those 2. How about covert taking no stam to use? What part of invisibility balances with that?
#38
Posted 16 November 2007 - 04:53 AM
Vegas 1a....formerly known as Memphis ¨¨*:·(^.^)·:*¨¨
#39
Posted 16 November 2007 - 12:49 PM
And as for Corey stop posting worthless stuff on the thread staff will answer when they want to and stop trying to act like you rule all and can tell people what to do as well.
#40
Posted 16 November 2007 - 12:54 PM
As there are no pesky red creatures in the meadow (on the solo server) - do we still need the guard?
#41
Posted 16 November 2007 - 01:09 PM
My argument was posted with good points, this post will be locked and I am still asking for staff input as to what can/or will maybe be done about it.
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