Would it be possible to make tassets and aventails not suck up neck and belt slots? It doesn't make sense that those should eat up slots but items that protect those slots in addition to other slots do not. I mean are you wearing your greathelm on a different part of your neck then an aventail?
HOLSCHAUERK
XDIAX
Re: waist and neck armor slots
11/14/2016 09:59 AM CST
<<Would it be possible to make tassets and aventails not suck up neck and belt slots? It doesn't make sense that those should eat up slots but items that protect those slots in addition to other slots do not. I mean are you wearing your greathelm on a different part of your neck then an aventail?>>
Yes, please. I would greatly appreciate a new slot "Items worn like neck armor" or something that did not conflict with the neck slot used by accessories and jewelry etc. There are so many important things to choose from for the neck slot it really hurts having your armor take one of those slots.
Yes, please. I would greatly appreciate a new slot "Items worn like neck armor" or something that did not conflict with the neck slot used by accessories and jewelry etc. There are so many important things to choose from for the neck slot it really hurts having your armor take one of those slots.
SHELTIM
HOLSCHAUERK
Re: waist and neck armor slots
11/30/2016 01:24 PM CST
Would it be possible to get a red response on this? Is this something that is likely to be looked at?
SOUTHERK
RCHIGHT
Re: waist and neck armor slots
12/07/2016 04:33 PM CST
Or give us a command to use if we want to charge... did someone already say that?... instead of defaulting to charge no matter what mundane combat command you give.
Rhadyn da Dwarb - Blood for fire!
Barbarian Guild Suggestions
https://docs.google.com/spreadsheets/d/1h4L5hAxR1-VLDegDNZBIhGdo5bMgnCtm84Icm2E0utU/edit#gid=0
Rhadyn da Dwarb - Blood for fire!
Barbarian Guild Suggestions
https://docs.google.com/spreadsheets/d/1h4L5hAxR1-VLDegDNZBIhGdo5bMgnCtm84Icm2E0utU/edit#gid=0
FLINT-TIPPED
Re: waist and neck armor slots
12/07/2016 07:25 PM CST
Enhancements to engagement would be great:
The hangback command gets the axe.
Engage missile <target>: Starts engagement but attempts to maintain missile range as contested by your skill/stats. 'X' second(s) of extra roundtime to all RT action(s). Difficulty modified by number of foes contested by your Defending skill, armor hindrance, encumbrance and stats. Stealth/inviso eases the contest. Only missile range attacks are accessible.
Engage pole <target>: Advances to pole range and attempts to maintain pole range as contested by your skill/stats. 'X' seconds(s) of extra roundtime to all RT action(s). Difficulty modified by number of foes contested by your Defending skill, armor hindrance, encumbrance and stats. Stealth/inviso eases the contest. Only attacks made with a pole ranged weapon are accessible.
Engage without a modifier defaults to normal combat engagement and breaks missile and pole hangback modifiers.
Axe the current charge from pole to melee unless using a new command: Charge or Rush (if charge can't be utilized for both combat and magical items)
Rush melee <target>: Charge attack from pole to melee. Armor primary and secondaries can also rush from missile to melee.
Rush pole <target>: Charge attack utilizing the Attack command from missile to pole.
Why the extra second (or 2 or 3) for actions while in 'hangback'? To simulate the additional time spent on maneuvering out of close combat without trapping you in chain RT experienced during current hangback. You're also making yourself essentially untouchable by most mobs if you're succeeding the skill/stat contest.
https://elanthipedia.play.net/Main_Page
The hangback command gets the axe.
Engage missile <target>: Starts engagement but attempts to maintain missile range as contested by your skill/stats. 'X' second(s) of extra roundtime to all RT action(s). Difficulty modified by number of foes contested by your Defending skill, armor hindrance, encumbrance and stats. Stealth/inviso eases the contest. Only missile range attacks are accessible.
Engage pole <target>: Advances to pole range and attempts to maintain pole range as contested by your skill/stats. 'X' seconds(s) of extra roundtime to all RT action(s). Difficulty modified by number of foes contested by your Defending skill, armor hindrance, encumbrance and stats. Stealth/inviso eases the contest. Only attacks made with a pole ranged weapon are accessible.
Engage without a modifier defaults to normal combat engagement and breaks missile and pole hangback modifiers.
Axe the current charge from pole to melee unless using a new command: Charge or Rush (if charge can't be utilized for both combat and magical items)
Rush melee <target>: Charge attack from pole to melee. Armor primary and secondaries can also rush from missile to melee.
Rush pole <target>: Charge attack utilizing the Attack command from missile to pole.
Why the extra second (or 2 or 3) for actions while in 'hangback'? To simulate the additional time spent on maneuvering out of close combat without trapping you in chain RT experienced during current hangback. You're also making yourself essentially untouchable by most mobs if you're succeeding the skill/stat contest.
https://elanthipedia.play.net/Main_Page