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Ambrosius

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About Ambrosius

  • Rank
    Snake
  • Birthday 12/30/1975

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    Netherlands
  1. +1, add a few slots (like 1 to each range).
  2. Lucky Attacker/Defender Perks

    Agree with first post aswell
  3. I am for it (1 or 2k more steps per whistle).
  4. I agree with raising the min somewhat but not too much. Min of 20k for an MB seems ok for me... In the end some of the fun of the game comes from the highs and the lows (cant have a high without a low). But 10k from an MB... yeah that annoys me aswell (after all the efford put in). As for the dragons, yes... blue drops nicely but the other ones can have very low drops and that is a shame for such a strong monster. I guess that is why a lot of them are left in invasions.
  5. I like this idea, seems like a nice addition to the game and gives players a new activity to do. Maybe make the spawn time random aswell to avoid spawn sitters as much as possible.
  6. Spear could use a tweak; it has a good chance to bypass your opponents armour but the damage spread is too wide and unpredictable. Suggestion: Make the lower damage 20 instead of 10. Then the average damage is 45 (lower then Halberd which is 50) but the higher crit to dmg makes up for that. Blue dragon sword: nice stats but low damage, hence it doesnt get used much. Give it +12 magic damage instead of +5 and i think it would get used a lot more. Specially if the necro dragon has a weakness or no resistance to magic damage. Then the tweaked blue drag sword and magic serp would be the preferred weapon for that monster. Dragon blade: since there is not much PK nowadays it might be an idea to replace the 2% manaburn with a 2% chance to do 100 fire damage. Increase base dmg to 30-40. More towards Scythe which actually does more dmg but has a much higher chance to break. Sunbreaker: good chance to bypass armour but very low damage. Tweak damage to 30 like a jagged saber which has high accuracy instead. Eagle wing: give it something extra like a cold damage bonus of +12. Emerald claymore: give it something extra like a high def bonus of +12 so this sword could be used when high def is needed: so low dmg but high def (with shield +20) I'm sure people have ideas for the axes aswell.
  7. New Helm of Life and Mana's

    +1, like the idea
  8. Remove PP buying

    old players who quit used pp buying aswell, Ambro, siarato, toomass, matess for example other old players wouldnt know about pp buying because they quit before pp buying was introduced, besides was there ever one who quit cause of pp buying? think about the millions people spended to get a few pp, they would quit cause all theh ard work was for nothing, making the small playerbase even smaller. not to mention the pk community that gets smaller and then we get topics again saying pk is dead Yeah, i was a PP buyer aswell. Mostly to keep up with other top players/PP buyers tho. Looking back now, it was boring as hell...all those hours training/serping to gain gc for that next pickpoint. If there had been no pickpoint buying and a level cap of lets say ~145 then instead of the endless training/money gathering I would have been in KF having fun ^^.....only serping to gain some gc for normal expenses. Heck...maybe i would have still played then But now, as is, if you want to be/stay competitive the game is just a prayer without an end. I still think PP buying to use on nexus (but only on nexus) is a cool idea tho.
  9. Mages

    Again...i didn't say just level dependant but much more level dependant then it is now. Do a little test yourself: Add 4 rationality or add 4 magic levels. You will see that the +4 magic levels wont help magic damage much...the +4 rationality will increase your magic damage a lot. Yet the +4 magic lvls are arguably harder to get then the +4 rationality. Would be nice if there was a better balance between magic level and rationality when it comes to magic damage/spell effect.
  10. Mages

    My p2p just expired, so it has been about 1.5 years since I started Wizzy Wizzy is not my first charater, and I have been roaming these EL for over 3 years, maybe close to 4 now. Since I started Wizzy, I have invested more time/gc's for my 62 magic level then when I started jumpy charater who made 110 defense in about 1 year from creation. Making gc's is not that easy when you need HoS, Anti, etc just to pump up that emu to a cool 500. As for a max ration with good astro, and w/r/m pots, I still cant harm players for 150. As for someone starting a new char and in a month terrorizing kf? Not possible, unless, serious EL shop investment takes place. And it is not our fault that people maybe too slow, I pked people when I could only harm for 50 points, And I know Dugur/Magpielee have done the same. To be honest, for some people, all the magic protection in the world wont help some people, Some people just lack the pk skills or the foresight to use items avaible in game to protect them. I remember long ago, people hanging out at merc spawn would often get attacked with Brod's from an invisable pker. another oldtimer used to summon fluffy from invisable/attack. The point is the element of surprise. Conavars point about facebook map is a good one, What do you expect if your sitting unprepared in a map. It would be no different then someone showing up with attack bless/ boost potted and dealing loads of damage with a bronze swrod/bp combo. Ok, maybe 150-160 is a bit exagurated. But plox, people read...im not complaining about mage builds or the damage they can do. A mage should beable to do good magic damage. What i'm saying is: magic should be much more magic level dependant. Imo it is geared too much towards rationality and too little towards actual magic level - as in: it needs training to get higher and become a better mage.
  11. Mages

    I didn't say purely...i suggested more dependant on magic lvl... So for high damage you not only need high will/reasoning but also high magic lvl. Edit: spelling
  12. Mages

    I don't consider smby with 50-60 magic and full will/reasoning a mage....how could he be with such a relatively low magic level? It's a piece of cake to pump will/rationality...but getting a high magic lvl...training the skill... is much harder, time consuming and costly. Imo the potency of your magic skills should be much more dependant of your actual magic lvl. When i quit i had 88 magic lvl, full reasoning and some will. I harmed for 80-90. In comparison: some "newb" with 60 magic and full reasoning/will harms for 150-160... I always found this a weird concept...
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