Jump to content
Eternal Lands Official Forums
Sign in to follow this  
ZureKnightofDarkWorld

Brave man

Recommended Posts

Most people say that the negative perks are more for fighters so I came up with a negative perk that even fighters wont get but a lot of alchers and stuff probably will.

 

Brave Man: You cant flee from fights

you get like 10 pp for that

Share this post


Link to post
Share on other sites

not that bad idea..

maybe not like 10 pp.. mean its hard to not be able to flee.. but for ppl

who dont fight anyways i think the pp are a lil bit too high.

Share this post


Link to post
Share on other sites
Guest BizieR

maybe not make it 100% cant diss/flee, but a really low chance to do so, like 1-3%

edit - typo

Edited by BizieR

Share this post


Link to post
Share on other sites

Lol, there are still ways around this if they do want to fight.

 

Just PvP and get there partner to flee, meaning someone gets 10pp. :P

Share this post


Link to post
Share on other sites

Lol, there are still ways around this if they do want to fight.

 

Just PvP and get their partner to flee, meaning someone gets 10pp. :o

The same is true for Antisocial perk though, just get a partner to buy your items from npc ;)

Share this post


Link to post
Share on other sites

;) Even still you gotta think, what if they possibly get attacked? They are either gonna die or kill so get around taht.

I can see that. I was just saying that they can still get a/d exp if they wanted.

Share this post


Link to post
Share on other sites

:o Even still you gotta think, what if they possibly get attacked? They are either gonna die or kill so get around taht.

I can see that. I was just saying that they can still get a/d exp if they wanted.

 

 

Yeah I understand your point as well. Its not meant to kill their chances of raising a/d just as an opportunity for some nexus or p/c for emu or what ever "Non-Fighters" do.

 

As to the idea of just dropping the percent I like it. Maybe like a 10% chance of fleeing and like 75% chance that a dis ring will fail and just cooldown. I would love to see some nabs fighting with "brave man" as a neg perk and die because of it ;)

Share this post


Link to post
Share on other sites

Lol, there are still ways around this if they do want to fight.

 

Just PvP and get there partner to flee, meaning someone gets 10pp. ;)

What's the point though? If you can't flee/diss, you're worthless on pk anyway, so the extra 10 pp doesn't really help. Unless you're already the strongest in the game that no one can kill, in which case...why take a perk? :o

 

It's basically a non-fighter perk. I think it's a good idea, though

Share this post


Link to post
Share on other sites

Lol, there are still ways around this if they do want to fight.

 

Just PvP and get there partner to flee, meaning someone gets 10pp. :icon13:

for pvp you don't need 10pp... i tought you shoulda know that..

Share this post


Link to post
Share on other sites

I can see what your saying, and I wasn't saying anything, just that there is a way around it. It's a good idea though, the extra EMU would be useful for a non-fighter.

Share this post


Link to post
Share on other sites

Good idea but maybe ~7-8 pp's because its not as bad as antisocial or hellspawn (because every1 needs to buy stuff and every1 travels) but maybe 7 because its a little worse then gelly bones. :)

Share this post


Link to post
Share on other sites

I also think thats a nice perk for non-PKers( fighters could live with it;p).

100% of being unable to flee/diss is really bad for pk, so imo at least 7pp but maybe even 10, some mixers wont mind extra 100 emu for sure :P

 

eMPi

Share this post


Link to post
Share on other sites

I would say its ok with a small change.

 

No fleeing would mean for me, I'm never going out to fight again.

Therefor, I'd like to see this perk with like 3-5 PPs. Possible money charged.

 

Diss ring cooldown *2 if you have it.

Fleeing is x% harder for you.

 

Don't know if the % can be implemented easily. But this way it looks better to me.

 

-Blee

Share this post


Link to post
Share on other sites

I would say its ok with a small change.

 

No fleeing would mean for me, I'm never going out to fight again.

Therefor, I'd like to see this perk with like 3-5 PPs. Possible money charged.

 

Diss ring cooldown *2 if you have it.

Fleeing is x% harder for you.

 

Don't know if the % can be implemented easily. But this way it looks better to me.

 

-Blee

Then don't take the perk. Does anti give you % higher prices? No, it's 100% no buying/selling.

This perk is a perk for non fighters exclusively, and it's best that way imo.

Otherwise fighters will just take it too

Edited by Atlantis

Share this post


Link to post
Share on other sites

I would say its ok with a small change.

 

No fleeing would mean for me, I'm never going out to fight again.

Therefor, I'd like to see this perk with like 3-5 PPs. Possible money charged.

 

Diss ring cooldown *2 if you have it.

Fleeing is x% harder for you.

 

Don't know if the % can be implemented easily. But this way it looks better to me.

 

-Blee

Then don't take the perk. Does anti give you % higher prices? No, it's 100% no buying/selling.

This perk is a perk for non fighters exclusively, and it's best that way imo.

Otherwise fighters will just take it too

 

My words in your Ear Atlantis.

A neg perk is supposed that you have to think about if you take it or not.

Fighters can allready take more than enough neg perks to get more pps. This

here would finally be one again that is MAYBE only for the Craftsmen out there.

Share this post


Link to post
Share on other sites

Atlantis, you show me 5 mixers with 3/3 a/d. I bet there are no such people, every does some fighting sometimes. Maybe they can take the perk for when they mix, but if they feel like fighting at all this perk won't be doing them any good. I bet they might have to use a sword or such.

 

How about no diss rings and double as hard to flee as usual?

 

-Blee

Share this post


Link to post
Share on other sites

Most people say that the negative perks are more for fighters so I came up with a negative perk that even fighters wont get but a lot of alchers and stuff probably will.

 

Brave Man: You cant flee from fights

you get like 10 pp for that

thats a nice perk for non-PKers :)

but it should have less pp...5?

 

and low chance of fleeing from fights & maybe 75%? chance of diss ring going in cool-down for 15 sec

 

btw if u train..its gona sux

unable to flee in pvp/monster = 0 exp :omg:

& your exp/hr will go low...unless u to higer lvl monster with that perk

Share this post


Link to post
Share on other sites

AS previously stated this perk is more for the ones that dont fight quite as much. You dont necessarily have to flee from every fight with proper training and speed of the magic :icon13: So if fleeing becomes a problem I guess you need to train a bit more ey. ;)

 

As for PvP i believe we found a way to keep the no fleeing from happening

"the other person flees and you still get exp" <-- thats the trick I guess

but I designed it more for the non-fighters because I have grown to love some of those guys and they tell me all the time it sucks cuz all the neg perks are for "PK" benefits.

;)

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×