ErrJon6661 wrote:That was the plan. The armor will still be very limited as you won't be able to strap on anything havels and so on.
to be fair what kind of assassin wears rocks as armour
ErrJon6661 wrote:That was the plan. The armor will still be very limited as you won't be able to strap on anything havels and so on.
ErrJon6661 wrote:@Serious, to clarify a bit these are just things that I am curious about to start off. Idea's I've had for the covenant and I'm wondering what members and outsiders think about it. I'll be paying more attention to people's actual feedback rather than poll results when the rules are being decided.
Also about the pyro. I've banned GC specifically for its overuse in pvp. You have to remember when I started this covenant I started it as a challenge to myself and I opened that challenge to other members. If the chaos sorcerer was allowed great combustion I can almost guarantee that they will use one spell in most of their assassinations. The goal of each individual faction is to create a unique strategy to eliminate the target. So many players I see use the same strategy and this aims to break that.
As a bit of a by product I've only allowed the chaos pyromancies for a few reason. First off in order to use them you need much more attunement. The second reason is they leave lava which could be used as a distraction/block so that if you fail at your ambush you could then run, hide and reset.
ErrJon6661 wrote:I may very well consider the black flame. I have to wait for the dlc to come out and actually use it myself to test its effects before I can make it official. We were planning on keeping firestorm around along with the mists, imagine small room, toxic mist, firestorm. hahahaha.
Another issue I just though of is some of the new spells. I haven't played the dlc but some of the new magic is op? If anyone has knowledge let me know haha. I've seen some gnarly videos of the pursuers spell. Ive taken the liberty of adding someof the new armors and weapons to the page already.