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Thread: so. . .Cove?

  1. #41
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    Quote Originally Posted by Graskitch View Post
    what a cute reply. what does the CC Kobold Union ask for? fresh rat deliveries or shutting down waterworks?
    They ask to be playable, of course!

  2. #42
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    Smile Slayer Area!

    Adding slayer XP rewards to the island would be great, and I bet it would really increase the participation and turn-in rate of map pieces too.

    (Yes, I know we get some Monster Manual XP but an actual slayer would be a cool addition.)

  3. #43
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    Quote Originally Posted by Charononus View Post
    Well I've been killing the various foreman in the dragon's hoard over and over again this weekend. I think they're getting nervous about getting promoted to foremen.
    lol, that's right! Maybe they're trying to get that changed so it's no longer one of the stars in Dragon's Hoard. ...hmmm. Negotiations might take a while then.

  4. #44
    Community Member sdrocky's Avatar
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    Quote Originally Posted by patang01 View Post
    Here's a suggestion; make it permanent. It's a cool place to be slaying around in while you wait for groups (raids) to fill. And sometimes you have to wait for over an hour. It's just one big challenge anyways - kind of like Cannith.
    what. so we can have a lag fest all year round rather than for a week or two?

    No thanks.

  5. #45
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    Quote Originally Posted by droid327 View Post
    Cavalry Plate. Calvary is the hill where Jesus died. I really doubt that Jesus' breastplate would have Demonic Guard....more likely it'd be a Resurrect clickie

    Also, from that item's flavor text....what the heck is "naval cavalry"? What are they riding, sharks? Screw harvesting crystals, I want to go do that!
    lol... just lol

  6. #46
    Community Member bsquishwizzy's Avatar
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    Honestly, I don't get the purpose of those "wings" on Cavalry Plate.

  7. #47
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    Quote Originally Posted by Kabaon View Post
    We don't need cove AGAIN....
    I agree. We need cove STILL -- as in, just keep it open as a regular part of the game.

    One of the most common complaints that people have is that grouping for non-Cove quests becomes difficult when it's open, and therefore it shouldn't come back very often. The thing is, though, that non-Cove groups are harder to come by specifically because the Cove is only open for a short time. If there weren't the pressure of having to acquire ingredients for items within such a limited time, that problem would cease to be.

    It would require one fundamental change so that people could actually get to the Cove mission, perhaps having a personal counter of turned-in map pieces that would open the door (with the target number substantially reduced from the server-wide number it's currently at).

    Basically, more Cove, please!

  8. #48
    Community Member bsquishwizzy's Avatar
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    Ok, I’ve come up with an idea of making Crystal Cove exciting again.

    First and foremost, I’ve decided that corrosion damage to Warforged is unrealistic. It just simply is out of bounds, and frankly an unseemly thing for me to suggest.

    Instead, what the devs need to do is to change the mobs in the wilderness area such that they are actually Rust Monster hybrids. They would be remnants of experiments done by Tovin D’Cannith with the whole Master Artificer story arc, abandoned on the island, and forced into a life of piracy in order to survive. Their creation was the result of a paranoid delusion suffered by Tovin, where he started to believe that his Warforged creations might turn on him. So Tovin creates these rust monster hybrid humanoids as a counter to this potential thread. However, to prevent them from running amok, he keeps them isolated on a remote island, ala The Island of Dr, Moraeu – in this case, Smuggler’s Rest.
    The results of Warforged contact with one of the pirate mobs would include:

    1) A stun effect, similar to that of a Rust Monster,
    2) Double-damage,
    3) A construct version of Horrid Wilting,
    4) Corrosion Damage over Time effect, kinda like Black Dragon Bolt,
    5) A construct-only Curse effect,
    6) A 30-second inability to repair,
    7) An automatic de-buff that only applies to constructs,
    8) A feeble-mind effect, preventing constructs from casting spells,
    9) A possible instakill that requires a 32 fort save,
    10) Damage to a construct’s waste-disposal systems (similar to loss of bowel control and incontinence in fleshy toons).

    Now THAT would be an improvement to Crystal Cove!

  9. #49
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    Quote Originally Posted by bsquishwizzy View Post
    1) A stun effect, similar to that of a Rust Monster,
    2) Double-damage,
    3) A construct version of Horrid Wilting,
    4) Corrosion Damage over Time effect, kinda like Black Dragon Bolt,
    5) A construct-only Curse effect,
    6) A 30-second inability to repair,
    7) An automatic de-buff that only applies to constructs,
    8) A feeble-mind effect, preventing constructs from casting spells,
    9) A possible instakill that requires a 32 fort save,
    10) Damage to a construct’s waste-disposal systems (similar to loss of bowel control and incontinence in fleshy toons).

    Now THAT would be an improvement to Crystal Cove!
    Neither my bladeforged pally, nor my warforged pally are frightened. In addition to #10, they should be affected by "What Is That Smell?" and be paralyzed into a state of helplessness from the growing embarrassment.

    11) If a rusty-hybrid kills a construct then they gain a buff similar to the Priestess of Lolth or Necromancers in FR.
    12) All artificers with construct essence will be subject to the effects as well, but to a smaller degree.

  10. #50
    Community Member Dreppo's Avatar
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    Quote Originally Posted by droid327 View Post
    Also, from that item's flavor text....what the heck is "naval cavalry"? What are they riding, sharks? Screw harvesting crystals, I want to go do that!
    They're riding Seahorses, obviously!

  11. #51
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    The Crystal Cove message just popped up in game. Guess the kobold union and Cordo reached an agreement.

    Main: 18 Artificer, Thelanis

  12. #52
    Community Member FranOhmsford's Avatar
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    Quote Originally Posted by Cordovan View Post
    Negotiations are currently underway with the Kobold Union.
    Negotiations sorted then?

  13. #53
    Community Member DogMania's Avatar
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    Looks like they did not negotiate any better gear though, still the same stuff apart from the slots now have the new colours

  14. #54
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    Quote Originally Posted by FranOhmsford View Post
    Negotiations sorted then?
    Yup! Kobolds will each get a new cushion for their home lairs, although so far they seem to be chewing on them far more than sitting on them.
    Have fun, and don't forget to gather for buffs!
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  15. #55
    Community Member rest's Avatar
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    God I hope not.

  16. #56
    Community Member CheeseMilk's Avatar
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    Quote Originally Posted by rest View Post
    God I hope not.
    I'm afraid so.

    Sorry to ruin your day.

    But it's back.

  17. #57
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    Well ****.

  18. #58
    Community Member bsquishwizzy's Avatar
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    Did they add any of the stuff I suggested to destroy...er...enhance the Warforged experience?

  19. #59
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    Aww... I was hoping that the Cove would reopen sans the kobold union, privately held by an equity firm, and vendors would now have delicious snack cakes for sale.

    Seriously though, I've managed to miss the last few Coves, and have only been there for the very first one, so my bf and I have been antsing for this for years.

  20. #60
    Community Member Charononus's Avatar
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    Quote Originally Posted by locus View Post
    Aww... I was hoping that the Cove would reopen sans the kobold union, privately held by an equity firm, and vendors would now have delicious snack cakes for sale.

    Seriously though, I've managed to miss the last few Coves, and have only been there for the very first one, so my bf and I have been antsing for this for years.
    Don't worry the kobolds still hate you.

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