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Hardenedminions

 
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Zathery



Joined: 30 Sep 2013
Posts: 39
Location: Sweden

PostPosted: Tue Aug 11, 2015 2:57 pm    Post subject: Hardenedminions Reply with quote

Is it possible to simply make the hardenedminions feat a passive feat and get rid of the 'glowing red' after their adjectives and the spam of them doubling in size, to where any minion summond by magic, feat or item usage is just stronger by default once you've obtained the feat?

I'm sure the reason for it being as is is due to coding constraints and that is of course something that can't be circumvented without a lot of code for more than a quality of life change, but just a consideration and random thought of mine.
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beshaba



Joined: 02 Aug 2011
Posts: 55

PostPosted: Tue Aug 11, 2015 6:26 pm    Post subject: Reply with quote

I believe the point behind them glowing red is to alert other players that your minions are stronger than normal.
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Zathery



Joined: 30 Sep 2013
Posts: 39
Location: Sweden

PostPosted: Tue Aug 11, 2015 6:55 pm    Post subject: Reply with quote

That's also a valid point I guess, perhaps a second entry of the command turns it off, it doesn't have to debuff the ones currently summoned, but the next round isn't glowing? I know it's probabbly not something high on the value chart but at times it makes parts of RP feel silly, and if you want to use summond minions, like natures ally or elementals in RP rather than just combat, it can screw a little with immersion and so.
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Verbannon



Joined: 30 Sep 2013
Posts: 398

PostPosted: Wed Aug 12, 2015 1:17 am    Post subject: Reply with quote

Have a follower follow you. Then walking through town with 12 foot tall followers.
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