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 Post subject: Re: Smoochy's Swashy Resuscitation
PostPosted: Sat Jun 01, 2013 5:03 pm 
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Joined: Sat Mar 09, 2013 4:56 am
Posts: 59
Location: Milwaukee, WI
Deathadder wrote:
Give swashies a strike, that lowers the speed/accuracy (not dirt kick) of their enemy. Firstly, will increase their ability to dodge strikes if the weapons are slower. Second it will allow the swash to slip pass the shield easier.

Skill arm strike. Independent damage strike of the swashies weapon, grants a 25 % chance to disable one of your opponents arms making their swings and blocks less effective.
There no guns no third attack and an upgraded skill for kick


Along those lines, how bout instead a bump to disarm that causes harm/numbness to the limb of the disarmed weapon. And somewhat longer timer before weapon can be armed.


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 Post subject: Re: Smoochy's Swashy Resuscitation
PostPosted: Sat Jun 01, 2013 7:54 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Dulrik should just strip the accuracy bonus from specialize, the accuracy and speed bonuses from berserk, and the accuracy bonus from bless. Specialize is still insanely good and grants huge utilitarian bonuses, mercenaries wouldn't even be hurt that much by losing the accuracy bonus, but I think it makes sense. No one should be more accurate than the swashbuckler, no one should be able to do more damage than the barbarian. So on, so forth. They all can do melee, but each warrior does it in a different way. Even with removing these things from those two classes, they'll still be absurdly good, and can hold their own. That and we have the wonderful new weapon enchanting system to make up for holes, or whatever you see in the build of your character.

Taunt should be modified to give a penalty to dexterity as well. Taunt has the odd function of only being useful against spellcasters, and an actual bonus against warriors.

Aging bonus: swashbucklers gain a 50% bonus to their accuracy and taunt bonuses for being old.


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 Post subject: Re: Smoochy's Swashy Resuscitation
PostPosted: Tue Jul 30, 2013 2:34 pm 
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Joined: Tue Aug 12, 2008 10:23 am
Posts: 1009
Location: Gulf Breeze
Can we make it so that swashbucklers can parry flails or maybe massives like they could before pre-massive changes. Swashy damage output is fairly low, this would at least give them some defensive capability.


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 Post subject: Re: Smoochy's Swashy Resuscitation
PostPosted: Tue Jul 30, 2013 4:42 pm 
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Joined: Sat Oct 13, 2007 11:01 am
Posts: 1302
Location: BFE Arkansas
SK Character: Addison
Just a thought from some fights/duels. There is no reason for a swashie to go mood def EVER. I have never had a close/chance in any fight or duel in mood d. I parry/dodge 100x better in aggressive than i ever will in defensive...if i last long enough to proc a parry/ eparr/dodge.


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 Post subject: Re: Smoochy's Swashy Resuscitation
PostPosted: Fri Sep 06, 2013 4:47 am 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Deathadder wrote:
Just a thought from some fights/duels. There is no reason for a swashie to go mood def EVER. I have never had a close/chance in any fight or duel in mood d. I parry/dodge 100x better in aggressive than i ever will in defensive...if i last long enough to proc a parry/ eparr/dodge.


That's because going aggressive stance raises your accuracy which raises your chance to parry. Since the swashbuckler skillset revolves around the parry skill, why would you ever do something that lowers your chance to parry?

The change to taunt was good, but mercs and barbs are still leaps and bounds beyond swashbucklers.


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