Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Wed Nov 01, 2006 1:51 pm 
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Joined: Wed Aug 07, 2002 11:54 pm
Posts: 2765
Location: Pyrgos, Greece
Bad dubbing is such an I win skill that will kill all RP in SK with a Chuck Norris roundhouse(already in the skillset).

Awesome class idea.


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PostPosted: Wed Nov 01, 2006 1:56 pm 
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Forsooth wrote:
Quote:
On further inspection the forums are [REDACTED] up the barrier themselves. I cannot help it, and it's a problem with the forums. The only thing I can suggest is to change your theme from SK to subSilver.


If you -must- use code, then you should add the appropriate carriage returns. Nobody's going to have a problem with 80-character lines. Almost nobody is going to read the actual mess you left.

I'd also note a hand-to-hand fighter doesn't fit in SK on two grounds. First, it's too similar to the Fist cabal. Second, hand-to-hand martial arts only flourish in areas that restrict weapons. (A sword is a lot easier to harm someone with than a fist.) We don't see such restrictions in SK's kingdoms. Try a special combat style focused around a weapon instead.


It's not my fault that the code tags for the normal "SK" theme are set to nowrap. At this point I'm not going to go back and redo all of the code.

Just keep the topic to whether or not you like the class or if you think things need added nerfed.

As it looks right now, a lot of people don't like the idea. But I'll tell you that you're wrong on all counts.


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PostPosted: Wed Nov 01, 2006 4:40 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
I edited Cyra's original mess to make it more readable. Took 2 minutes.


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PostPosted: Wed Nov 01, 2006 5:46 pm 
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Silly Dulrik. Tricks are for kids.

I dunno. If implemented, I feel that this might make the Fists rather useless. Other than making the monk class even more buffed.


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PostPosted: Wed Nov 01, 2006 7:40 pm 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
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Location: Spokane, WA
This would be a great lightie class to balance off a what-would-be darkie race. Although, for reasons already said, this is overpowered.


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PostPosted: Wed Nov 01, 2006 8:09 pm 
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I think that it is a given that if this were put it. The Fist would be removed.

But I love the ideas but I just do not see how it would work within SK.


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PostPosted: Wed Nov 01, 2006 8:27 pm 
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No, this fists shouldn't be removed. They should go hand in hand to supplement each other.

If this class hapened I'd make a griffon fist martial artist and rule the world.

The IRL world. 8)


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PostPosted: Wed Nov 01, 2006 8:41 pm 
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Can a monk who is grappling somebody be bashed normally? Can grapple be spammed?


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PostPosted: Wed Nov 01, 2006 10:55 pm 
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Gilgon wrote:
Can a monk who is grappling somebody be bashed normally? Can grapple be spammed?


I'd think that there would be lag on the commands to slow the monk down, and that's the idea. You can use devastating moves, but it'll take a little bit to set them up. That was also the idea behind having them inputed by command.

I'm not so sure about the bash and trip commands working on a monk since they'd be on the ground already while grappling. However, due to the skillset they are already limited to focusing on that single opponent during a grapple and become vulnerable to outside attacks. It's really a pick and choose how you fight in specific scenarios class.

I'd be against grappling being spammable anyway, it takes a certain amount of time for you to set them up for a crippling move would be the idea.

As for aura restrictions I don't see any reason why it would be a white aura only class. There's absolutely no reason for that.

I tried to think about the Fist cabal while making these skills, but I couldn't get around the punching and blocking areas. However, the remainder of the Fist skills would remain potent, and would even be seen as legendary techniques that aren't part of a monks normal repetoire.

As for the punching, Dulrik has already disabled wild fighting from working with a certain Fist cabal skill, and he could probably do that here as well just so one couldn't make an overpowered puncher. IE there is a limit to how much one can actually punch.


EDIT: Added rescue at veteran, was an oversight, and the monk would make a [REDACTED] tank if they can't get in harms way to take damage.

ADDENDUM: Also changed the wording to the "escape", "grappling", "takedown", and "awareness" help files.


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PostPosted: Fri Nov 03, 2006 11:35 am 
Personaly, I dislike the idea of monks. There are monks in the game already, and their abilities are unique. By including a monk class, A: all monks would be inclined towards a certain cabal, and secondly, it would be a warrior class without the desperate need of equipment, which is more or less strange.

If youre looking for a new class, I can suggest a few, like for instance a mixture of fighter/mage, or a mage-killer fighter class with the ability to counter spells and such, But not monks.

As it is, there are enough oriental stuff in SK as it is, and many players are attracted to the idea of an oriental character. With monks, SK will lose the sense of dark ages fantasy and go much more into the oriental genre. That is in my humble oppinion of course.


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