Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Sat Feb 22, 2025 1:30 pm

All times are UTC - 8 hours




Post new topic Reply to topic  [ 60 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next
Author Message
 Post subject: Re: Swashbuckler ideas!
PostPosted: Mon Sep 05, 2011 10:29 pm 
Offline
Mortal

Joined: Thu Apr 14, 2011 4:51 am
Posts: 442
I think the solution is really simple. Just boost finesse (a lot) so it does indeed do some damage to heavy armor fighters.


Top
 Profile  
Reply with quote  
 Post subject: Re: Swashbuckler ideas!
PostPosted: Tue Sep 06, 2011 12:25 am 
Offline
Mortal

Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
TheCannibal wrote:
syntax: Avenger Strike

The swashbuckler brings his weapons together and their blades glow a crimson red like the mentstral cycle of Dabi. A portal opens to the center of Pyrathia and a cone of magma spray erupts into the lower pressure area spraying a hapless opponent. No magical protection or magical resistance can affect Avenger Strike. Avenger Strike has a chance of sticking to an opponent causing damage over time.



Hahah...

You forgot to add that it only works on AFK opponents. And it gets a boost if there is three or four swashbucklers using it at the same time.


Top
 Profile  
Reply with quote  
 Post subject: Re: Swashbuckler ideas!
PostPosted: Tue Sep 06, 2011 8:39 am 
Offline
Gold Donor

Joined: Tue Feb 15, 2005 11:39 pm
Posts: 501
Location: Somewhere Plotting
SK Character: None
Give swashbucklers beat and clash.

Code:
[Skills help] beat

Syntax: beat

Beat is another move in the swashbuckler's arsenal. A beat is used to attack the opponent, particularly their weapons.  If it is successful, the victim may find their weapon hand(s) in worse condition. If it is parried, both combatants have a chance of damaging their weapons, depending on their quality and the strength of the user. Beat cannot be used if a swashbuckler is holding an exotic weapon or none at all.


tl;dr: Extra weapon attack, can damage weapons or hands, cannot be used to initiate combat, when used, hits the current opponent

Code:
[Skills help] clash

Syntax: clash

Clash allows the swashbuckler's finesse with a blade to shine in a most daring manner. If successful, the swashbuckler uses one of their weapons to lock an opponent's weapon out of combat, rendering both unable to be used and removed for some time. Clash is a risky alternative to disarming an opponent, as while using it, the swashbuckler is less likely to parry incoming attacks.


tl;dr: Channeled ability, locks down one weapon each, potential fix to 'massive weapon' imbalance, cannot be used to initiate combat, when used, hits current opponent


Top
 Profile  
Reply with quote  
 Post subject: Re: Swashbuckler ideas!
PostPosted: Tue Sep 06, 2011 9:08 am 
Offline
Mortal

Joined: Fri Aug 26, 2011 5:41 am
Posts: 103
I approve of DT23's ideas.


Top
 Profile  
Reply with quote  
 Post subject: Re: Swashbuckler ideas!
PostPosted: Tue Sep 06, 2011 9:15 am 
Offline
Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
"Fixing" massive weapon imbalance against swashies by allowing them to completely neutralize said weapon seems a bit much.


Top
 Profile  
Reply with quote  
 Post subject: Re: Swashbuckler ideas!
PostPosted: Tue Sep 06, 2011 9:24 am 
Offline
Mortal

Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Code:
Pose -- Allows the swashbuckler to look extra dashing or sexy for a few seconds, winning the support of the crowd. A pose will give a swashbuckler a bonus to their weapon damage, and to-hit for a short time. The person fighting the swashbuckler may also risk being hit with empty aluminum cans and other projectiles for assaulting the crowd favorite. A failed pose risks this same penalty.


Top
 Profile  
Reply with quote  
 Post subject: Re: Swashbuckler ideas!
PostPosted: Tue Sep 06, 2011 9:28 am 
Offline
Mortal

Joined: Fri Apr 29, 2011 4:48 am
Posts: 341
Quote:
Win - Kills everyone logged into the mud, no questions asked, immortals included.


Top
 Profile  
Reply with quote  
 Post subject: Re: Swashbuckler ideas!
PostPosted: Tue Sep 06, 2011 12:17 pm 
Offline
Mortal

Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
Taunt should reduce current AND maximum intelligence, since most prepared opponents will be wearing +int mods. Allow finesse to counteract the effect of the massive weapon penalty that was just added.


Top
 Profile  
Reply with quote  
 Post subject: Re: Swashbuckler ideas!
PostPosted: Tue Sep 06, 2011 12:37 pm 
Offline
Mortal

Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
FinneyOwnzU wrote:
Taunt should reduce current AND maximum intelligence, since most prepared opponents will be wearing +int mods. Allow finesse to counteract the effect of the massive weapon penalty that was just added.


This is nonsense. This will lower the chances of die horribly being implemented massively. I find your suggestion completely imbalancing.


Top
 Profile  
Reply with quote  
 Post subject: Re: Swashbuckler ideas!
PostPosted: Tue Sep 06, 2011 12:43 pm 
Offline
Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Maybe we should actually see some battles with swashbucklers in them before deciding to buff or nerf them? I haven't seen much field testing except beating the mess out of some unbuffed solo harlie swashies with some guard NPCs.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 60 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 156 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group