Shattered Kingdoms

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 Post subject: Re: Code Update 8/29/2011
PostPosted: Wed Aug 31, 2011 6:25 am 
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Joined: Fri Aug 26, 2011 5:41 am
Posts: 103
Swashbucklers were already pretty horrible vs merc/barb.

Now they'll probably be useless vs merc/barbs.


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 Post subject: Re: Code Update 8/29/2011
PostPosted: Wed Aug 31, 2011 6:31 am 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
It is obvious that Dulrik just hates the swashbuckler class.


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 Post subject: Re: Code Update 8/29/2011
PostPosted: Wed Aug 31, 2011 6:42 am 
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Joined: Fri Aug 26, 2011 5:41 am
Posts: 103
They obviously need like.

A buff to Finesse and Riposte. Remove the +damage on taunt. Heck. Give the other person a big decrease to accuracy.

A way to actually..do damage. Most swashies rock like epee/epee on defensive, because they will get murdered if they do like no-dachi/kama and go aggro.

Some sort of...Enhanced Dodge and like. Masterful Parry skill.


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 Post subject: Re: Code Update 8/29/2011
PostPosted: Wed Aug 31, 2011 6:45 am 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
I suggest they get the skill, "die horribly." That's all they're going to do in PvP right now anyway.


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 Post subject: Re: Code Update 8/29/2011
PostPosted: Wed Aug 31, 2011 10:42 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
I actually love swashies so much that I come up with complicated plans to make them better and then never find time to implement them. Then later on after I've forgotten the original plan, I come up with another complicated plan. Rinse and repeat. Swashies are the new bards.


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 Post subject: Re: Code Update 8/29/2011
PostPosted: Wed Aug 31, 2011 11:58 pm 
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Joined: Thu Apr 14, 2011 4:51 am
Posts: 442
Speaking of bards, please remove the offensive action on a successful persuasion.


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 Post subject: Re: Code Update 8/29/2011
PostPosted: Thu Sep 01, 2011 4:03 am 
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Joined: Tue May 31, 2011 9:53 am
Posts: 57
Great update D! One thing I think should be added...warhammers to massive weapon list. Aren't they suppose to be heavy as hell and hurt like a mofo? I'd actually look at upping their damage output a little too compared to other weapons.


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 Post subject: Re: Code Update 8/29/2011
PostPosted: Thu Sep 01, 2011 4:34 am 
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Joined: Tue Apr 26, 2011 6:35 am
Posts: 150
drexal wrote:
Great update D! One thing I think should be added...warhammers to massive weapon list. Aren't they suppose to be heavy as hell and hurt like a mofo? I'd actually look at upping their damage output a little too compared to other weapons.


What!? No.

Hurt like a mofo, yes. Devastating especially against armor.

Quote:
The warhammer was designed to maximize impact while having more reach and less weight than a mace or axe. Warhammers were very lightweight, despite modern misapprehensions, and weighed less than most swords of the day.


After hopping around Google for a little bit I found a cool page called The Zombie Survival Wiki which surprising had the most complete information I could find on the subject. War-hammers were essentially a modified design of your standard hammer (see pictures in link.) You're looking at something that ranges from the size of a small sword to a small pole-arm.


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 Post subject: Re: Code Update 8/29/2011
PostPosted: Thu Sep 01, 2011 4:45 am 
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Joined: Thu Apr 14, 2011 4:51 am
Posts: 442
Indeed, warhammer is not a "massive" weapon

http://en.wikipedia.org/wiki/File:War_hammer2.jpg


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 Post subject: Re: Code Update 8/29/2011
PostPosted: Thu Sep 01, 2011 10:55 am 
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Joined: Tue Mar 15, 2011 12:08 am
Posts: 227
Location: Denver, CO
SK Character: Ncar
Landschnekt seems like it could be considered a massive weapon but would likely make that weapon way too powerful.


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