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 Post subject: Finding the Fun: Swashbucklers
PostPosted: Thu Dec 18, 2008 7:45 pm 
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Post your ideas for things that would make swashbucklers more fun to play. That does not necessarily mean more powerful, but whatever floats your boat. I only guarantee to read and consider these ideas not necessarily implement them.


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PostPosted: Thu Dec 18, 2008 7:55 pm 
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Someone already suggested the framework for this, but perhaps split off taunt into two separate skills?

The first part would be 'taunt' itself, similar to a spell effect that places a limited disadvantage (loss of hitroll or something) while in effect. Or perhaps retain the "no-flee" effect that taunt already exists for a period of four or five rounds, just enough to cover the second piece of the skill for two special attacks

The second part would be 'huzzah' (stupid name, I know, I couldn't think of anythign better offhand), that allows the swashie to perform a high damage strike that only works while the player is under the effects of taunt, once every two rounds.

Retains the flavor of the ability without nerfing it so horribly that nobody ever likes it again, and offers something for those complaing about how heavily automated they are.


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PostPosted: Thu Dec 18, 2008 7:58 pm 
Taunt and Insult

Taunt gives the charge effect keeps the person in the room.

Insult drives a person mad with rage and drops their int.

Make it so the two don't overlap. Make it so each one can have a string inserted, sort of like an alias, so people can creat their own taunts and insults.

They are suppose to be fun and witty, some type of songs skill, not equivilant to a bard or no power really save for entertainment.


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PostPosted: Thu Dec 18, 2008 7:59 pm 
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I actually like the taunt / "huzzah" deal, however if you done that, make it so that taunt only lasts the amount of say a normal bash. 3-4 rounds or so. As of today, people can dish out some sickening damage, so 4+ rounds is sufficient for any small group to kill people and 1 on 1, it gives people a chance of getting away.


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PostPosted: Thu Dec 18, 2008 8:11 pm 
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Every class has it's distinct "flavor." Mercs are the standard "fighters" and band leaders so they get skills related to that (retreat, rally, rescue, etc.). Barbarians are all naturalistic and stuff so they get to track, butcher, can sense hidden people, etc.

What's the swashbuckler flavor? They're agile duelist swordsmen, witty and urban (or something). So work with that a little more, although it's kind of a vague idea for a class. Carve it out more. Alright, they have riposte and dual wield, both automatic skills, although they're nice. And then there's taunt, which does fit with them. But that's where it ends.

I think any increase to their skill list is going to make them "more powerful" in some way, but I think the only way to make swashbucklers more fun is to increase their skill list to some degree. After all, it's what a class can do that allows them to be somewhat distinct and amusing. So think of some combat or non-combat abilities that an agile, witty little duelist swordsman might be able to do. That's kind of the hard part. I'm not really sure what would fit well.

Precision Strike
Using his extreme deftness with a blade, the swashbuckler cuts an enemy's artery so as to inflict a critical bleeding wound. The afflicted enemy will lose health over time until the cut is able to heal.

Or something slightly more non-combat:

Streetsmarts
Using their savvy and charm, the swashbuckler is able to ask common folk (sentient NPCs) if they have seen a particular person recently. (Kind of like a modified track, more useful in cities and based on passing NPCs).

That last one is kind of cool but quasi-useful at best. I'm sure somebody can come up with some interesting stuff, though.


Last edited by Enishi on Thu Dec 18, 2008 8:27 pm, edited 1 time in total.

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PostPosted: Thu Dec 18, 2008 8:19 pm 
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Swashbucklers would be more fun if they could start parrying more and doing more damage with riposte. I always saw them as warriors that properly prepared could tank a few people while doing decent damage back. Ever since the weapon change it seems like riposte isn't really as meaningful and swashbucklers aren't doing as much damage back with riposte. This might also be because people are in general getting better at pk and are wearing more defensive spells.

I like the idea of turning taunt into two skills. I propose that swashbucklers get a group melee affecting taunt that would target all the enemy groups melee characters towards the swashbuckler but not prevent anyone in the enemy group from fleeing, I'd say off the top of my head that it should last for around 2-4 rounds before another attempt has to be made. Combined with enhanced riposte damage this would go a long way towards giving swashbucklers a more entertaining role.

The other taunt should be just like the original taunt, -int, causing a char that's in range of you to attack but does not prevent them from fleeing.


Last edited by Rial on Thu Dec 18, 2008 8:30 pm, edited 1 time in total.

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PostPosted: Thu Dec 18, 2008 8:24 pm 
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Location: The yellow brick road
SK Character: Bran
Nah, make them not able to flee...At least like 4 rounds

Else its worthless against a caster or someone second/third row who can just walk away and get away easily.


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PostPosted: Thu Dec 18, 2008 8:28 pm 
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The mention of their attachment to cities brings up an idea. Something that occurs to me from past days of building on other games is the ability of some skills to function only in very specific environments. For example, you'd have sneak with it's standard usage for one class, camouflauge (sneak that only functions in wooded environments for scouts) and stealth (sneak that only works in city environments for thieves

Perhaps a skill that launches on the idea of environmental combat.

Called "flourish" (or something similar) that allows the swashie to capitalize on their current location, an active (not automatic) skill that attempts to make use of their current location in other skills, providing bonuses. If they make the mistake of using it in the wrong environment, they get penalties.


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PostPosted: Thu Dec 18, 2008 8:32 pm 
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Something environment based could be interesting, in the way of them using and adapting their environment. Like if they're fighting in a Taproom and use the skill, maybe they kick a chair at somebody and it knocks them over for a 1 round bash. Maybe that's a little too ridiculous, and it could require a lot of work... but it strikes me as very swashbuckly, swinging from chandeliers and etc.

We could turn swashes into Jackie Chan. :lol:


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PostPosted: Thu Dec 18, 2008 8:38 pm 
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Making it so they can flee doesn't make taunt on back row chars useless, the -int is huge. Maybe give swashbucklers bash so they can chase down and kill flying/backrow people just as easily as mercs/barbs, but giving them a taunt that keeps them in the room makes it way easier for swashbucklers to kill backrow people than mercs/barbs.

But I also like the idea of giving swashbucklers abilities when they are in cities. Would a hide that only worked in cities be too powerful?


Last edited by Rial on Thu Dec 18, 2008 8:40 pm, edited 1 time in total.

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