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 Post subject: Bash/Flee/Word Rework
PostPosted: Wed Jul 25, 2012 4:21 pm 
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Kind of consolidate this conversation under the right topic.

Bash has always seemed to be one of those things everyone is zealously for or against. Quite frankly I would like to see it get reworked so it's not the beat all win all of a fight, there are so many other skills that could be implimented and it mostly remains bash &1 or O all Bash &1.

Now on that note in order to keep people from being able to just flee a fight with no hope of ever catching them and pinning them down the rate of flee and word needs to be adjusted accordingly. This will compensate for bash not landing repeatedly, as it has been said that is the ONLY way to hold a person down. If flee has lag added to it and it's rate to exit upped then it will compensate for bash not landing and will keep the person in the fight. Word should be loaded with more lag and the fail rate should increase, even more so with vials.

Let the ranting begin.


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 Post subject: Re: Bash/Flee/Word Rework
PostPosted: Wed Jul 25, 2012 4:31 pm 
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No.


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 Post subject: Re: Bash/Flee/Word Rework
PostPosted: Wed Jul 25, 2012 4:33 pm 
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I would be okay if bash added an affect that would stick longer than prone that would would either prevent fleeing or reduce the chance by a lot. Staggered or something like that.


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 Post subject: Re: Bash/Flee/Word Rework
PostPosted: Wed Jul 25, 2012 7:59 pm 
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Location: Alera
There's nothing wrong with bash. My god.


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 Post subject: Re: Bash/Flee/Word Rework
PostPosted: Wed Jul 25, 2012 11:30 pm 
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What I would like to see regarding bash, is something that makes sense on a realistic base: If you fail a bash, there should be a (high?) chance that you are thrown out of formation. I mean, how on earth are you supposed to have lost balance, fighting on the ground and still perfectly protect the caster behind you?


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 Post subject: Re: Bash/Flee/Word Rework
PostPosted: Thu Jul 26, 2012 12:24 am 
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shadow wrote:
What I would like to see regarding bash, is something that makes sense on a realistic base: If you fail a bash, there should be a (high?) chance that you are thrown out of formation. I mean, how on earth are you supposed to have lost balance, fighting on the ground and still perfectly protect the caster behind you?


Oh gods, shut up.


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 Post subject: Re: Bash/Flee/Word Rework
PostPosted: Thu Jul 26, 2012 2:36 am 
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Joined: Mon Jan 02, 2006 7:47 pm
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SK Character: Amorette
I would like to see Muktar and spidermonkey discuss intricate inner workings of game mechanics for the rest of the thread. I hope Dulrik implements every single one of their suggestions.


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 Post subject: Re: Bash/Flee/Word Rework
PostPosted: Thu Jul 26, 2012 4:09 am 
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I would like to see Ardith comment on a thread in a rational way that doesn't involve a mechanic involving his current character.


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 Post subject: Re: Bash/Flee/Word Rework
PostPosted: Thu Jul 26, 2012 5:04 am 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
It would be impossible for Ardith to comment on this thread in a rational way, because this thread is irrational. Spidermonkey made a topic with some crazy suggestions that have a bad idea behind them, and even worse implementations. Seriously, let's just remind everyone of that.

spidermonkey wrote:
Bash has always seemed to be one of those things everyone is zealously for or against. Quite frankly I would like to see it get reworked so it's not the beat all win all of a fight, there are so many other skills that could be implimented and it mostly remains bash &1 or O all Bash &1.

Now on that note in order to keep people from being able to just flee a fight with no hope of ever catching them and pinning them down the rate of flee and word needs to be adjusted accordingly. This will compensate for bash not landing repeatedly, as it has been said that is the ONLY way to hold a person down. If flee has lag added to it and it's rate to exit upped then it will compensate for bash not landing and will keep the person in the fight. Word should be loaded with more lag and the fail rate should increase, even more so with vials.


So, a person with little successful PK experience comes into gameplay and suggests changing bash, but gives no details as to how. Then, he continues that "discussion" by determining that as a result flee and word of recall need to be adjusted, but yet again, gives no explanation for how to accomplish that except adding lag to flee or "upping the rate to exit" whatever that means. Then he said word of recall's failure rate should increase. I'm not even sure what that means.

And THEN Muktar came in, which of course didn't help things. THEN Shadow came in and was like "Hey how about a missed bash throwing you out of formation" despite the fact that such a change is completely irrelevant to everything ever.

It's impossible to say anything in this thread that isn't dumb. Ardith just didn't waste any time.


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 Post subject: Re: Bash/Flee/Word Rework
PostPosted: Thu Jul 26, 2012 5:43 am 
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SK Character: Airkli
I agree with you Edoras. I'm not for any specific changes being made, i'd just like to understand why one skill is so incredibly awesome.


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