Shattered Kingdoms

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PostPosted: Mon Nov 06, 2006 2:44 pm 
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Boots, Rogues don't need tweaks either. Rogues have so much utility it's not even funny. I also don't think shamans are as needy as you imply, but that's probably another story - and I haven't messed with shamans personally to offer any argument on it.


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PostPosted: Mon Nov 06, 2006 3:17 pm 
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Cool ideas, Mordy.

I don't think scouts necessarily need to be empowered overall, but a shift further toward ranged combat seems like a good idea to me. Scout as sniper.

Peace,
Bux


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PostPosted: Mon Nov 06, 2006 11:02 pm 
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silmar wrote:
Scouts should get a skill called anoint (or give it a better name).
Anoint lets you use any herb/potion with a negative effect to put on a arrow similar a hellion or shaman with their spelling only more spells work so long as you can get it in a potion or a herb. Example Cause wounds arrows, Blindness arrows, poison arrows, arrows of sleep are just a few sure the chances of people failing the saves in not great but its a little extra that a scout could use.
Low lag time so you are able to coat a reasonable number of arrows in a shortish time say 10-20 in one tick. Timer on life of anoint bonus something similar to spelled up weapons already maybe a little longer.

There are two reasons for this skill makes scouts a little more powerful and also gives a reason for all the useless herbs out there even a chance more harmful herbs could be made to suit this skill.

The skill could be changed a little so it is useable with all weapons and or perhaps even let the scout feed herbs to their pet (be them blind or deaf) quicker than ordering for healing/curing their tames after combat.


I've asked for this many times under many different names. Good luck getting it.

Konge wrote:
I think too, that scouts should need some form of boost in the ranged combat section. Simply because mercenaries can exceed their skill with specialize.


Dulrik has already addressed this and I'm not going to say what he said anymore. Sometimes I wonder if anyone but me gives a crap what Dulrik says. It seems like no one, not just Konge, ever remembers anything Dulrik posts.


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PostPosted: Tue Nov 07, 2006 12:48 am 
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When Dulrik posts, the font color for the topic title should turn gold and any that see it will instantly grow a beard and gain the power to turn water into blood, as well as heal the blind, perform miracles, etc.......

Scouts are badass, and yeah, if a merc is gonna specialize in BOW, then yeah, let him be better at a bow then a scout, go merc for not specializing for a tactical advantage to the extreme.


Scouts kick [REDACTED], they're good, I think.


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PostPosted: Tue Nov 07, 2006 7:43 am 
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I'd like to say that, having just finished playing a shaman, they are relatively strong -- they only function well in a group, however, as they really have no more real options solo unless they're fighting something without a bash or high damage spells. Which is ... almost noone, really.


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PostPosted: Tue Nov 07, 2006 7:50 am 
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I disagree to the fact that a mercenary specialized in a bow should be better than the scout. After all a scout learns how to use a bow from the cradle. I think a skill needs to be created or an existing tweaked so scouts can be at least equal to the common Mercenary with bow specialization. I am no longer familiar with the whole shortbow/longbow/warbow speed/damage/accuracy/range combination but we could have something like "fury of arrows" where for a short amount of time, the scout's accuracy drops but he gets to shoot more arrows per round, also we could give scouts another skill something like 'the eye of the hunter' where his speed drops and his accuracy rises. These skills will be 'berserk-like' and level dependant.


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PostPosted: Tue Nov 07, 2006 9:07 am 
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As far as the shaman goes, I would like to see spirit horde and spirit aura brought up to par as well. I mean spirit worshiping class and the only spirit spell worth a damn is voodoo. I mean really, come on. Those should be badass spells.


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PostPosted: Tue Nov 07, 2006 9:57 am 
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Boots, spirit aura and spirit horde are already very good. Spirit aura damage reflection has been changed a number of times and I think that right now D has it perfect. It'd not totally uber like it was back in 1998 but its not so weak as to be useless like it was for awhile either.

Spirit horde in the hands of a capable shaman is just devastating.


And scouts are still good, especially outdoors, but I would never describe them as totally awesome or devastating. That would be the old scout class back when you had staves, could do ambush with melee weapons, camoflague inside cities, and had pets that were insanely powerful. The class has received more wimps than any other class save possibly necromancers.

I personally would really like to see scouts steer away from melee and concentrate primarily on bows. They are a hunting and recon class by nature and this should be reflected in their skill set. I'd like to see them lose some of their melee capabilities in favor of stronger bow skills.


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PostPosted: Tue Nov 07, 2006 10:30 am 
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I disagree with trying to make scouts more bow-oriented. They're a wilderness survival class, not an specialized archer class. Why on earth wouldn't they be able to use spears and similar weapons well?

If a boost is called for, I'd prefer letting them apply simple poison to weapons using herbs, feed their animals herbs, and/or set different kinds of traps.


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PostPosted: Tue Nov 07, 2006 10:42 am 
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How about letting them bait traps with animals?


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