Shattered Kingdoms

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 Post subject: [Proposal] Taunt adding Fury/Berserk affect + concentration
PostPosted: Tue Dec 19, 2006 10:22 am 
This is not just an idea, but something I think should be implimented in the next code update.

If you are taunted, and you become so infuriated you can not flee, your character should undergo an effect something similiar to fury/berserk or at least frenzy.

Your damage and hit-to should spike (comparable to fury), your pulse race, and since your int drops, so should your languages as you are so enraged you can't think properly.

The effects should stack with fury, making a fury-taunted barbarian a pretty fearsome force to deal with. Also with bless, frenzy, etc.

My two major reasons for this change are as follows:

1) Make it possible for a swash to NOT taunt as a tactic, because doing so may be disadvantageous and use some of their other skills.
2) Because taunt is too overpowered. As long as a person is taunted, they can not flee, so taunt should give some sort of bonus to the affected player to help attempt to kill the swashbuckler. If you are trying to make it so that players die more often, D, then make it so the swashbuckler has an equal chance of eating dirt for angering someone so heavily.

Secondly, I'd also not mind seeing the swashbuckler take a concentration affect for how many people at once they can have taunted. IE: make it so that they hold taunt as hellions hold intimidate, but with a heavier int cost.

The fact 1 swash can taunt 3 mages within the first 3 rounds of combat is pretty silly, imho.

And, that's all.


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 Post subject: Re: [Proposal] Taunt adding Fury/Berserk affect + concentrat
PostPosted: Tue Dec 19, 2006 10:26 am 
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Joined: Thu Feb 28, 2002 4:00 pm
Posts: 656
SK Character: Salak
Grakus wrote:
Secondly, I'd also not mind seeing the swashbuckler take a concentration affect for how many people at once they can have taunted. IE: make it so that they hold taunt as hellions hold intimidate, but with a heavier int cost.

The fact 1 swash can taunt 3 mages within the first 3 rounds of combat is pretty silly, imho.


I think the first part of your idea was too extreme of an addition, but this certainly makes sense. Perhaps making the lag on taunt command proportional to the swashies' charisma would be a nice addition as well. Kind of the same thing as how ordering works for pets.


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 Post subject: Re: [Proposal] Taunt adding Fury/Berserk affect + concentrat
PostPosted: Tue Dec 19, 2006 10:28 am 
Salak wrote:

I think the first part of your idea was too extreme of an addition, but this certainly makes sense. Perhaps making the lag on taunt command proportional to the swashies' charisma would be a nice addition as well. Kind of the same thing as how ordering works for pets.


I would consider a lessened 'frenzy' effect upon the opponent as well. I just feel that a swash's general tactics are always taunt, no matter their opponent, which is a sign of an imbalanced, optionless class.


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PostPosted: Tue Dec 19, 2006 11:23 am 
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Joined: Fri Mar 01, 2002 4:00 pm
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Location: Floating in Previous Player Ether
Uh, it IS an optionless class. There's exactly four attack skills for use in combat. Trip, dirt, kick, and taunt. When all you have is a socket wrench, every problem looks like something you need torque to get rid of.


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 Post subject:
PostPosted: Tue Dec 19, 2006 2:17 pm 
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Joined: Sat Nov 20, 2004 11:38 am
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Location: Milton Ontario Canada
SK Character: Umdon
Why not give the taunted player some benifits? The other three attack skills that were mentioned do not lower int and make it impossible to flee.


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PostPosted: Tue Dec 19, 2006 2:43 pm 
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You don't give a bashed player benefits, do you?


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PostPosted: Tue Dec 19, 2006 2:51 pm 
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Joined: Sat Nov 20, 2004 11:38 am
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Location: Milton Ontario Canada
SK Character: Umdon
:o Bash lowers int?


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PostPosted: Tue Dec 19, 2006 3:01 pm 
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Joined: Wed Aug 07, 2002 11:54 pm
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Location: Pyrgos, Greece
Taunt works on every row, ignores things like mirror image, prevents fleeing/wording out for one tick and not just lags for 3 rounds, destroys opponent's int and from my tests so far my 19 dex shaman can avoid more bashes from a 22 dex merc than the taunts he can avoid from a 22 cha swashie(and I have 24 wis).

But then again, taunt sucks according to some players.


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 Post subject:
PostPosted: Tue Dec 19, 2006 4:11 pm 
It's overpowered. We all know it.

Some people who currently play swashbucklers (GL) just don't want to see their power go down. It's understandable.

But I firmly believe a player's dam-to and hit-roll should spike and a swash shouldn't be able to taunt more than 1 person per affect.

Maybe 2 if they have enough int.


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PostPosted: Tue Dec 19, 2006 4:42 pm 
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Wow, now if that isn't a logical fallacy, I don't know what is. How many hours have I even logged onto my swash in the past month? Some imms could throw down a figure. I can tell you for now - probably not even 10 hours. I also don't have equipment on the character, so Grakus, stomp that, would you? The change to taunt was because a swash seriously couldn't keep anything down. If you're shouting about a wimping because a swash's one saving grace is too much of a saviour, then offer them the ability to get something else. I'm all for the class having more options - but when you only have 4 attack skills, yes, you ARE going to use those same skills in EVERY situation.


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