Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Mon Jan 21, 2008 12:30 pm 
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Blitz is very close if not the same with 'whirlwind attack' in DnD.

In order to get that feat, you need dodge, mobility, spring attack...Not the kind of feats a warrior would choose first. In other words it's a tactical attack for specific situations. All I'm saying is that 'bash' eliminates those specific situations, rendering the skill useless. I personally used blitz in PK several times and I dare say that I've won a few battles because of it... That was a very long time ago though, before all the weapon/speed changes. To my knowledge the specific attack is unparriable which makes it quite useful.

If you GOT to change the skill anyhow, maybe make it automatic. When the merc is on defensive mood to have 5% chance for the skill to fire off between the rounds. This will probably make it far too useful.


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PostPosted: Tue Jan 22, 2008 8:42 am 
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As everyone jumps on the "give blitz to barbs" train remember this, giving a lackluster ability to someone else doesn't make it any better of an ability.

Blitz just isn't a good ability, and for barbarians the only time blitz would be used would be against NPCs, just like it is now for Mercs.


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PostPosted: Tue Jan 22, 2008 12:41 pm 
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I agree, why pawn a bad skill to another class? Make the skill more viable in PK.


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PostPosted: Tue Jan 22, 2008 12:48 pm 
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Congratulations, you ARE the weakest link, goodb-- oh, wait a minute. We'll give you to another class instead.


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PostPosted: Tue Jan 22, 2008 4:48 pm 
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It seems like it would be worthwhile if you have two or three mercs in the front row against another group. More than one mercenary doing biltzkrieg seems like it should do some damage. Is this not true?


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PostPosted: Tue Jan 22, 2008 5:51 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Adder wrote:
Is it a straight 50% more damage modifier when resting?

If so, we could remove that and instead make all attacks more likely to land. The basher and the bashed would both gain a negative modifier to dodging, shield blocking, parrying, and reflex saves.

That way attacks don't magically do any more damage, but they do have a greater likelihood to hit.

I'm reviewing the code and I think that this extra damage affect was not actually intentional. I'm pretty sure the point was for people to take more damage on the opening attack (aka not in position fighting) and even more if they were asleep at the start of the battle. It seems likely to me that somebody thought bash should make you position resting without considering the ramifications of that change. (While that may have been me, I don't think it was. There were a lot of strange changes to the code in the pre-alpha days before I got involved.)

I don't have any proposed changes for this right now. It would be a big change in the way combat works. I kind of like less damage and just have it be a better chance to hit. Also, people should still get extra damage on an opening attack.


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PostPosted: Tue Jan 22, 2008 6:03 pm 
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Quote:
It seems like it would be worthwhile if you have two or three mercs in the front row against another group. More than one mercenary doing biltzkrieg seems like it should do some damage. Is this not true?


  1. Indeed, it is not true. You have to be a target of an enemy or you will get a fail message with blitzkrieg. The group fighting code is funny like that because while in melee it's possible to occasionally switch enemies (perhaps that random factor is affected by rallying cry/bard songs?).
  2. I always saw it as a last-ditch way to add ~25% hits per round (if spammed) while tanking with assured damage mitigation from healers.
    *lol my gaming vocabulary has really changed since trying World of Warcraft*
  3. Against other warriors it's not really option unless you're depending on aim lower damage as defense against their bashes. Nice against swashbucklers though.
  4. It is heavily weapon-type dependent. Flamberge/landknecht are good for general usage.


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PostPosted: Tue Jan 22, 2008 6:05 pm 
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Screw Barbs and Mercs, you could leave it as it is and give it to swashies, they might actually make some use out of it, even as is.

Right now, any smart PK'er flies in combat, this negates trip. Taunt pretty much ineffective after you land it once, same as dirt. Kick does 1-2% damage against an armored opponent at best, less than Blitzkrieg, and only against one target.

Furthermore swashies have the evasion abilities to tank several PC/NPC's at once, and are the prime choice to do so when in group situations. Swashies also specialize in being able to deal out damage to all opponents facing them even when not directing their attacks at said opponents via Riposte and Eparry.

Give Blitz to swashies, they don't have anything to do between rounds anyways, a slight damaging attack to multiple enemies suites there class perfectly, and gives them something to do other than fruitlessly spamming taunt, or even worse, kick. Not to mention they'll almost always be using the slashing type weapons required for Blitzkrieg.


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PostPosted: Tue Jan 22, 2008 6:07 pm 
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Blitz is a great equalizer for mercenaries against swashbucklers. It's just that noone ever utilizes it.


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PostPosted: Tue Jan 22, 2008 6:11 pm 
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A merc spec'd in a fairly accurate two hander that isn't a sword can already rip through a swashbuckler like yesterdays newspaper.

Mercenaries don't need any help, they're already one of the top two classes in the game. Swashbucklers on the other hand sacrifice a great deal to be effective in certain situations. Most well prepared classes can take out a swashbuckler pretty easily. I think even if they were to get blitzkreig they could still use a little something else. There lack of ability to reach beyond the front row is just really crippling in PK.


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