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 Post subject: A possible Fury tweak
PostPosted: Thu May 01, 2008 11:19 am 
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Joined: Fri Mar 28, 2003 10:52 am
Posts: 1273
Location: Dark side of the moon
I propose a change to the way fury works now, so that instead of giving it a chance to work when you try to berserk, you can actually use it as a separate syntax. It would work like this:

First you would need to berserk, which can be done at any time, there would be no need to have your pulse pumping.

Second, when you'd have your pulse pumping, from being in a fight or anything of the sort, you could use the fury syntax, which would reset the berserk timer and have you enter the furied state.

I realize that the chance to fail a fury even when mastered is a sort of a drawback to the skill, which is what my proposal takes into account as well. Not only would you need to be berserked, but you would also need to be in a fight to use it. Given that new drawback, I believe you should not have a chance to fail fury when you've mastered it.

Also, since you would now need to use both skills to achieve the most out of them, perhaps the mana cost for them should be lowered so that the amount required for both skills would be equal to the amount that is required for fury now.

Any thoughts, comments are welcome.


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 Post subject:
PostPosted: Thu May 01, 2008 11:29 am 
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Joined: Fri Jan 17, 2003 5:21 pm
Posts: 1174
Location: Dänimarka
I approve of this idea!

Or even just tweaking fury to not fail when it's mastered. I am all for keeping the fact that berserk has a chance to fail if you haven't taken damage and aren't in combat, but at time when all circumstances seem to be ideal, and you still fail fury, you have a character that is working well below their potential, for the next seven or eight minutes (or however long it lasts, this was a guesstimate) and not being able to do squat about it.

Playing a barbarian as my current character, I can attest to the fact that this is a pretty huge factor of annoyance to me, and honestly I don't really feel it would be overpowering in regards to mercs (the class I would say is most relevant to compare barbs to), all it really is, is annoying as hell.

Goo Snuffles! Goo Dulrik! I offer sucky sucky for fury tweak.


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 Post subject:
PostPosted: Thu May 01, 2008 11:34 am 
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Joined: Sat Jul 08, 2006 9:27 am
Posts: 154
I assume the purpose of the change is to remove the chance of failure?

Having been on the receiving end of barbarian damage output lately, I'd be against anything that gives them a better chance of achieving that.

I don't think it needs a change nor do I think the change you've proposed is balanced. It's a buff.


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 Post subject:
PostPosted: Thu May 01, 2008 11:52 am 
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Joined: Tue May 20, 2003 1:19 pm
Posts: 1896
leave it as is. Sounds to me like Barb players want to buff their current class.


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 Post subject:
PostPosted: Thu May 01, 2008 12:16 pm 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
It is already balanced, yes it can be annoying but that happens to everyone.


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 Post subject:
PostPosted: Thu May 01, 2008 12:53 pm 
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Joined: Wed May 29, 2002 8:08 am
Posts: 1232
Location: Tennessee, U.S.A
Fury is very, very, very powerful when it works. I'm not sure how I'd feel if the success rate was increased.


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 Post subject:
PostPosted: Thu May 01, 2008 12:54 pm 
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Joined: Fri Jan 17, 2003 5:21 pm
Posts: 1174
Location: Dänimarka
Well, having been on the receiving end of merc damage output lately, I can say that it's really not much less, only difference is that they can do it without using a skill that fails over 40% of the time even though it's mastered. (I realize the argument that barbs can do it with all weapons, not just the one they specced in, but a barb isn't going to be doing nice damage with a wakizashi anymore than a merc is)

Also of course, playing a barb I wouldn't mind if this change happened, but mostly playing a barb has made me realize how excessively annoying the fail rate at (mastered) is for that particular skill.


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 Post subject:
PostPosted: Thu May 01, 2008 12:57 pm 
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Joined: Wed May 29, 2002 8:08 am
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Location: Tennessee, U.S.A
I agree, merc damage is also fairly ridiculous. I however am also a member of the "mercenaries are overpowered" fan club. Fury allows you to crank out even more damage than mercs spec'd in their weapon of choice for a time. So while it's not permanent like specialization is, the burst potential is even greater, and would just be down right scary in my opinion if it worked all the time.

Personally I think all melee needs to be knocked down a notch though.


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 Post subject:
PostPosted: Thu May 01, 2008 12:59 pm 
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Joined: Fri Jan 17, 2003 5:21 pm
Posts: 1174
Location: Dänimarka
Yup, agree with that one, and I even play a melee class! *gasps*


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 Post subject:
PostPosted: Thu May 01, 2008 1:29 pm 
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Joined: Mon Sep 12, 2005 3:18 pm
Posts: 1704
If people asked for changes when they weren't actively playing the class they lobbied to change it would be more credible.


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