Shattered Kingdoms

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PostPosted: Tue Dec 16, 2008 3:02 pm 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Perusing the thread and found this: The reason that you switch targets is not a bug, you actually "k dorb" directly after you're taunted.
Syndal wrote:
Oh, that just reminded me. The "target" affect of taunt is broken, I believe.



Quote:
[HP: 82%] [ME: 99%] [PE: 97%]
>
Dorb sounds the retreat!
Dorb runs south.
Faelyn walks south.

[HP: 82%] [ME: 99%] [PE: 97%]
> s
kill dor This is the command to kill Dorb that causes the target switch
You dart south.

The Waxing Moon
A rich, elegant carpet lines the walkway into the heart of this inn,
situated in the heart of Menegroth. The militaristic presence common to the
city is lost here, subsided in favor of a far more luxurious appeal. Rich
oaken panels line the lower portion of the walls, topped to the ceiling with
fine textured wallpaper. Arched, but yet not of a cathedral's caliber, the
roof in this hall reinforces the overall structure of privilege and stature
in this land, however making even the most humble visitor feel of
importance. A soft ambiance is given off from the ornate chandeliers that
hang from each arch overhead.
Obvious exits: n s w
A crystalline device, emitting a dull hum, rests within ethereal light.
Faelyn is here, the illusion of a skull forming in her wings.
Dorb is here.
An astral watcher is here facilitating the use of the crystal.
Yric Torquil walks in from the north.
Vulpus the Incorrigible walks in from the north.

[HP: 82%] [ME: 99%] [PE: 97%]
>
Faelyn's mocking tongue drives you to attack her! Here, you target Faelyn due to taunt.
You pierce at Faelyn's chest, causing a gaping wound!
Faelyn parries your attack.
Faelyn parries your attack.
You focus your attacks on Dorb. This is where the "k dorb" command kicks in after move lag, which refocuses targets from the taunt



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PostPosted: Tue Dec 16, 2008 4:45 pm 
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I like minette's ideas.


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PostPosted: Tue Dec 16, 2008 4:48 pm 
No...Edoras. I was under the impression that you SHOULDN'T be able to switch targets while taunted.


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PostPosted: Tue Dec 16, 2008 4:53 pm 
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SK Character: Karsh
Syndal wrote:
No...Edoras. I was under the impression that you SHOULDN'T be able to switch targets while taunted.


That impression was mistaken, and I'm not sure why you'd have it. Taunt has always forced you to focus on the swash, but you were free to retarget afterwards.


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PostPosted: Tue Dec 16, 2008 5:05 pm 
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While I like the idea of the increased casting speed/no int loss I -don't- like the idea of having the swashie lose stuff when he fails taunt. Swashies don't need nerfs, taunt does. Not because it makes swashies op, but because it makes GROUPS with swashies op.


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PostPosted: Tue Dec 16, 2008 6:11 pm 
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You're missing the point, Achernar. As Konrin said well: this is hardly about swashes themselves being overpowered, this is about taunt, the skill, and in particular its use on the PK field. It's the application of this skill in say, a 2v1 with a basher on your side that is too jacked. The skill has too little ways of defense when placed beside comparably effective skill. I mean half the problem is that there are barely any comparably effective skills, because this skill is so exceptional. Swashes are not just the "bane of spellcasters." If anything spellcasters are the only people with a decent chance of escaping a gank group with a swashbuckler. Someone like a scout gets taunted though, and they are dead in the water.

All of these defenses about swashbucklers having "one method of killing in PK" and how this is the saving grace of the class... YES. Swashbucklers need more work, but having this overly buff skill is not the answer. It's amazing that people are resigned to deeming the class as some kind of boring cripple, and then consider throwing it this kind of half-assed bone as the only possible thing to do. Once again I have to cite finesse as evidence of this. The class was clearly flawed and inferior to other warrior classes, so they were given an all-in-one automatic skill (just what they needed, another automatic skill) to address every flaw at once. Except for stunning/trapping... that was given, in spades, to taunt.

I'm not trying to be insulting, it's just that the class has plenty of potential if given a bit extra. It's not like adding onto their tiny skill list with something utile and tactics-based (rather than a skill that becomes their singular purpose upon entering any battle because it bypasses PK conventions to trap people) would be a horrific thing. It's just that it takes time, and effort. Swashes are "the dex fighter," it's a unique enough role. I'm sure somebody can think of something worthwhile to add to them.


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PostPosted: Tue Dec 16, 2008 6:35 pm 
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It seems that there is a general consensus that taunt is broken when a swash is in a group.

My proposal then is to extend the things which will dispel the taunt effect. Some proposals, as has been mention, could be to include ranged combat/spells (be it beneficial on the swash[up for debate] or offensive on the target, not just damage - maledictations too)/songs/chords/devices/combat skills and all forms of melee attack.

Frankly, I think that taunt is fine, but then again, I haven't had problems with it on any of my last three characters who have encountered it (priest, priest, warlock). These measures seem to prevent most of the beef people seem to have with it, though - while, importantly, maintaining the skill as useful.


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PostPosted: Tue Dec 16, 2008 7:08 pm 
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We have a small pbase and swashbuckler is far and away THE number one most boring and mindless class to play. You probably won't see this as being much of an issue, as a result. However that really changes nothing as far as the balance of the skill goes, and its interplay with other elements in the game.

Konge, your proposal doesn't really change efficaciousness of taunt. Nobody tries to attack the people in second row, and nobody is really dying there from arrows/damage spells while taunted. The singular purpose of taunt, atm, is to keep that 2nd or 3rd row any-class-character standing still while their pet/NPC/teammate dies and THEN they get bashed and die in front row.

Honestly, is it not enough that these characters in 2nd and 3rd row are completely prevented from walking out or using the flee command? Is it really necessary to stop them from using WoR on top of that? I would even settle for something as small as that. The skill would still be good at what it does, but not the all-class nimbus absurdity it is right now.


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PostPosted: Tue Dec 16, 2008 7:26 pm 
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My solution would be this. Give swashies a solid bonus to damage/to hit, and chance to parry/riposte that increases based on the number of people who are attacking the swash in melee. The int drop should remain. In turn make it so no longer forces people to stay in the room, but does force anyone in melee range of the taunt to target the swash and stay targeted on them for a few rounds.

This would fit in perfectly with the idea of the dex based warrior and would give swashies an important, balanced, and interesting role in fights. It would add to the dynamic of pk, unlike the current taunt which just shits on the pk dynamic. It would also make swashies a lot more fun to play than they are now.


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PostPosted: Tue Dec 16, 2008 7:38 pm 
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Dulrik already made some changes to taunt that he has yet to unveil during maybe a reboot that is coming soon. Let's stop posturing until we see what that is at least.


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