Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Fri Dec 19, 2008 9:51 pm 
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Immortal

Joined: Tue May 31, 2005 9:16 am
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SK Character: NA - Inactive
I like some combination of Ain's ideas

I like Algon's idea of some kind of highkick or jumping/flying/swinging kick, though I don't think I care for his description of how it should work. SK has ALWAYS lacked a decent or even remotely worthwhile kicking attack.

Ever since I saw Sleepy Hollow and the dual-axe wielding action in that movie, and some other movie with someone dual-wielding whips, I've wanted to see swashbucklers with the option to learn dagger and to choose between their 'focus' weapon as either sword, axe, or whip. I don't know if that would be unbalanced if implemented exactly like that, but I know Dulrik could come up with an interesting way to keep it balanced in some way. That would make for some interesting character concepts.


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PostPosted: Fri Dec 19, 2008 10:13 pm 
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Joined: Mon Jul 11, 2005 10:38 am
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Location: Arkansas....mutters/up on a mountain top beating my drum
Third attack...hehe

I don't know about more fun, but I bet at least several more people would play them. I know I would.


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PostPosted: Sat Dec 20, 2008 12:11 am 
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Might be interesting to give swashbucklers whip. Get a little Indiana Jones action going on there. I don't hear people talking about whips being overpowered. In fact, I'd wonder if anyone would use it. Probably wouldn't work well with riposte.


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PostPosted: Sat Dec 20, 2008 12:42 am 
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Seeing as whips prevent your ability to parry and possibly riposte...That would knock out a lot of swashie skills..Parry riposte..Eparry (they get that right?) would all be gone and their only life saving skill would be dodge...Not too good if you ask me.


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PostPosted: Sat Dec 20, 2008 1:13 am 
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But then they could strike and trip the second row. Well worthwhile to have a whip handy, if not to "specialize" in it.


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PostPosted: Sat Dec 20, 2008 1:18 am 
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If you add whips to the finess list, that would be cool, if not, they can always reach with a bandalore or something.


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PostPosted: Sat Dec 20, 2008 4:57 am 
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Whips definitely wouldn't work for first row, but it would let swashies take advantage of tribunal tanks much more.


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PostPosted: Sat Dec 20, 2008 6:38 am 
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Whips would be cool enough to have, to add some second-row potential - it balances itself out because they cannot be parried with, and thus the swash loses his primary strength.

Another thing I'd like to see would be the possibility to taunt 'all' - that is, either everyone outside your group or just everyone (to encourage solo pk). Of course, this implies that taunt will be weakened in some other aspect.


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PostPosted: Sat Dec 20, 2008 6:43 am 
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Guys, I think the most important thing is that any skills added to swashbucklers be active skills that have both pluses and minuses to being used. This would make swashbucklers require a bit more brains and be more interested mid-fight. Less spam bash pk is a good thing.


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PostPosted: Sat Dec 20, 2008 6:13 pm 
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Joined: Tue May 31, 2005 9:16 am
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SK Character: NA - Inactive
Gilgon wrote:
Guys, I think the most important thing is that any skills added to swashbucklers be active skills that have both pluses and minuses to being used. This would make swashbucklers require a bit more brains and be more interested mid-fight. Less spam bash pk is a good thing.


Amen, brutha.


I've been wracking my brain all day trying to think of an interesting idea for a new kicking attack, but my li'l pea-sized brain just can't come up with anything. :(


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