Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Fri Nov 22, 2024 11:11 pm

All times are UTC - 8 hours




Post new topic Reply to topic  [ 228 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7 ... 23  Next
Author Message
 Post subject:
PostPosted: Fri Dec 19, 2008 9:51 pm 
Offline
Immortal

Joined: Tue May 31, 2005 9:16 am
Posts: 1567
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.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Fri Dec 19, 2008 10:13 pm 
Offline
Mortal

Joined: Mon Jul 11, 2005 10:38 am
Posts: 195
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.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sat Dec 20, 2008 12:11 am 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
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.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sat Dec 20, 2008 12:42 am 
Offline
Mortal

Joined: Fri Sep 22, 2006 2:42 pm
Posts: 944
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.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sat Dec 20, 2008 1:13 am 
Offline
Mortal

Joined: Sat Mar 02, 2002 4:00 pm
Posts: 1444
Location: New York
But then they could strike and trip the second row. Well worthwhile to have a whip handy, if not to "specialize" in it.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sat Dec 20, 2008 1:18 am 
Offline
Mortal

Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
If you add whips to the finess list, that would be cool, if not, they can always reach with a bandalore or something.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sat Dec 20, 2008 4:57 am 
Offline
Mortal

Joined: Mon Sep 05, 2005 5:05 pm
Posts: 2620
Location: *cough*
Whips definitely wouldn't work for first row, but it would let swashies take advantage of tribunal tanks much more.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sat Dec 20, 2008 6:38 am 
Offline
Mortal

Joined: Sun Dec 07, 2003 1:51 am
Posts: 1682
Location: Denmark!
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.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sat Dec 20, 2008 6:43 am 
Offline
Mortal

Joined: Mon Sep 12, 2005 3:18 pm
Posts: 1704
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.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sat Dec 20, 2008 6:13 pm 
Offline
Immortal

Joined: Tue May 31, 2005 9:16 am
Posts: 1567
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. :(


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 228 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7 ... 23  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 56 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group