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Should scouts have trip?
yes 68%  68%  [ 21 ]
no 32%  32%  [ 10 ]
Total votes : 31
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PostPosted: Thu Feb 18, 2010 1:49 pm 
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No, it means you can trip with a spear. If you're front row, you can wield a battle-spear, for example, and trip someone who is second row.

Also, scouts already do have a way of keeping someone in one place. It's called o all bash

I still think it would be a good idea to give them trip.


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PostPosted: Thu Feb 18, 2010 1:53 pm 
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Baldric wrote:
No, it means you can trip with a spear. If you're front row, you can wield a battle-spear, for example, and trip someone who is second row.

Also, scouts already do have a way of keeping someone in one place. It's called o all bash

I still think it would be a good idea to give them trip.


True, but it has shown in training, and this is all I really see the point in giving it to them, its better to train solo than with a pet, due to more damage/more exp.


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PostPosted: Thu Feb 18, 2010 2:47 pm 
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I wonder if we could simply just start to have a multi-class system. Reach master and if you fell like it send a pray up to an imm to have a second class. I think we can all think of the limits (alignments and different classes such as a barbarian cannot multi-class with a priest or something civilized for example).

If you do go on to become a grand master of your class, you would get no new skills but some bonuses (higher achievable stat points relative to your class ).


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PostPosted: Thu Feb 18, 2010 3:50 pm 
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Trexor wrote:
I wonder if we could simply just start to have a multi-class system. Reach master and if you fell like it send a pray up to an imm to have a second class. I think we can all think of the limits (alignments and different classes such as a barbarian cannot multi-class with a priest or something civilized for example).

If you do go on to become a grand master of your class, you would get no new skills but some bonuses (higher achievable stat points relative to your class ).


That sounds coolio. I can't wait for people to put on their angry faces, and type up about how bad of an idea it is. I wanna hear Grep's!


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PostPosted: Thu Feb 18, 2010 4:41 pm 
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Make snare more viable.

Allow camo on beach terrains.

Improve skinning by including innate, predictable enchantments on skins based on the type and strength of the foe. That would give scouts some big time popularity and, in theory, shouldn't be that hard to do. It would also provide a solution for the enchanting problem.


Last edited by grep on Thu Feb 18, 2010 4:55 pm, edited 1 time in total.

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PostPosted: Thu Feb 18, 2010 4:42 pm 
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grep wrote:
Allow camo on beach terrains.


+1


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PostPosted: Thu Feb 18, 2010 5:00 pm 
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Camo on the Beach is a great drink.

Scouts already get trip.

o all trip

oh look trip!

they get bash as well

o all bash

etc.

I wonder how much scouts have changed since I last played mine.


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PostPosted: Thu Feb 18, 2010 5:41 pm 
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I'm in favor. Scouts desperately need more active skills. I've never played a more boring class. (Maybe they get interesting when they get ambush, or when tame works on something decent. I lost patience well before that.)


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PostPosted: Thu Feb 18, 2010 7:52 pm 
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TheCannibal wrote:
Camo on the Beach is a great drink.

Scouts already get trip.

o all trip

oh look trip!

they get bash as well

o all bash

etc.

I wonder how much scouts have changed since I last played mine.


True but doesn't that apply to anyone with pet/guard......

Training behind said pet/guard is also a long haul due to splitting damage between pet/guard. Solo training is more efficient and trip really isn't that much of an upgrade, doesn't work on flying NPC/PC so Its not like Im asking for a bash.


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PostPosted: Wed Feb 24, 2010 1:22 pm 
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Scouts got shafted when staves were removed from their skillset and crossbows were added. I'm not saying that scouts are not great in PK because they have some really great skills for it and preperation doesn't take that long either.

I do feel, however that in comparison to the other adventurer classes they are the weakest. The only thing a scout has going for him in a non-camo environment is its pet. In a wilderness environment it has ambush. Both are excellent skills but lets face it a character shouldn't feel that limited. Look at rogues: Why can they utilize scrolls yet scouts are unable to use staves? Personally I feel bards are pretty well balanced as far as the game goes.

I think scouts need to be looked at, but not necessarily have skills like trip added; they have pets for that as was stated. The applying herb affects to weapons is a great idea that has been floating around for a long time. I wish it were looked at as a viable addition. I think the most important thing is that the skills they currently have are looked at a bit more carefully.

For instance take fletch as an example. Fletch allows the scout to make arrows and based on its level the quality goes up. That's a great skill and allows the scout to be more independent. But if a scout can find the materials to make arrows doesn't it make sense that it could find the same materials to make a spear. Change the name of the skill to craft and there you go. Limit what weapons you can craft and the quality by level or status and you have an improved scout skill.

Another idea might be to tweak tame but a certain amount of coding will be involved. The idea would be to add a new flag into the game that is tame specific so instead of the animal you tame being charmed it is flagged as tamed; this would not be detectible through detect magic anymore. This new flag would be added in order to allow the tame skill to be used in battle against store-bought/"charmed" pets to stop them from attacking for x-number of rounds or until ordered to attack by their owner again. It would be increasingly harder depending on how many things the scout is fighting.

Herbalism could be changed to allow a scout to not only find, but "remember/identify" an herbs effects based on level and even add the ability to save against the adverse effects. The list really goes on about what skills could just be improved in order to make scouts better rather than adding new ones. As it is now they are a viable class that could use a small boost and they already have a good skillset to build on so they probably won't be changed anytime soon, but here's to hoping. :wink:


Last edited by Deep_Winter on Wed Feb 24, 2010 2:34 pm, edited 1 time in total.

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