Dulrik wrote:
jerinx wrote:
The problem with a mass of active skills is that they're active. When do you see meleers do much more than bash/disable when fighting other melee? I don't see it much. Disarm is practically a joke anymore.
The problem with passive skills is that they are boring and they tend to elevate power level without requiring any skill as a player. I don't see many people arguing that swashbucklers are underpowered, so we don't have room for many (if any) new passive combat skills. Obviously in order for active skills to get used, there will need to be an appropriate reward for using them at the right time.
I really do agree, but it's kind of a hard line to walk. Swashbucklers have what is probably the most used class-unique active skill among the 3 warrior classes, when in PK. Then following that you have quaff, and then you have order. Measure them up compared to mercenaries and barbarians - barbarians used berserk/fury as their active (head butt in PK compared to bash is not really likely, though I have to admit a long time ago I used it for some amazing all-or-nothing scenarios) - their real intrigue comes from how you build them. Mercenaries have retreat, which is about (again) the only active skill used besides bash. Unless any of these classes get SUPER bored and have nothing better to do than spam disarm, you really have to measure it up with the other people in the warrior classification.
From my perspective, I think there's two directions this could go to really fill the void. First, swashbucklers seem short only because they're missing that tactical quirk (that is underused, but is there for the plucking for someone which seems to just lift the boring idea, even if not used) - mercenaries get to play around with specialize and skirmish, barbarians get their toughness, counterstrike, and wild-fighting. Beyond that, the active skill usefulness is skewed in FAVOR of swashbucklers as far as useful active skills besides bash. Sorry, editing here, I forgot to finish this paragraph - utilize a throwing-dagger sort of viability for swashbucklers, or an in-city camo (sort of "siegebreakers" or assassins in the war against tribunal turtling).
The second direction would be far more effort, but could be an interesting new twist on PK - incorporating prone-state into active skills - either a sort of "dirty fighting" concept that is only effective on prone players, or could be used to truncate the prone-state entirely. The problem with this is this would need to be disseminated through the classes (why go through all the effort for only one class that's already in the game?) Swashbucklers could use a get-out-of-jail-free card (ground fighting to improve prone evasion/remove its detrimental hit effects, and an active component to have a chance of getting out of prone with the fail chance being extending prone). Consider an only-when-prone attack - dirty fighting, which has a chance to bring the opponent to the ground with you, or a sort of on the ground swashie-version of headbutt - junk shot or something.
You could incorporate blitzkrieg and headbutt in a way that would drastically improve effectiveness/usefulness - which is relatively balanced because a warrior realistically gets only 1 round of prone before having to bash/trip again (IF that), it's not something too spammable unless you have other people doing the bashing. But even then, more use of active skills is better, right? Blitzkrieg could be an improved chance of sever on prone, headbutt could be improved chance of knocking unconscious.
But through all of that, I'll be honest - active skills in this mob-wars shift of the game just seems counter-productive. The two most used active skills to date still are quaff and order, and that is a serious problem for any arguments on behalf of active skills.
I may be sort of outdated, but I think the fundamentals haven't really changed. I skimmed through some logs and feel pretty validated in it. Opinions, thoughts, comments, ideas?