Shattered Kingdoms

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Good idea or not?
Yes, I like this idea. 43%  43%  [ 6 ]
I like some of this, but would change... 29%  29%  [ 4 ]
No, another bad idea. 29%  29%  [ 4 ]
Total votes : 14
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 Post subject: Re: Swashbuckler Idea: Leap
PostPosted: Thu May 24, 2012 6:34 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
archaicsmurf wrote:
99 times out of 100 a second/third row player is standing behind something that can rescue them. The ability to temporarily move a front row PC that's going to rip apart a swashbuckler is going to make that swashbuckler useful in the front row. The counter? Have a reaching weapon. Take the moment to quaff heals.


You: "Hey, swashies are weak against mercs and barbs. Let's make them able to pull all classes to the front row regardless of their position."

Me: "But that just makes way more powerful against every class except mercs and barbs."

You: "But you can also use this to put mercs and barbs in the back row so that the swashie dies to them anyway."

Me: "Are you perhaps drunk or high, sir?"

Maybe you haven't realized this, but not being in the front row is usually the only thing standing in front of any given PC and getting bashed to death by a merc or barb. For a merc or barb that's not as big a deal as for say, a sorcerer, warlock, necro, rogue, scout, priest, paladin or hellion. Perhaps if you took a while to consider this obvious fact, you would also be able to keep your GM priests from dying to level 5 giant barbarians, and also not propose bad ideas.


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 Post subject: Re: Swashbuckler Idea: Leap
PostPosted: Fri May 25, 2012 5:30 am 
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Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
Actually, I was the giant. Mode stun. Deleted afterwards because I felt bad. :evil:

The funny thing is that I posted my "fix" in satire. It's hilarious how quickly you jump on things to {RAGE]URWRONG4XYZSTFUNEWB{/RAGE} when it affects any aspect of your characters. Your forum persona is both amusing and pathetic.


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 Post subject: Re: Swashbuckler Idea: Leap
PostPosted: Fri May 25, 2012 5:48 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Better than just pathetic.


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 Post subject: Re: Swashbuckler Idea: Leap
PostPosted: Fri May 25, 2012 6:15 am 
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Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
Edoras wrote:
Better than just pathetic.


haha! :drunk:

But yes, I too have noticed that your rants are angrier when they have the potential to negatively affect your characters in any way! And OP items don't bother you as long as it's your allies who have them!


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 Post subject: Re: Swashbuckler Idea: Leap
PostPosted: Fri May 25, 2012 6:35 am 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
When I was allied with Ilyash, his cube pendant and instant access to the outer planes made me angry, because that was a permanent character addition that could not be taken away or even used by anyone else. I didn't bother complaining much about it because I was largely inactive and because it wouldn't have mattered.

When I was playing Antiira, I personally requested that multiple spells of my own cabal be weakened, and at least one of them happened: The game is better for it.

I'm still opposed to a certain spell that probably hasn't been changed, and that definitely works in my favor. I won't even use it in PvP if given the chance because it's mere existence in its current powerful form annoys me.

I still think bounty NPCs are dumb, and I was against them even from my first character who was the Peacekeeper leader at the time of their re-introduction.

While I do not presume to be completely objective, I try my best not to base my stances not on whether or not something negatively impacts my character but rather based on whether or not something adds or detracts from the game. I understand that a lot of people don't like to PvP as much as I do, but whether you PvP or not, game balance is a good thing. Being able to enchant a decent suit without spending 10-20 hours doing it is a good thing. Being able to play the game without getting railroaded by a someone who is playing an overpowered class or using an overpowered skill is a good thing.

tl;dr If my rants seem angrier, then it's probably because there is an increased prevalence of dumb things.


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 Post subject: Re: Swashbuckler Idea: Leap
PostPosted: Fri May 25, 2012 7:09 am 
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Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
Maybe you should just relax and enjoy the game. Games are meant to be fun, if you're not having fun.. time to answer that for yourself.

tl;dr stop PvPing on the forums plz.


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 Post subject: Re: Swashbuckler Idea: Leap
PostPosted: Fri May 25, 2012 7:36 am 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I enjoy discussing things on the forums. I often find out a lot of things I didn't know before.


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 Post subject: Re: Swashbuckler Idea: Leap
PostPosted: Fri May 25, 2012 8:13 am 
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Joined: Thu Feb 28, 2002 4:00 pm
Posts: 1279
Location: Miami, FL
You guys are funny!

The concept of game balance isn't that all classes should do great against all other classes. It is perfectly acceptable for design to be asymmetrical: a class can do great against some and poorly against others.

The case here seems to be that swashbucklers are supposed to fill in the role of front-line tank/combatant, but are particularly poorly at it. Most melee is probably by design supposed to not do great against spellcasting + pet handlers (warlocks and necromancers mainly), with the notable exception of melee with reach weapons (and the thing there is supposed to be that those particular weapons are somewhat slow to compensate). So either up their damage (third attack) or give them an extra defensive option so they won't get mopped (pageantry, etc.).

To note, Edoras: not using something because it's "too powerful" is worse than using it for the same reason. If the thing is as game breaking as you think it is, then using it a lot will illustrate the point and it will get fixed sooner. By not doing your due diligence (and reporting how it's been working for you every time you do it), you are essentially stalling its change.


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 Post subject: Re: Swashbuckler Idea: Leap
PostPosted: Fri May 25, 2012 8:17 am 
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
The feature I'm talking about is not directly accessible to my character, and it has already been used to its fullest extent by another prominent player and still wasn't changed. I have no reason to believe that if I used it that it would be changed, although it would make the game much less fun for anyone fighting against me.


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 Post subject: Re: Swashbuckler Idea: Leap
PostPosted: Fri May 25, 2012 8:23 am 
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Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
While classes can be asymmetrical, or what I like to call rock-paper-scissors, I do believe that any class that is meant to be a front row melee needs to be as strong as the other front row melee. So, barb-merc-swash needs to be equal in tanking ability. So, with any 1v1 encounter with any of those three, it should come down to luck and/or equipment on who beats the other.


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