Shattered Kingdoms

Where Roleplay and Tactics Collide
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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: Fri May 25, 2012 8:36 am 
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Muktar wrote:
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.


Alternatively, they approach tanking in different ways. So while Swashbuckler is limited in terms of being able to reach, should they be able to cut down their enemies a lot faster? Should they counteract the lack of armor with better damage output? What is the goal of each class?


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 Post subject: Re: Swashbuckler Idea: Leap
PostPosted: Fri May 25, 2012 8:43 am 
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I'm curious as to how well swashies can handle massive weapons now.


Last edited by Edoras on Fri May 25, 2012 9:17 am, edited 2 times in total.

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 Post subject: Re: Swashbuckler Idea: Leap
PostPosted: Fri May 25, 2012 9:09 am 
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Real post.

A swashbuckler should be able to tank via parry/eparry due to the absence of a shield. A swashbuckler shouldn't be putting out massive damage with their pointy swords against a plated suit of adamantite, though they should be more than capable of taking it -- dancing around strikes seamlessly and lasting much longer than a Merc v Barb match. This is the concept behind the swashbuckler. They evade bashes easier without the constraints of heavy armor and dance around knuckle dragging brutes swinging huge weapons.

This isn't accomplished when a swash fights a merc/barb, why? They are (a) taking too much damage, (b) not parrying enough, or (c) not hitting hard enough? Those are rather similar, but the code/fix for each is drastically different and as can be seen, the suggestions for new skills/buffs generally address one of those categories.

You could buff riposte, having it do more damage
You could buff finesse, giving swashies more strikes
You could implement something like leap to make them more evasive
You could implement sting to make damage output tactical instead of devastating
Someone proposed having kick sap PE
You could buff finesse, giving swashies the ability to ignore shields

Idk. Dulrik needs to figure it out on his own.


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 Post subject: Re: Swashbuckler Idea: Leap
PostPosted: Fri May 25, 2012 9:18 am 
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Location: Columbia, South Carolina
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I wouldn't mind a new active, a skill that gives some sort of bonus to swashies only when fighting multiple opponents would be really cool: Like a "focus" skill that a swashie could use on a target that would decrease the attack speed or accuracy of other opponents fighting the swashie.

Or, even something that just looks cool, like

Code:
[Skills help] engage

Syntax: engage <victim>
 
Swashbucklers can pick a target in melee range and quickly engage them in close-range
combat, where the swashbucklers' agility and finesse are emphasized.  Engaged opponents
will find it more difficult to strike the swashbuckler if they are wielding a slow weapon, and
a very adept swashbuckler can even occasionally misdirect attacks away from himself and
to his engaged victim.  In these extremely close quarters, swashbucklers can even trip flying
opponents.

A swashbuckler who engages an opponent can only riposte attacks from his victim.


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 Post subject: Re: Swashbuckler Idea: Leap
PostPosted: Fri May 25, 2012 10:20 am 
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When I think of people facing multiple opponents in fantastic situations, I usually notice that they do the opposite of pick an opponent out -- they're about making everyone bump into everyone else, redirecting strikes and quick, efficient stuff. If that's the flavor of swashbuckler you're going for, maybe it'd be better to just focus on what happens when many enemies target one?


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 Post subject: Re: Swashbuckler Idea: Leap
PostPosted: Fri May 25, 2012 10:28 am 
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Well, swashbucklers already do that by default. I was thinking of giving them something active that counteracts massive weapons a bit and also allows them to also redirect strikes if multiple other people are targeting them.


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 Post subject: Re: Swashbuckler Idea: Leap
PostPosted: Fri May 25, 2012 12:27 pm 
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So something like pageantry, which I suggested?


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 Post subject: Re: Swashbuckler Idea: Leap
PostPosted: Fri May 25, 2012 12:51 pm 
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Except mine looks cooler and is an active skill, yeah.


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 Post subject: Re: Swashbuckler Idea: Leap
PostPosted: Fri May 25, 2012 1:19 pm 
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Actually, a Misdirect ability would be really cool. Where if a person is taunted the swash could use an active command to direct all attacks for one round to another for one round (friendly or enemy). Of course, Misdirect would only be allowed to be used every x rounds. Whatever x is, I don't know, but that would give swashies an offensive and defensive boost, so that they just wouldn't take any damage so many once out of every x turns.


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 Post subject: Re: Swashbuckler Idea: Leap
PostPosted: Fri May 25, 2012 4:26 pm 
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I've got a great idea for a skill.

Code:
Stand still

Through sheer apathy, and wishing to not aid anybody, a swashbuckler can elect to stand still
and do absolutely nothing. This is useful in pissing off the group leader, and can be used freely
with no consequences.


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