Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Re: Disarm:broken
PostPosted: Tue Jul 24, 2012 1:49 pm 
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Mortal

Joined: Tue May 24, 2011 5:07 pm
Posts: 499
Location: Alera
I agree that the success rate could stand to be reduced, but I'm also of the mind that it would help if we could pick up our weapons when they're disarmed.

Why not allow for a chance to pick up one item at a time, with a "lag" time to pick up items that would last as long as a bash? This lag wouldn't affect combat actions, and wouldn't prevent you from wielding the weapon or anything. It would just stop you from being able to pick up anything else for a while, much like the down time between voodoos and such. Maybe, during this downtime, you might be a little more prone to a trip or bash..? But at least you have your weapon.

the idea in practice wrote:
Snuffleupagus disarms you and sends your weapon flying!

get weapon; wield weapon

You get a weapon.

You wield a weapon in your dominant hand.

get something-else-that's-on-the-floor

Your footing isn't sure enough to pick anything else up yet.

*tickticktick*

You feel more confident on your feet.


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 Post subject: Re: Disarm:broken
PostPosted: Tue Jul 24, 2012 4:05 pm 
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Mortal

Joined: Wed Mar 06, 2002 10:34 am
Posts: 1505
Location: Los Angeles, CA
I fully agree with the o.p. disarm's success rate is far too high for such a powerful and crippling ability. Combined with the chaos code it's become way too powerful in combat not only in PVP but PVE as well.


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 Post subject: Re: Disarm:broken
PostPosted: Tue Jul 24, 2012 4:12 pm 
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Mortal

Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
I get disarmed by NPCs pretty often. I have dex, con, and str mastered, and two trains of move as well. I also have a pretty high disarm rate myself but even though I'll agree, I will say that I feel like swashes will suck just a little bit harder with this change being made, even if it's necessary.


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 Post subject: Re: Disarm:broken
PostPosted: Tue Jul 24, 2012 4:21 pm 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
I wouldn't mind if finesse was boosted to compensate for such a change.


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 Post subject: Re: Disarm:broken
PostPosted: Tue Jul 24, 2012 4:53 pm 
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Mortal

Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
I sixteenth the motion!


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 Post subject: Re: Disarm:broken
PostPosted: Tue Jul 24, 2012 7:06 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
I will reduce the base chance of disarm for tonight's reboot.


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 Post subject: Re: Disarm:broken
PostPosted: Tue Jul 24, 2012 7:07 pm 
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Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Dulrik wrote:
I will reduce the base chance of disarm for tonight's reboot.


This should happen with bash, too.


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 Post subject: Re: Disarm:broken
PostPosted: Tue Jul 24, 2012 7:26 pm 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
Once again, when OA, Ardith, and I agree on something, either the world is going to end or it is the right thing to do.

Please lower success of bash.


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 Post subject: Re: Disarm:broken
PostPosted: Tue Jul 24, 2012 7:28 pm 
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Mortal

Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Muktar wrote:
Once again, when OA, Ardith, and I agree on something, either the world is going to end or it is the right thing to do.

Please lower success of bash.


That's where I stop agreeing with you two.


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 Post subject: Re: Disarm:broken
PostPosted: Tue Jul 24, 2012 8:13 pm 
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Mortal

Joined: Sat Mar 02, 2002 4:00 pm
Posts: 1444
Location: New York
I agree w Ardith. It's already too hard to land a kill on people to reduce the effectiveness of bash.


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