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 Post subject: Re: Specialize
PostPosted: Fri Dec 14, 2012 10:42 am 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
My guess is that he thinks it's a bad idea because mercs are fine and don't need to be changed.


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 Post subject: Re: Specialize
PostPosted: Fri Dec 14, 2012 10:43 am 
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Joined: Fri Jul 23, 2004 7:50 am
Posts: 1097
Location: At home. Or work, maybe. Or working from home.
Mercs are already quite good. They're far more defensive than barbarians, and they get retreat, trip, and rallying cry to help make up for the difference in damage. Frenzied, with a specialized weapon, they can easily stand toe to toe with a barbarian.

In short, we don't need to be buffing mercs by providing this kind of generalization.


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 Post subject: Re: Specialize
PostPosted: Fri Dec 14, 2012 10:47 am 
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Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
Lets focus on swashies!


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 Post subject: Re: Specialize
PostPosted: Fri Dec 14, 2012 10:58 am 
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Joined: Wed Aug 24, 2011 6:07 pm
Posts: 362
Teh_Peso wrote:
Lets focus on swashies!


I like the way you think Peso


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 Post subject: Re: Specialize
PostPosted: Fri Dec 14, 2012 11:31 am 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Aelandron wrote:
ninja_ardith wrote:
I play a merc, and I think this is a bad idea.


Might you provide some reasoning? If the goal is to make combat more active, then I think allowing a class to specialize their fighting to a type of weapon, in order to learn some refined active skill(s) [Note plural, note active]

I would see that as a step in the right direction developmentally.

You'd have to balance things of course.

But take a mace specialization for example:

Pound - Straight up damage attack (like casting a damage spell). Does more damage to prone characters. (You'd need to consider the time of using these skills so it's harder for someone by themselves to setup do more than one pound by themself. But if they had someone else keeping a target on the ground, they could use pound to greater affect)
Breakbone - Does some damage, but the attempt is more to break the bone of a character. (Useage would have a target, breakbone leg, breakbone arm, breakbone head, etc. each with various debuffs associated)
Shieldbreaker - Attempt to Sunder a shield
Uppercut - Does some damage, not as much as pound, but has a chance to Knock a character prone. Not as good a chance as bash.


You get the idea.



No, no, no. Mercenaries are one of the best classes in the game.

I'd rather see Dulrik take the time to fix blitzkrieg than to waste making mercenaries more overpowering. I will keep this as one of my hopes and dreams that my character will live to see a workable version of blitzkrieg someday.


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 Post subject: Re: Specialize
PostPosted: Fri Dec 14, 2012 11:48 am 
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Joined: Fri Aug 24, 2012 3:21 pm
Posts: 906
Mercs are fine, can we go back to what is really important?

Sprite Priests
Delf Bards
FIX SWASHIES

... signing out


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 Post subject: Re: Specialize
PostPosted: Fri Dec 14, 2012 12:04 pm 
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Joined: Sat Dec 08, 2012 5:41 pm
Posts: 234
Location: New Brunswick, Canada
SK Character: Prindle
ninja_ardith wrote:
Aelandron wrote:
ninja_ardith wrote:
I play a merc, and I think this is a bad idea.


Might you provide some reasoning? If the goal is to make combat more active, then I think allowing a class to specialize their fighting to a type of weapon, in order to learn some refined active skill(s) [Note plural, note active]

I would see that as a step in the right direction developmentally.

You'd have to balance things of course.

But take a mace specialization for example:

Pound - Straight up damage attack (like casting a damage spell). Does more damage to prone characters. (You'd need to consider the time of using these skills so it's harder for someone by themselves to setup do more than one pound by themself. But if they had someone else keeping a target on the ground, they could use pound to greater affect)
Breakbone - Does some damage, but the attempt is more to break the bone of a character. (Useage would have a target, breakbone leg, breakbone arm, breakbone head, etc. each with various debuffs associated)
Shieldbreaker - Attempt to Sunder a shield
Uppercut - Does some damage, not as much as pound, but has a chance to Knock a character prone. Not as good a chance as bash.


You get the idea.



No, no, no. Mercenaries are one of the best classes in the game.

I'd rather see Dulrik take the time to fix blitzkrieg than to waste making mercenaries more overpowering. I will keep this as one of my hopes and dreams that my character will live to see a workable version of blitzkrieg someday.



AH, but this never suggested a priority for the suggestion. Just a suggestion. The point was that IF weapon specialization was implemented thematically I would assume it be given to merc's rather than the other warrior type classes. The rest was just conjecture and brainstorming on possibilites.


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 Post subject: Re: Specialize
PostPosted: Fri Dec 14, 2012 1:14 pm 
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Joined: Fri Dec 26, 2008 1:22 pm
Posts: 1648
It has been cataloged and placed in the file under -To be looked at way later- with a footnote at the bottom that says "Very low priority".

Thank you for your suggestion.

P.S. It's not that it isn't a nice suggestion. There is just SO many other things that need to be looked at before adding a very likely buff to a class that is already among the strongest warriors.


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 Post subject: Re: Specialize
PostPosted: Fri Dec 14, 2012 3:49 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Aelandron wrote:
AH, but this never suggested a priority for the suggestion. Just a suggestion. The point was that IF weapon specialization was implemented thematically I would assume it be given to merc's rather than the other warrior type classes. The rest was just conjecture and brainstorming on possibilites.

Aelandron, I definitely want you to feel free to make suggestions. But I know you are new, so I have to ask: Are you aware that mercenaries already have the ability to specialize in a weapon?

Maybe I am just misreading your post.


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 Post subject: Re: Specialize
PostPosted: Fri Dec 14, 2012 4:02 pm 
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Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
Piggybacking on Dulrik a bit here:

The OP was suggesting that instead of specializing in, say, wakizashi specifically as he might currently, the merc would specialize in "swords" and get the same bonus when using all subtypes.

It's not a very popular idea, though I can kind of appreciate the intention.


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