patrisaurus wrote:
I like the change. Sets the scene for modifying bash/trip in the future to be more tactical and less brain-dead, which is obviously great.
What if you made it so that bash and trip do a "room lock" effect that's something like 5 rounds but reduced the prone effect to 2 and 1 rounds, respectively, while leaving the lag for the user the same?
I think something like this would make bash and trip tactical answers to stance usage, give all melee a skill a la taunt to ensure that a target's kept in the room for a fight, and prolong fights by allowing the bashed/tripped target the opportunity to respond with skills/potions of their own in the time between them regaining their footing and the end of successful bash lag.
That is not a good solution at all. If anything, the game should make using potions a more meaningful, tactical decision - not encourage the spam quaffing of heal potions as a measure of "skill". A better solution is to update stance so it is useful for casters as well as melee.
Bash is an easy fix: the lag for the basher should be slightly longer than the prone status for the victim, like every other PK MUD that I have ever played - Everwar, Duris, Arctic, etc. The victim stands and has a chance to react - either to flee, quaff a potion, zap a wand, recite a scroll, bash, trip or whatever. As opposed to the current iteration that allows a basher to indefinitely bash lock his victim. This is common sense and how it works on nearly every other PK MUD.