Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Sun Nov 24, 2024 11:38 pm

All times are UTC - 8 hours




Post new topic Reply to topic  [ 15 posts ]  Go to page Previous  1, 2
Author Message
 Post subject: Re: [Idea] Scout skinning
PostPosted: Sat Jan 17, 2015 2:33 pm 
Offline
Mortal

Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
So pretty much he wants MR barbs with massives to just poo on everyone. I see.


Top
 Profile  
Reply with quote  
 Post subject: Re: [Idea] Scout skinning
PostPosted: Sat Jan 17, 2015 4:41 pm 
Offline
Mortal

Joined: Thu Sep 04, 2014 4:30 pm
Posts: 132
Yup, Dulrik hates us. He told me so.

Disclaimer: Dulrik never actually told me that.


Top
 Profile  
Reply with quote  
 Post subject: Re: [Idea] Scout skinning
PostPosted: Wed Jan 21, 2015 2:07 pm 
Offline
Mortal

Joined: Sun Aug 26, 2007 12:45 am
Posts: 203
The stats on a skin could be done like a voodoo doll is set up. But the stats on a doll would probably be too high for armor.

On a side note, I had a couple of other thoughts on Scout skills.
Precise shot - Increase to accuracy or armor penetration for bows.
Multishot - Like blitzkrieg, but has a chance to hit everyone in a column.
Rapid shot - Change to be like specialize. increase with level, and be a increase to speed rather than just a chance for additional attack.


Top
 Profile  
Reply with quote  
 Post subject: Re: [Idea] Scout skinning
PostPosted: Wed Jan 21, 2015 5:08 pm 
Offline
Mortal

Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
Combine herbs for multiple or more powerful effects. Use it as a method of testing out tradeskill potential.


Top
 Profile  
Reply with quote  
 Post subject: Re: [Idea] Scout skinning
PostPosted: Fri Jan 23, 2015 12:21 am 
Offline
Mortal

Joined: Wed Nov 05, 2014 9:19 am
Posts: 309
Herbalism and fletch are already the only reasons to play a scout. Skinning used to be the third reason. They have always been the 'trade skill' class, aside from scribers brewers and enchanters, the other trade skill class.

Scouts need more ways to PK and PvE, not more ways to give useful affects to non-scouts. They're already good on that.

If herbalism should be expanded, add some risk-reward. Go to dangerous / hard to access area, get an herb that almost compares with a brewed potion.

Put some baller herbs in reef areas, around volcanoes, etc..


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 15 posts ]  Go to page Previous  1, 2

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 77 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group