Knighthood Proposal

by Roark

Back to Common Grounds.

Amaru2005-05-09 17:01:50
QUOTE(Thorgal @ May 9 2005, 07:41 AM)
Amaru, if Daevos hits you for 750 before you Numen, and 350 after you Numen, Numen reduction is not 25%.

Halo reduction is 25%, Numen reduction is at least 50%.

Back on topic, this change will finally balance speed knights to damage knights, and make wounding more important than damage.
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If I said numen, I meant halo. Either way there is never a situation where someone would be taking 25% of actual damage.

50% of 75% is 32.5%, not 25%. And remember numen can only be maintained at the cost of you being able to do no 10 power feats, making a Celestine's offence useless.
Terenas2005-05-09 22:19:52
QUOTE(Amaru @ May 9 2005, 05:01 PM)
If I said numen, I meant halo. Either way there is never a situation where someone would be taking 25% of actual damage.

50% of 75% is 32.5%, not 25%. And remember numen can only be maintained at the cost of you being able to do no 10 power feats, making a Celestine's offence useless.
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Because you know, Celestines can't put up power feats like Enigma, Fool, and Wrath ahead of time? You have only one instant ability that uses 10 powers that's even worth using in a fight, and that's Trueheal. The rest you can either put up as defenses much ahead of time, or don't go away until you use them, so I really doubt that activating Numen would make your offense useless.
Shamarah2005-05-09 22:23:41
If you're going to pull an inquisition combo, you better have 10 power at the beginning...
Terenas2005-05-09 22:26:57
How many people do you see will keep on hitting if they start getting heretic/infidel? Also it isn't a 10 powers feat, so I don't see what the point is.
Olan2005-05-09 22:29:42
Holy fracking hijacks, Roark-man! Why don't you all take your non-related discussion elsewhere so we can talk about the awesome plan for knights some more?
Shamarah2005-05-09 22:30:25
It costs 12 power total (3+3+6) and if Numen costs 4 then you aren't be able to regenerate all the necessary 6 power in time.
Daganev2005-05-09 22:36:52
Topic will be closed if hijacking continues.
Terenas2005-05-09 22:38:43
Is there anything left to talk about the proposal? All we can do is wait and see if Roark will implement them or not, then we'll have to test it out to identify problems and whatnot.
Unknown2005-05-09 23:42:27
Too lazy to read through all the hijack posts...

Will normal damage be downgraded, so that death by wound damage is a lot more important and likely? (i. e. will Faelings not die from pure damage in at most two combos?)
Richter2005-05-10 00:06:53
Whew, read all the posts.

Okay, novice bashing. As a knight, it sucked. I'll check with our novices, but I think it still sucks. Kicking is better here, hence why I suggested gauntlets and steel-toed boots, as well as for RP.

And in general: I don't do PvP much, I spent my time on other things. What I -do- know is, I'm trans combat and knighthood/crow, have good weapons, and I can't manage to make a dent in mobs, or sometimes, people. I miss -all- the time. I have 14st and a level 3 speed bonus and I still feel weak. I'm up for just about any new system.
Murphy2005-05-10 00:15:58
I actually suggested in my envoy that puissance, instead of it being so worthless now that I didn't bother to learn it (I ghet it occaisionally with a TF), That instead of working like a 5 power Triplejab from achara (as in you set it up and hope you can use it, when for the extra 3 power pulp is so much better)

I've suggested that it increase the amount of deepwounds you do for a set period of time, kind of like abjure quickening but for wounds. This was befroee I knew of the changes so hopefully they'll do something like that to gear combat towards deepwounds.
Roark2005-05-10 02:41:25
I think I've had enough feedback from the few people who want to actually talk about what I asked about. Thanks!