Syrienne2005-07-18 23:59:53
I'm not switching but I remain confident, as I think you all should, that Roark will come up with some satisfactory changes. They did it for BMs, it just takes time. So if you guys will just keep the ideas flowing I wouldnt expect them to be ignored.
Aajen2005-07-19 00:40:53
QUOTE
One last problem I see with Pureblade is that most of the skills that were taken from Blademaster, are just not that useful with singular attacks. For example, LegArtery, ArmArtery, and SliceEar are all three minor wounds that were good for stacking afflictions. They can not serve that purpose with singular attacks because you can only give one of these affliction at a time, giving your opponent more than enough time to cure it before you can attack again.
That hits a big issue right on the nose. The purpose of these minor afflictions is usually no more than to eat up a herb balance to stack up the big wounds, which is good when you have the chance at two wounds per 'round'. After fighting a bit with the axes, I really find that it almost comes to, every two-handed affliction needs to be twice as bad as every one-handed affliction, since half as many afflictions will be happening. Now you tried to do this by doubling the prescision, but in the current combat environment, that doesn't really do it. Why? First, Even the high afflictions aren't really that bad... KneeCap? Its a good affliction, but I don't need to hit with it 4 times in a row, and it certainly isn't as bad as Pinleg or Breakleg, let alone 2 times worse than them. Second, despite the high prescision, low-level wounds still happen alot, and when they do, it makes us cry.
In regards to pus/omen combo.... I'm not even going to bother arguing about it, it's not even worth the effort... just nerf Pus back into uselessness like the stinking mob wants.
As for Roundhouse.... On prime you have to declare and enemy everyone in the room for it to work right, and the effect is not even worth the effort. A single untargeted swing that doesn't miss, but doesn't go through shield/reboudning....................................................................
Alger2005-07-19 00:45:39
pus/omen combos are as terenas said very easy to avoid. It's like an instakill that you watch happen but its not a sure kill in the end.
I honestly dont think it needs much adjusting.
I honestly dont think it needs much adjusting.
Terenas2005-07-19 01:04:37
Sad part is only the ur'Guards can do Omen/Puissance, the other 3 warrior guilds have nothing that can even come close to such damaging potentials.
Daganev2005-07-19 01:13:31
Serenguards are the only ones who can lock people in a room to have Decapitate work more easily... whats your point?
Roark2005-07-19 01:34:20
Puissance has been balanced. I had two other changes I wanted to make but didn't have time for. I hate announcing downgrades without accompanying upgrades, so I guess the good news for two-handers will have to wait until tomorrow.
Terenas2005-07-19 02:25:44
QUOTE(daganev @ Jul 19 2005, 01:13 AM)
Serenguards are the only ones who can lock people in a room to have Decapitate work more easily... whats your point?
154246
We do? Paladins and Ur'guards both have Carcer. Moon Serenguard have Shafts, which randomly removes a number of exits every 1 to 2 seconds, and Ringwalk is basically just like Carcer. The only warrior without a holding skill is the Ebonguard.
Daganev2005-07-19 02:28:05
I was thinking of shafts... carcer is pretty useless as a means of stopping people from leaving.
Shiri2005-07-19 02:30:00
QUOTE(daganev @ Jul 19 2005, 03:28 AM)
I was thinking of shafts... carcer is pretty useless as a means of stopping people from leaving.
154310
No, no it isn't. Essentially, carcer is 1/3 chance of preventing leaving, shafts is 1/2. (But shafts is a bit better because it can even stop tumble if you're really lucky.)
Thorgal2005-07-19 07:42:47
You're not giving shafts enough credit, if you cannot normally walk out of a room, you aren't getting out of a shafted room at all. Unless the room has 5 or more exits.
From what I've seen, shafts adds and removes exits every 0.5 second, so tumbling will not get you out of a shafted room, only instant movement. If Narsrim agrees with my experiences by saying "You're totally screwed in a room with less than 4 exits." I tend to believe him.
From what I've seen, shafts adds and removes exits every 0.5 second, so tumbling will not get you out of a shafted room, only instant movement. If Narsrim agrees with my experiences by saying "You're totally screwed in a room with less than 4 exits." I tend to believe him.
Shiri2005-07-19 07:44:21
QUOTE(Thorgal @ Jul 19 2005, 08:42 AM)
You're not giving shafts enough credit, if you cannot normally walk out of a room, you aren't getting out of a shafted room at all. Unless the room has 5 or more exits.
From what I've seen, shafts adds and removes exits every 0.5 second, so tumbling will not get you out of a shafted room, only instant movement.
From what I've seen, shafts adds and removes exits every 0.5 second, so tumbling will not get you out of a shafted room, only instant movement.
154401
I thought it was more like 1 second, but anyway, if you think about it, it doesn't actually STOP a tumble in progress, does it? It just has a chance of the exit not being there when it goes through. 50/50.
EDIT: Not that I'm saying that shafts isn't a great skill. It really is, although I'm rarely in a position where I don't -want- the mobility, but I can see why you would be. But carcer is really not all that bad and I was pointing out the similarity.
Thorgal2005-07-19 07:45:01
No, it stops tumble..
You can't start the tumble if the exit is gone, and when you start the tumble once the exit appears, the tumble is interrupted when the exit disappears again.
You cannot escape a shafted room unless you can walk normally.
You can't start the tumble if the exit is gone, and when you start the tumble once the exit appears, the tumble is interrupted when the exit disappears again.
You cannot escape a shafted room unless you can walk normally.
Shiri2005-07-19 07:46:08
QUOTE(Thorgal @ Jul 19 2005, 08:45 AM)
No, it stops tumble..
154403
...huh. Let me test that. I swear it only stops it if the tumble goes through and the exit isn't there at the time.
EDIT: STOP NINJA EDITING.
Anyway: Oh, really? Okay. Nevermind me then. I'll probably use that more then. I have leap if necessary.
Thorgal2005-07-19 07:55:23
Psh, I only ninja edit so my post count doesn't go up too much!
Back on topic, we'll see what happens when Roark's two new changes are in, meanwhile, I'd just LOVE the Charites to finally accept a master katana design, so I can start testing and fighting.
Back on topic, we'll see what happens when Roark's two new changes are in, meanwhile, I'd just LOVE the Charites to finally accept a master katana design, so I can start testing and fighting.
Narsrim2005-07-19 08:29:52
QUOTE(Thorgal @ Jul 19 2005, 03:42 AM)
You're not giving shafts enough credit, if you cannot normally walk out of a room, you aren't getting out of a shafted room at all. Unless the room has 5 or more exits.
From what I've seen, shafts adds and removes exits every 0.5 second, so tumbling will not get you out of a shafted room, only instant movement. If Narsrim agrees with my experiences by saying "You're totally screwed in a room with less than 4 exits." I tend to believe him.
From what I've seen, shafts adds and removes exits every 0.5 second, so tumbling will not get you out of a shafted room, only instant movement. If Narsrim agrees with my experiences by saying "You're totally screwed in a room with less than 4 exits." I tend to believe him.
154401
I agree that shafts is quite hindering, however, I think it is fair to add in that shafts also effects the caster. Thus, if the target does get lucky and get out of the room, it is difficult to follow them. Furthermore, shafts also stops the caster from instantly leaving too. I shafted a Celestine once who then flung Soulless at me. It was annoying (although I did get away with spores).
And when I said "You are totally screwed in a room with less than 4 exits," that was in the context that I was attacking and hindering the target. I can completely stop tumble without shafts with aeon/sleep on 90% of people.
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Everyone also has access to spores. Thus, every single class has a beloved instant escape so long as you don't manage to tick off both Serenwilde and Glomdoring.
Thorgal2005-07-19 08:31:42
Except, monolith stops spores.
Shiri2005-07-19 08:31:49
Or the Moondancer uses a flamed monolith.
EDIT: Ninja'd by a freaking SECOND.
EDIT: Ninja'd by a freaking SECOND.
Thorgal2005-07-19 08:32:32
There's a reason I use a katana.
Narsrim2005-07-19 08:39:39
To be honest, why would a Moondancer except on very rare occassion, seal him or herself in with a flamed monolith and cut out his or her useful escape method? Combat is dynamic. You never know when another person is going to walk in the room and defend your foe, etc. Plus, commodities are expensive at the moment now that there is no freakin gold!
I hate all your people who drained Astral. I hope you die and go to a Lusternia hell where every class has Vodun except whatever you end up being. /rant
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And yes, I formally apologize for spores not working on monoliths. As we all learned in that ordeal, if you have a nifty skill, don't show it off too much lest you find 15 threads on forums crying about it.
I hate all your people who drained Astral. I hope you die and go to a Lusternia hell where every class has Vodun except whatever you end up being. /rant
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And yes, I formally apologize for spores not working on monoliths. As we all learned in that ordeal, if you have a nifty skill, don't show it off too much lest you find 15 threads on forums crying about it.
Thorgal2005-07-19 08:46:36
Back on topic, again. The trick to use cleave, is to aim the cleave to a bodypart they're parrying or stancing at, so it misses, causing you to regain balance faster, but still razes the shield and rebounding.