Murphy2005-07-20 22:00:11
make decapitate be able to switch targets half way through!
1 command does = you begin to whirl your weapon above your head
then you have a few seconds to target someone in the room and bear down on them.
and action of course would stop this
1 command does = you begin to whirl your weapon above your head
then you have a few seconds to target someone in the room and bear down on them.
and action of course would stop this
Daevos2005-07-20 23:05:40
QUOTE(roark @ Jul 20 2005, 09:57 PM)
A note about decapitate. Taken alone, it is superior to Celestine judgement since you can begin the attack without the person being in the room with you in case you want to gamble on the person stumbling into your insta-death sword.
155271
So its basically just like cleave but costs power and is a transcendent skill here. Personally though I never found much use for cleave elsewhere. And as I said earlier, I had more reliable ways to hold someone still there.
Icarus2005-07-21 03:12:56
There is also something no quite right with damage from my waraxe.
It is a two-handed weapon.
Damage: 366 Precision: 341 Speed: 165
It is bathed in silvery moonlight.
It has the following dwarven runes etched upon it in coal:
A dwarven rune shaped like a wolf has been etched in coal.
A dwarven rune shaped like an axe has been etched in coal.
A dwarven rune shaped like a boar has been etched in coal.
I hit Thorgal for 1100 damage or so, taken from his log.
I hit Terenas for 500 to 600 damage, 7 to 8 wounds each strike. But he has drawdown and fullplate.
Then I tested it with Revan, 500 damage, and with Vesar, aquamancer, a bit earlier, 600 damage.
I can accept why I do so little to Terenas, but shouldn't damage from a waraxe be a bit more against mages?
It is a two-handed weapon.
Damage: 366 Precision: 341 Speed: 165
It is bathed in silvery moonlight.
It has the following dwarven runes etched upon it in coal:
A dwarven rune shaped like a wolf has been etched in coal.
A dwarven rune shaped like an axe has been etched in coal.
A dwarven rune shaped like a boar has been etched in coal.
I hit Thorgal for 1100 damage or so, taken from his log.
I hit Terenas for 500 to 600 damage, 7 to 8 wounds each strike. But he has drawdown and fullplate.
Then I tested it with Revan, 500 damage, and with Vesar, aquamancer, a bit earlier, 600 damage.
I can accept why I do so little to Terenas, but shouldn't damage from a waraxe be a bit more against mages?
Revan2005-07-21 03:33:59
Keep in mind i had psiarmour up with 56 cut robes, a 35 cut shield, a 87 cut helm and stoneskin
Shiri2005-07-21 03:38:59
QUOTE(Revan @ Jul 21 2005, 04:33 AM)
Keep in mind i had psiarmour up with 56 cut robes, a 35 cut shield, a 87 cut helm and stoneskin
155365
Wait, Druids/Wiccans/Guardians can't wear greathelms but -mages- can!?
Ceres2005-07-21 09:01:05
We can wear greathelms, damnit.
Shiri2005-07-21 09:22:32
QUOTE(Ceres @ Jul 21 2005, 10:01 AM)
We can wear greathelms, damnit.
155416
Hmm. I can't, and Eiru can't. You sure?
Kaervas2005-07-21 09:32:39
He probably still has it on from before they stopped certain classes being able to wear them, I have mine still too.
Ceres2005-07-21 10:32:21
QUOTE(Kaervas @ Jul 21 2005, 09:32 AM)
He probably still has it on from before they stopped certain classes being able to wear them, I have mine still too.
155423
And we've known each other so long, too!
Edit: Omg. I only got it the other day, but yup. Now I can't wear it. Hello, bashbrains!!
Shiri2005-07-21 11:26:29
QUOTE(Ceres @ Jul 21 2005, 11:32 AM)
And we've known each other so long, too!
Edit: Omg. I only got it the other day, but yup. Now I can't wear it. Hello, bashbrains!!
Edit: Omg. I only got it the other day, but yup. Now I can't wear it. Hello, bashbrains!!
155429
He prolly meant Revan, to be fair.
Kaervas2005-07-21 12:04:52
Yeah I was talking about Revan
Terenas2005-07-21 16:13:13
So why haven't you people that aren't supposed to be able to wear greathelms removed them eh? Or issued yourself for a god to remove them for you, since you know, you're kind of abusing a bug?
Daevos2005-07-21 23:28:01
Here is the current work on what I think Pureblade needs to be balanced against the one hand specializations. But before I go on, let me say that I love the idea of Pureblade. And am extremely happy that the admins gave it to us, since I've been growing bored of dual blades and blunt weapons or axes never appealed to me. I just think there are inherent imbalances with both two handed specs vs the one handed specs that need to be fixed.
Pureblade
This is truly a innovative idea in IRE, where dual weapons is the staple. But the implementation was a little flawed in my opinion and that stems in large part of the skills in the set. Which are largely made up of Blademaster afflictions. Afflictions that are easily cured but were useful for Blademasters since they were able to deliver atleast two afflictions at the time most of the time. The only truly good afflictions in Pureblade right now for two handed weapons, are the three critical ones AmputateLeg, AmputateArm, and Behead. But they are critical wounds and thus hard to achieve. The skillset also lacks critical chest and gut wounds, thus lessening our tactical options.
Skill Change Suggestions
Cleave: After testing this skill alot lately, I've come to the opinion that it is better than I thought it was initially. I guess my original opinion that it was meant to be our Lunge/Crush equivalent flawed my evaluation a bit. But I still think the balance penalty needs to be removed or drastically lessened. That remains the sole reason that this skill is weaker than Raze/Slash.
CollapseLungs: Basically reiterating a opinion I stated in the Ur'guard's last envoy report. But the requirement that your opponent have a puncturedlung before this affliction is even possible is especially troublesome for a Pureblade specialists. Since they can only deal one wound at a time, and puncturedlung is extremely easy to cure. That requirement should be removed in Pureblade atleast.
LegTendon: In my study of the Pureblade skillset, I noticed that this affliction required only a heavy wound state instead of the critical wound that is required for Blademaster. That is definitely a step in the right direction. But the fact remains that this affliction is weak because it can be instantly cured by regeneration. It should be a delayed cure like damaged limbs.
Decapitate: I am thankful that the requirement that your target be prone before this skill could be utilized was removed. But I don't think it goes far enough when you compare this to the Celestine's Judge or even to Cleave of the other IRE games. For two reasons, one both those skills are not trans skills, two the supplemental skills of both the Celestines and the other Knights assist is making the skill possible to pull off. The Celestine angel's hindering attacks, and the other Knight's falcon which could knock people off balance. To counter this, I think the power cost should be lowered.
New Skill Suggestions
Assault: In a burst of energy, you will surge forward to deliver a swift and accurate vertical slash to your opponent, overwhelming their defensive preparations such as parry and stances. This counts as a swing. Power cost: 3
Eviscerate: Charging forward, you will impale your opponent deeply on your blade before giving a savage twist and ripping it from their body. This attack will cause 50% more damage than a normal attack and severe bleeding, that will only stop when their gut is cured with regeneration. It would be a critical gut wound, caused only by jabs.
Misc.
Change Suggestions
Two handed weapons: I've thought long and hard on how to balance the afflicting capabilities of two handers against one handers without changing most of the skills involved. And the best solution that occurs to me at this time other than making the venom afflicting of two handers 100%, would be to add a chance of stunning to every blow we deliver because of the greater force and weight that our weapons hit with.
Pureblade
This is truly a innovative idea in IRE, where dual weapons is the staple. But the implementation was a little flawed in my opinion and that stems in large part of the skills in the set. Which are largely made up of Blademaster afflictions. Afflictions that are easily cured but were useful for Blademasters since they were able to deliver atleast two afflictions at the time most of the time. The only truly good afflictions in Pureblade right now for two handed weapons, are the three critical ones AmputateLeg, AmputateArm, and Behead. But they are critical wounds and thus hard to achieve. The skillset also lacks critical chest and gut wounds, thus lessening our tactical options.
Skill Change Suggestions
Cleave: After testing this skill alot lately, I've come to the opinion that it is better than I thought it was initially. I guess my original opinion that it was meant to be our Lunge/Crush equivalent flawed my evaluation a bit. But I still think the balance penalty needs to be removed or drastically lessened. That remains the sole reason that this skill is weaker than Raze/Slash.
CollapseLungs: Basically reiterating a opinion I stated in the Ur'guard's last envoy report. But the requirement that your opponent have a puncturedlung before this affliction is even possible is especially troublesome for a Pureblade specialists. Since they can only deal one wound at a time, and puncturedlung is extremely easy to cure. That requirement should be removed in Pureblade atleast.
LegTendon: In my study of the Pureblade skillset, I noticed that this affliction required only a heavy wound state instead of the critical wound that is required for Blademaster. That is definitely a step in the right direction. But the fact remains that this affliction is weak because it can be instantly cured by regeneration. It should be a delayed cure like damaged limbs.
Decapitate: I am thankful that the requirement that your target be prone before this skill could be utilized was removed. But I don't think it goes far enough when you compare this to the Celestine's Judge or even to Cleave of the other IRE games. For two reasons, one both those skills are not trans skills, two the supplemental skills of both the Celestines and the other Knights assist is making the skill possible to pull off. The Celestine angel's hindering attacks, and the other Knight's falcon which could knock people off balance. To counter this, I think the power cost should be lowered.
New Skill Suggestions
Assault: In a burst of energy, you will surge forward to deliver a swift and accurate vertical slash to your opponent, overwhelming their defensive preparations such as parry and stances. This counts as a swing. Power cost: 3
Eviscerate: Charging forward, you will impale your opponent deeply on your blade before giving a savage twist and ripping it from their body. This attack will cause 50% more damage than a normal attack and severe bleeding, that will only stop when their gut is cured with regeneration. It would be a critical gut wound, caused only by jabs.
Misc.
Change Suggestions
Two handed weapons: I've thought long and hard on how to balance the afflicting capabilities of two handers against one handers without changing most of the skills involved. And the best solution that occurs to me at this time other than making the venom afflicting of two handers 100%, would be to add a chance of stunning to every blow we deliver because of the greater force and weight that our weapons hit with.
Murphy2005-07-21 23:37:34
^^^^
what he said. I like the idea of eviscerate, it makes you want to parry your gut a lot more!
The assault idea is good as well, a crush style move but as a swing, could be very interesting
what he said. I like the idea of eviscerate, it makes you want to parry your gut a lot more!
The assault idea is good as well, a crush style move but as a swing, could be very interesting
Syrienne2005-07-21 23:43:15
Most of that sounds reasonable to me... though as I said before to you 50% bonus damage seems like alot for a 2hander.. especially if you consider that you already are going to pretty much destroy any non-knights with your damage anyways. 50% bonus would be close to instakill for some hehe.
Edit: As a note I wish Warriors here got a pet
Edit: As a note I wish Warriors here got a pet
Alger2005-07-21 23:51:40
i think it was a bad move to slap blademaster and bonecrusher afflictions into the axelord and pureblade skillsets. They just dont have the same potential. I think more axelords and pureblade afflictions should be customize to the skillset so that the difference between the two-handers and the dual wield isnt so upsetting. ie its hard enough to make arteries stick with dual wield but what use is it to a two-hander? Maybe two-handers should be able to cut two arteries at the same time or something which would be a different type of affliction.
Maybe another way of doing it is actually letting them hit two parts at the same time on slahes. Since i carry a BIG stick, I hack down i hit your head and push down to your chest. That will mess up my tracking actually maybe not... HA!
Maybe another way of doing it is actually letting them hit two parts at the same time on slahes. Since i carry a BIG stick, I hack down i hit your head and push down to your chest. That will mess up my tracking actually maybe not... HA!
Daevos2005-07-21 23:52:12
Well, I think 50% is fair because it is a critical wound, and thus hard to pull off. Also two handers don't do that much more damage in comparison to one handed weapons. I'm actually doing less damage now than I did with my broadswords, even though my claymore is runed and has exactly the same damage score as my broadswords. Twin 170s compared to one 340. Also you need to remember speed Purebladers who currently have only one way to kill, lucky beheads. That is a extremely unfortunate situation, which hopefully will be rectified.
Murphy2005-07-21 23:56:34
add in speed bonecrusher to that as well, lucky bashbrains!
Unknown2005-07-22 00:02:54
Even for a non-warrior type (Me), this suggestion sounds very reasonable and well thought out.
Shiri2005-07-22 00:41:20
I do not like the look of that legtendon thing with the delayed regen cure. Unless you are suggesting that this is a pureblade only thing, perhaps, but you didn't specify that whereas you did for collapselungs. For blademasters it is already good enough.
As for the decapitate, that needs not to be lowered in speed too far, but a slight reduction wouldn't be that bad.
As for the decapitate, that needs not to be lowered in speed too far, but a slight reduction wouldn't be that bad.