Further Evaluation of Pureblade and Axelord

by Daevos

Back to Common Grounds.

Olan2005-07-25 00:49:27
isn't it the robe-wearers, and not the tin-cans, who are supposed to foster understanding and crap like that? tongue.gif
Unknown2005-07-25 01:01:13
QUOTE(geb @ Jul 24 2005, 07:45 PM)
Once the "Committee of Warrior Superiority" makes demesnes completely ineffectual, mages/druids will have to resort to sitting in their communities and playing rock-paper-scissors. The silver lining is that it may cause some understanding to blossom between the various communities, with the robe/leather wearers leading the way.  tongue.gif
156782




I call scissors, punk.
Alger2005-07-25 01:28:00
You dont cut through the arm and into the chest. You slash at the arm then tilt and make the sword glide to cut across the chest as a follow through stroke.

eidt: didn't see olans post, dont mind me
Daevos2005-07-25 04:28:27
First of all, I have to say thank you to Roark for all the work he has done so far for warrior. The recent AmputateArm, AmputateLeg, Legtendon, CrackElbow, and Kneecap upgrades are especially appreciated.

On Alger's suggestions, I only like followthrough. I don't think a feint like ability really suits two handed warriors. But also I've always been of the opinion that the weapon specs need more active skills.

I also like Icarus' Sidestep idea, and I definitely think that it should be implemented.
Daevos2005-07-25 05:18:29
Since I enjoy these pseudo envoy reports so much, here's another one. But to be kind to your poor little eyes, I'm just posting the revisions and nothing else.

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
Furrow: Currently it does not require balance to use this skill, and that seems like a obvious bug to me. But once that is fixed there is still some work that should be done to this skill. When you consider the condition that is required before you can use this skill, it is obvious that it should be more lethal. In my tests it only did around 800 damage with a bit of bleeding. If anything when you strike someone that is burrowed in the ground, defenseless, it should do more damage than a normal strike.

AxeLord
Another innovative idea by the admins of Lusternia, I personally know of atleast warrior who has longed for axes since the very beginning of the game. But not only was his request granted, but something unique was thrown into the mix. The two-handed Axe which has never existed in any IRE game. Unfortunately though, like Pureblade the implementation was a little poor. One advantage they do have over Pureblade though, is that in addition to AmputateLeg, AmputateArm, and Behead they also have Knockdown. It also lacks any critical wounds to the chest and gut. One other thing that I noticed about this skillset, is that it has even less unique skills than Pureblade. During my evaluation of this skillset, I realized something, both Pureblade and Axelord only have three unique skills each. Thats regrettable.

Skill Change Suggestions
Roundhouse: Icarus has caused me to changed my opinion on this skill a bit, because I realized I was looking at it through the prism of artifact runes. Obviously the skill still needs work but I have thought of a better way to do it. For a transcendent skill its a shame that it is weaker than a low skill like Boulderblast. So I suggest that it be changed to damage every enemy in the room, bypass rebounding, parry, and stances, and dish out 25% of their target's max health in damage for two power.

New Skill Suggestions
Handaxes: I realized that I didn't explain my vision of this skill significantly, so let me rectify that. Handaxes should cost one iron and one wood to craft, and it must be done in a forging room. Any Axelord that has this skill would be able to do it even if they know nothing of the Forging skillset. Handaxes are expendable, they can not be recovered once thrown, but it is possible to for a Axelord to throw up to two axes at the same time, since it takes separate arm balances to throw them. And the axes would have a base damage of 1000 each that would be slightly modified by strength. It would also cost one power to throw a axe, and only be possible to use handaxes from range(out of the room of your target). No venoms can be placed on handaxes, and no wound damage would be dealt by them.
Shiri2005-07-25 05:25:35
QUOTE(Daevos @ Jul 25 2005, 06:18 AM)
Skill Change Suggestions
Furrow: Currently it does not require balance to use this skill, and that seems like a obvious bug to me. But once that is fixed there is still some work that should be done to this skill. When you consider the condition that is required before you can use this skill, it is obvious that it should be more lethal. In my tests it only did around 800 damage with a bit of bleeding. If anything when you strike someone that is burrowed in the ground, defenseless, it should do more damage than a normal strike.
156872



This doesn't actually follow. They are not defenceless, they are burrowed in the ground. You know, with a crapload of earth and rock and stuff in the way. It's not like you're doing a straight chop. 800 damage is plenty, not "only."
Olan2005-07-25 05:31:35
QUOTE(Daevos @ Jul 24 2005, 10:18 PM)
Roundhouse: Icarus has caused me to changed my opinion on this skill a bit, because I realized I was looking at it through the prism of artifact runes. Obviously the skill still needs work but I have thought of a better way to do it. For a transcendent skill its a shame that it is weaker than a low skill like Boulderblast. So I suggest that it be changed to damage every enemy in the room, bypass rebounding, parry, and stances, and dish out 25% of their target's max health in damage for two power.
156872



Uh...I'm not sure about this. What would stop 4 of us from all becoming axelords and then instantly killing large groups of enemies through rebounding, parry, and stance by each doing 25% of their max health?
Daevos2005-07-25 05:34:27
The same thing that stops four Geomancers from decimating up to 30 people with Boulderblast, shield. Boulderblast does 900 damage usually, that means it is more lethal than the Roundhouse I suggested since most people have a base health in the 3k range. It also costs no power and can be done at range. Another interesting note about Boulderblast is that it is the third skill into Geomancy, so very low. Aquamancy have something similar as well, Hailstorm wasnt it?
Daevos2005-07-25 05:42:34
On furrow, I just did a little impromptu testing of it, and it definitely does less damage than a normal strike. This leads me to question its usefulness, why should I use furrow instead of digging with a shovel, especially in team situations?
Shiri2005-07-25 05:45:17
QUOTE(Daevos @ Jul 25 2005, 06:42 AM)
On furrow, I just did a little impromptu testing of it, and it definitely does less damage than a normal strike. This leads me to question its usefulness, why should I use furrow instead of digging with a shovel, especially in team situations?
156885



Really long balance recovery on digging. Least, there was when I tried it.
Sylphas2005-07-25 05:50:47
QUOTE(Daevos @ Jul 25 2005, 01:34 AM)
The same thing that stops four Geomancers from decimating up to 30 people with Boulderblast, shield. Boulderblast does 900 damage usually, that means it is more lethal than the Roundhouse I suggested since most people have a base health in the 3k range. It also costs no power and can be done at range. Another interesting note about Boulderblast is that it is the third skill into Geomancy, so very low. Aquamancy have something similar as well, Hailstorm wasnt it?
156882



And yet druidry doesn't have Thornspray. Or a decent twirl. Don't you love our overpoweredness?

/hijack

A straight percentage is nasty. I know plenty of people who can take plenty of boulderblasts, but a set 25% means it's easy to clear whole rooms.
Unknown2005-07-25 07:50:12
One handed weapons isn't _that_ innovative...Imperian Wardens have had one handed glaives for quite a while now..I can't remember when they first came in.
Rhysus2005-07-25 09:31:56
Can we maybe get an explanation from Roark as to why you guys thought the changes you implemented were necessary? I know why Daevos et al seems to think so, but I can wax eloquently about why I should have a load more useful Telepathy afflictions available too, and it doesn't mean you necessarily should listen to me.
Revan2005-07-25 10:16:11
Telepathy does need work. it's inferior compared to telekinesis... but that's a discussion for later.
Unknown2005-07-25 11:29:58
Might as well complain about it then and not wait for envoy reports. ninja.gif
Daevos2005-07-25 14:31:27
I complain and suggest because I love the idea of these two handed specs, and would like to see them reach their full potential as weapon specs. Right now they are both weaker than the one handed specs, for three reasons.

1. They have half the affliction rate of one handers. In any round, they can only deal out at most two afflictions, compared to Blademaster's eight, and Bonecrusher's four.

2. They have no Lunge/Crush equivalent, so parry and stances are much more effective against us. While most of our useful wounds are done by swings and so limited by the inaccuracy of Slashing in Knighthood.

3. They have very few wounds that are actually deadly, so speed two handers are significantly weaker than a speed BM. I will say though that a similar problem affects BC. Also the lack of critical wounds to the gut and chest, allows our opponent to never fear that we will attack those areas significantly so they can focus their defense on their arms, legs, and head.

Anyway, I'm going to go play with the skill set more.
Navaryn2005-07-25 15:57:35
QUOTE
In my tests it only did around 800 damage with a bit of bleeding


I, for one, would be interested to know how you managed to actually hurt the target. When I tested it, I couldn't cause any damage at all, no matter how hard I was trying.

QUOTE
Handaxes are expendable, they can not be recovered once thrown, but it is possible to for a Axelord to throw up to two axes at the same time, since it takes separate arm balances to throw them.


Interesting idea, but wouldn't allowing that kinda break the idea of two-handers? I mean, once you have that skill, why bother using two-handed axes at all when you can wield 2 handaxes and cause a load of damage?
Daevos2005-07-25 16:08:27
Because handaxes only cause damage, making it slightly better than Aqua staff but more costly. It also can only be done at range, and doesn't go through shield. Also I just like the idea of Axelords being able to do more than just swing two handers. Handaxes would make them Axelords in truth as well as name.
Sylphas2005-07-25 18:14:29
And then Pureblades can throw daggers, right?
Daevos2005-07-25 18:22:18
No, blades are not synonymous with daggers. And besides I would like Axelords to have something unique.