Unknown2006-08-06 22:16:42
This looks nasty good. I feel as though not just that warriors just got an upgrade when they didnt need one, making every other class nerfed. Mages need ways to do more damage . . .
Soll2006-08-06 22:16:58
Not that he's a warrior any more. Oh god, the bonecrushing possibilities. Knockdown on every strike, and then having the only critical to the head being a bashbrains.
Acrune2006-08-06 22:18:38
Hmm, I was kind of hoping for a miracle of making the insane knights less insane, while upgrading everyone else. Kinda worried that this will improve the insane ones more then it will the ones that needed help. Guess we'll see how it goes.
Roark2006-08-06 22:25:27
QUOTE(Soll @ Aug 6 2006, 06:16 PM) 316083
Not that he's a warrior any more. Oh god, the bonecrushing possibilities. Knockdown on every strike, and then having the only critical to the head being a bashbrains.
I think people are ignoring the negative or not getting this entirely. It does not guarantee a wound. So if someone does a brainbash-only maneuver over and over then they will not do any other wounds at all. If the target is at critical, they do have a better chance of getting brainbash, but if that roll fails, as it does most of the time, then they have a 0% chance of doing anything else. And as always, we will watch and see what happens and adjust stuff that ends up stronger than we expected.
Narsrim2006-08-06 22:29:04
I'm glad the administration is open to tweaking this ability from what I've heard/seen (wh/ich isn't exactly 100% accurate, I know), I see potential for MAJOR combat imbalances. Primarily, I find this ability negates precision, favoring high damage/speed.
- High damage, high speed weapons which formerly didn't have a "good" chance of landing some of the nastier wound afflictions now do making them far far better than I feel they were ever intended.
- Maneuvers that focus solely on pin leg allow for targets to literally be trapped under a skilled warrior. On the first two lunges, the target can be pinned. At which point if he or she is double pinned on the next combo, the warrior needs not rend, but force the target to writhe. With a double pin and the insurance that the following strikes will likewise pin, the following is theoretically possible (note this was possible before manuevers for people with high precision weapons, but it did have a random nature to it whereas maneuvers) :
Attacker (A) versus Defender (B)
A: double lunges for pin
B: writhes
A: double lunges for double pin
B: writhes pin #1
A: swings to re-pin as balance is recovered aproximately at the same time the target can writhe
B: writhes pin #2
A: swings re-pin
B: writhes pin #1
*repeat*
Given how you can no longer tumble out of pin leg, it essentially allows a BM to trap an opponent indefinately. As the target should always have 1 sword pinning him or her if the BM times his/her attacks well
- BCs can now give concussions indefinately. As soon as the BC gives the first concussion, he or she can switch to a shield and then shieldstun/swing, causing continual concussion from there on out. Given the nature of concussion, the target can do little more than apply regeneration and perhaps apply health once, however with shieldstun being whored, this becomes insane. While it might time a significant time to wear down the target, yet again there is not a feasible method to cure this combo
- BC at some point in battle gives opponent a concussion. BC unwield 1-weapon and wields a shield.
- BC shieldstun/swings each time giving a new concussion
I think people are ignoring the negative or not getting this entirely. It does not guarantee a wound. So if someone does a brainbash-only maneuver over and over then they will not do any other wounds at all. If the target is at critical, they do have a better chance of getting brainbash, but if that roll fails, as it does most of the time, then they have a 0% chance of doing anything else. And as always, we will watch and see what happens and adjust stuff that ends up stronger than we expected.
I find this example botched. No one can brainbash on a single combo. However, people can, for example, give pin leg at which point they will continually hit with pin leg almost every attack thereafter. It isn't so much behead/brainbash that worries me, but attacks like slice tendon (which has a cure that is LONGER than it takes the attacker to recover balance), concussion (same deal, the attacker can recover balance before regeneration tics), or pin leg (which can feasibly be done with even post-nerf weapons on an opening double lunge combo).
- High damage, high speed weapons which formerly didn't have a "good" chance of landing some of the nastier wound afflictions now do making them far far better than I feel they were ever intended.
- Maneuvers that focus solely on pin leg allow for targets to literally be trapped under a skilled warrior. On the first two lunges, the target can be pinned. At which point if he or she is double pinned on the next combo, the warrior needs not rend, but force the target to writhe. With a double pin and the insurance that the following strikes will likewise pin, the following is theoretically possible (note this was possible before manuevers for people with high precision weapons, but it did have a random nature to it whereas maneuvers) :
QUOTE(Theoretical Example #1 that worries Narsrim)
Attacker (A) versus Defender (B)
A: double lunges for pin
B: writhes
A: double lunges for double pin
B: writhes pin #1
A: swings to re-pin as balance is recovered aproximately at the same time the target can writhe
B: writhes pin #2
A: swings re-pin
B: writhes pin #1
*repeat*
Given how you can no longer tumble out of pin leg, it essentially allows a BM to trap an opponent indefinately. As the target should always have 1 sword pinning him or her if the BM times his/her attacks well
- BCs can now give concussions indefinately. As soon as the BC gives the first concussion, he or she can switch to a shield and then shieldstun/swing, causing continual concussion from there on out. Given the nature of concussion, the target can do little more than apply regeneration and perhaps apply health once, however with shieldstun being whored, this becomes insane. While it might time a significant time to wear down the target, yet again there is not a feasible method to cure this combo
QUOTE(Example #2 that worries Narsrim)
- BC at some point in battle gives opponent a concussion. BC unwield 1-weapon and wields a shield.
- BC shieldstun/swings each time giving a new concussion
QUOTE(roark @ Aug 6 2006, 06:25 PM) 316088
I think people are ignoring the negative or not getting this entirely. It does not guarantee a wound. So if someone does a brainbash-only maneuver over and over then they will not do any other wounds at all. If the target is at critical, they do have a better chance of getting brainbash, but if that roll fails, as it does most of the time, then they have a 0% chance of doing anything else. And as always, we will watch and see what happens and adjust stuff that ends up stronger than we expected.
I find this example botched. No one can brainbash on a single combo. However, people can, for example, give pin leg at which point they will continually hit with pin leg almost every attack thereafter. It isn't so much behead/brainbash that worries me, but attacks like slice tendon (which has a cure that is LONGER than it takes the attacker to recover balance), concussion (same deal, the attacker can recover balance before regeneration tics), or pin leg (which can feasibly be done with even post-nerf weapons on an opening double lunge combo).
Unknown2006-08-06 23:10:40
ANNOUNCE NEWS #615
Date: 8/6/2006 at 23:06
From: Estarra, the Eternal
To : Everyone
Subj: Updates
A few more updates:
-A new druid skill brought to you by the Envoys!
-A new environment skill!
-Reflections in illusions when cast on another will have an increased
equilibrium time.
-Scrubbing has a few more checks (like if you are webbed, paralysed,
etc.). Note that the balance time for artifact soap has been decreased.
That should wrap up this batch of updates. Enjoy!
Penned by My hand on the 24th of Estar, in the year 154 CE.
AB FILES PLZ! KTHX!
Date: 8/6/2006 at 23:06
From: Estarra, the Eternal
To : Everyone
Subj: Updates
A few more updates:
-A new druid skill brought to you by the Envoys!
-A new environment skill!
-Reflections in illusions when cast on another will have an increased
equilibrium time.
-Scrubbing has a few more checks (like if you are webbed, paralysed,
etc.). Note that the balance time for artifact soap has been decreased.
That should wrap up this batch of updates. Enjoy!
Penned by My hand on the 24th of Estar, in the year 154 CE.
AB FILES PLZ! KTHX!
Veonira2006-08-06 23:12:47
Environment Skill
Syntax: TRUEGROUND
Power: 2 (Any)
In unmelded rooms where the environment has been changed, you can tap into its
etheric spirit and reveal its true nature.
I think that wording is a little...weird. I thought tainting and such actually changed it, that makes it sound like it's a sort of illusion. Maybe something like, revert it to its true nature. Or something. I dunno, I'm just nitpicking. It confused me at first.
Syntax: TRUEGROUND
Power: 2 (Any)
In unmelded rooms where the environment has been changed, you can tap into its
etheric spirit and reveal its true nature.
I think that wording is a little...weird. I thought tainting and such actually changed it, that makes it sound like it's a sort of illusion. Maybe something like, revert it to its true nature. Or something. I dunno, I'm just nitpicking. It confused me at first.
Xenthos2006-08-06 23:15:22
QUOTE(Veonira @ Aug 6 2006, 07:12 PM) 316098
Environment Skill
Syntax: TRUEGROUND
Power: 2 (Any)
In unmelded rooms where the environment has been changed, you can tap into its
etheric spirit and reveal its true nature.
I think that wording is a little...weird. I thought tainting and such actually changed it, that makes it sound like it's a sort of illusion. Maybe something like, revert it to its true nature. Or something. I dunno, I'm just nitpicking. It confused me at first.
You close your eyes and let your etheric senses reach out to touch the spirit of the ground. You find the environment here rebels against being forest, and so you let its true nature reveal itself as that of sylvan freshwater.
5087h, 2986m, 4350e, 3p, 17400en, 17282w lrxk<>-
Veonira2006-08-06 23:16:06
Oh, that makes sense then.
Unknown2006-08-06 23:18:27
I think that's because a demesne is only a thin layer on the "top" of the room, while its nature remains unchanged. It'd take something far more powerful than a puny mage/druid (even transcendent one - still only a mortal!) to change a place's nature permanently.
EDIT: The new warrior skill looks very powerful, but everyone who believes warriors didn't need an upgrade are WRONG. Especially when compared to mages.
EDIT: The new warrior skill looks very powerful, but everyone who believes warriors didn't need an upgrade are WRONG. Especially when compared to mages.
Sarin2006-08-06 23:20:20
ab druidry thornrend
Syntax: FORESTCAST THORNLASH
FORESTCAST THORNREND
Power: 8 (Any) (thornrend only)
Nature will respond when you point out a threat, viciously wrapping spiked vines
around a limb of your enemy until they writhe free. Although this is not true
entanglement, it does cause bleeding should they try to move through the forest
and also prevents them from flying. Further, if the legs are lashed in vines,
there is a chance movement is slowed (chance increases if both legs are lashed),
and lashed arms will have increased arm balance time. Commanding the vines to
rend apart your victim will cause increased bleeding depending on how many limbs
are lashed together, and if all four limbs are lashed, the vines will fatally
rip apart your hapless captive.
There.
Syntax: FORESTCAST THORNLASH
FORESTCAST THORNREND
Power: 8 (Any) (thornrend only)
Nature will respond when you point out a threat, viciously wrapping spiked vines
around a limb of your enemy until they writhe free. Although this is not true
entanglement, it does cause bleeding should they try to move through the forest
and also prevents them from flying. Further, if the legs are lashed in vines,
there is a chance movement is slowed (chance increases if both legs are lashed),
and lashed arms will have increased arm balance time. Commanding the vines to
rend apart your victim will cause increased bleeding depending on how many limbs
are lashed together, and if all four limbs are lashed, the vines will fatally
rip apart your hapless captive.
There.
Veonira2006-08-06 23:20:21
QUOTE(Cuber @ Aug 6 2006, 07:18 PM) 316104
I think that's because a demesne is only a thin layer on the "top" of the room, while its nature remains unchanged. It'd take something far more powerful than a puny mage/druid (even transcendent one - still only a mortal!) to change a place's nature permanently.
EDIT: The new warrior skill looks very powerful, but everyone who believes warriors didn't need an upgrade are WRONG. Especially when compared to mages.
It's not changed permanently though, if I taint a room but don't meld it, it eventually goes away after a little while.
Hazar2006-08-06 23:20:54
I foresee great fun with slapknuckle maneuvers.
This is fun. Thank you.
This is fun. Thank you.
Genos2006-08-06 23:21:40
QUOTE(sarin @ Aug 6 2006, 07:20 PM) 316105
ab druidry thornrend
Syntax: FORESTCAST THORNLASH
FORESTCAST THORNREND
Power: 8 (Any) (thornrend only)
Nature will respond when you point out a threat, viciously wrapping spiked vines
around a limb of your enemy until they writhe free. Although this is not true
entanglement, it does cause bleeding should they try to move through the forest
and also prevents them from flying. Further, if the legs are lashed in vines,
there is a chance movement is slowed (chance increases if both legs are lashed),
and lashed arms will have increased arm balance time. Commanding the vines to
rend apart your victim will cause increased bleeding depending on how many limbs
are lashed together, and if all four limbs are lashed, the vines will fatally
rip apart your hapless captive.
There.
I really want to see the instakill message for that!
EDIT: This makes me want to buy credits.
Unknown2006-08-06 23:22:50
QUOTE(Veonira @ Aug 7 2006, 01:20 AM) 316106
It's not changed permanently though, if I taint a room but don't meld it, it eventually goes away after a little while.
But that's what I meant.
EDIT: Hazar/Veyda - slapknuckle is griefing. Don't make me slap you!
Unknown2006-08-06 23:35:16
Very kewl.
Unknown2006-08-06 23:53:14
Okay, now to add something constructive...
Narsrim, care to elaborate how low-precision weapons will be better now than they used to be? As far as I can discern from this new ability's description, maneueve... special attacks still require the enemy to have a certain wounding level. I wouldn't exactly mind about whoring concussion - when you get a concussion, it's a sign that you should start swinging instead of jabbing, to get a brainbash.
As for knockdown - it never worked when you were on the ground anyway. This skill practically lets you focus on what affliction you want to give when targetting a bodypart, instead of several randomly chosen choices as it used to be.
I wonder do maneuvered attacks look different when compared to normal ones...
Narsrim, care to elaborate how low-precision weapons will be better now than they used to be? As far as I can discern from this new ability's description, maneueve... special attacks still require the enemy to have a certain wounding level. I wouldn't exactly mind about whoring concussion - when you get a concussion, it's a sign that you should start swinging instead of jabbing, to get a brainbash.
As for knockdown - it never worked when you were on the ground anyway. This skill practically lets you focus on what affliction you want to give when targetting a bodypart, instead of several randomly chosen choices as it used to be.
I wonder do maneuvered attacks look different when compared to normal ones...
Ildaudid2006-08-06 23:56:10
QUOTE(Skeaton @ Aug 6 2006, 06:16 PM) 316082
This looks nasty good. I feel as though not just that warriors just got an upgrade when they didnt need one, making every other class nerfed. Mages need ways to do more damage . . .
I'm sorry but you are really misguided.
Well the thorn thing is better than it started out. At least the idea was nerfed some before they came out with it.
Maneuvers seem to have some potential, and I really get disgusted when people that don't actually have the skill or fought anyone using it yet complain. Let's see how it turns out.
If this was the LAST fix to the warrior class, I am actually saddened. It seems that Roark was not allowed to work with the PB's and AL's like he wanted to. These two classes should be reviewed and corrected they are not EQUALLY balanced as some people seem to agree. When maneuvers are tweaked more they in no way will be compensation for the balancing that is needed by 2 handers. I just wish that people would actually listen to the Divine that agree with the players who are 2 handers and know the class well enough to say they need a slight modification.
Roark this is in no way an attack on you. I really appreciate you giving it a shot. It appears, sadly though that the balancing of warriors to some of the divine is not acceptable.
Soll2006-08-06 23:56:59
No, they don't. But you get a little message before the normal attacks that says: 'You execute the Pin maneuver: STRIKE COLLVAN LLEG.'
Reiha2006-08-07 00:22:15
QUOTE(Skeaton @ Aug 6 2006, 01:16 PM) 316082
This looks nasty good. I feel as though not just that warriors just got an upgrade when they didnt need one, making every other class nerfed. Mages need ways to do more damage . . .
I hope I don't come off as sounding rude, but two questions:
Are you a mage or warrior, and how often do you actually fight, either PvP or raids?