Unknown2007-03-23 21:51:36
So I was thinking about warrior randomness, and how swings and jabs give different wounds and how complicated it all is. A simple idea I wanted to get out there, is what if swings never missed, but were slower than jabs? I'm not sure if jabs would be sped up and maybe lowered in damage or swings slowed down, but maneuvers seem like they would fall short to me in addressing the randomness problem because you can try to do a maneuver that involves swinging at a leg to still end up hitting the gut and doing nothing.
EDIT: By never miss I mean they would never miss the primary body part they try and hit, not that they couldn't be dodged.
EDIT: By never miss I mean they would never miss the primary body part they try and hit, not that they couldn't be dodged.
Theomar2007-03-23 22:11:55
Accurate swings would make warriors OP.
Besides, we already have accurate swings, or at least PB and AL do. It's called Assault (I *think*) and Sweep, respectively. I don't know about Assault, but Sweep is 4 power.
I'd like them to not be quite as random, but not enough randomness makes warriors overpowered.
I don't recall who said it, but they said a good quote (paraphrased) which was that warriors fall towards the extremes, as in if you make something just a *tiny* bit too much better, they become overpowered, and if you undercut something by a *tiny* bit, they become way underpowered.
Besides, we already have accurate swings, or at least PB and AL do. It's called Assault (I *think*) and Sweep, respectively. I don't know about Assault, but Sweep is 4 power.
I'd like them to not be quite as random, but not enough randomness makes warriors overpowered.
I don't recall who said it, but they said a good quote (paraphrased) which was that warriors fall towards the extremes, as in if you make something just a *tiny* bit too much better, they become overpowered, and if you undercut something by a *tiny* bit, they become way underpowered.
Ildaudid2007-03-23 22:51:17
Blademasters have lunge right and BC's have crush or pulp?
They need to just take out so much of the random die roll (aka chance factors) in attacks when wounds are high enough. It like the behead attack, the chance of it at 50,000 wounds is like what 1 in 100 when the chance of it at 4,000 wounds are 1 in 400? It is still too great. Then factor in if you would even hit the head on the hack down, which is rare in itself. Now factor in the parry, stancing, dodging, combatstyles, blunt & cutting protection, and all those other factors. You basically end up with a warrior archetype that relies way too heavily on the roll of a die. People don't seem to realize how much luck you actually need as a warrior to get off certain attacks, even with precision striking (aka cleaves, assaults, jabs, etc)
They need to just take out so much of the random die roll (aka chance factors) in attacks when wounds are high enough. It like the behead attack, the chance of it at 50,000 wounds is like what 1 in 100 when the chance of it at 4,000 wounds are 1 in 400? It is still too great. Then factor in if you would even hit the head on the hack down, which is rare in itself. Now factor in the parry, stancing, dodging, combatstyles, blunt & cutting protection, and all those other factors. You basically end up with a warrior archetype that relies way too heavily on the roll of a die. People don't seem to realize how much luck you actually need as a warrior to get off certain attacks, even with precision striking (aka cleaves, assaults, jabs, etc)
Ashteru2007-03-23 22:54:33
Crush is like lunge, and Pulp are two attacks to the head doing extradamage.
Daganev2007-03-23 23:23:02
lunge and crush take power for a reason.