Siam2012-10-02 14:10:21
For the next 60 seconds, all damage done by the bard is doubled. :)
Rakor2012-10-02 14:55:33
Finally, a decent suggestion from Siam. Let's get that envoyed and implemented. We're done here, good job everyone.
Unknown2012-10-02 14:56:46
Hey, he just suggested the best idea yet so far. No hating on us bards, you! :P
Eventru2012-10-02 15:13:24
Maybe it should buff all cutting/blunt-type damage.
That's useful for monks AND bard.
That's useful for monks AND bard.
Enyalida2012-10-02 15:17:16
What cutting/blunt do for bards? Only two of the specs do that type of damage, aye?
Siam2012-10-02 15:38:24
Eventru:
Maybe it should buff all cutting/blunt-type damage.
That's useful for monks AND bard.
It should just buff physical and magical damage. Tada. Blanket buff!
Unknown2012-10-02 17:11:55
Stop trolling, Eventru :(
Not all bards! Only.... One type. (Two?) - I forget. I am so focused on lolDivinus, heh.
I still vote we just delete the current effect and replace with a +1 to crit. (2P, 60 seconds.)
There. Problem solved. Fixes for both classes.
Not all bards! Only.... One type. (Two?) - I forget. I am so focused on lolDivinus, heh.
I still vote we just delete the current effect and replace with a +1 to crit. (2P, 60 seconds.)
There. Problem solved. Fixes for both classes.
Unknown2012-10-02 17:13:33
Ignore this post because I am clearly a retard today.
Zynna2012-10-02 17:20:56
What about being able to use your physical prowess to stay in the same elevation for X amount of time? e.g. if city acro fighting in forest, can't be raised into trees (but could still be force moved to another ground level room) or if forest acro could stay in trees, but still be moved into another tree room.
Enyalida2012-10-02 17:33:55
That's very specific and punishing towards a single archetype (druids), who are the only ones who have to actually deal with more than one elevation on a regular basis.
Janalon2012-10-02 19:47:33
Eventru:
Maybe it should buff all cutting/blunt-type damage.
That's useful for monks AND bard.
I've played many, many MUDS. One in particular called After the Plague (ATP) hosted a "Bodyartist" class that very much like the Acrobatic skill set. Though, in that world you needed to dissect corpses to learn body types; the more you learned a body type, the more you understood "pressure points", the more often you would crit against that particular race. Very interesting mechanic.
I could see how the basis of that idea could be implemented into Lusteria. Basically the assumption that a Trans Acro understands musculature & ligature enough to apply pressure points on an opponent. Effectively. You could go with either Damage Bonus (to all damage types) or Enhanced Crits as a "burst defense." Yeah, I could agree to that...
EXCEPT monks already have crazy damage mod bonuses. I don't see the need to add another layer of damage bonus to monks. Even on a limited basis. Though, there is some precedent with Psymet getting +10% wounds through DoublePain. Straight damage is far less beneficial than adding to wounds (at least for the monk). I honestly don't know enough about bards to say whether this would be needed.
Thoughts?
Unknown2012-10-02 20:42:42
Damage bonus, please.
Asmodea2012-10-02 22:43:05
Any sort of damage bonus to either monk or bards is not going to happy.
Sylphas2012-10-02 23:14:06
Crit bonus would be fun, and pretty limited in PvP. Can you even crit against most player-controlled mobs any more? I know at least a few of them were given crit protection.
Asmodea2012-10-02 23:15:42
Sylphas:
Crit bonus would be fun, and pretty limited in PvP. Can you even crit against most player-controlled mobs any more? I know at least a few of them were given crit protection.
I don't believe you can Crit Player mobs anymore maybe with a few exceptions, however the idea came as a result of trying to think of something that wouldn't OP a bard or a monk but still be useful to both.
Esano2012-10-03 01:33:43
If it's going to be a crit buff, it should be permanent, not temporary: see Paradigmatics GoodLuck, a permanent +crit at Virt + 25%.
EDIT: How about a skill that lets you avoid on-entry/exit triggers like programmed illusions, phantomwalls, traps, engage, etc. for a limited time? I think stealth evade works a bit like this, so the mechanics should already be possible.
EDIT: How about a skill that lets you avoid on-entry/exit triggers like programmed illusions, phantomwalls, traps, engage, etc. for a limited time? I think stealth evade works a bit like this, so the mechanics should already be possible.
Sylphas2012-10-03 02:04:12
I think that's the most acrobatically themed change I've yet heard for it, actually.
Eritheyl2012-10-03 03:06:26
I like it.
Unknown2012-10-03 03:18:47
Ditto. As an acrobat, this pleases me.
Malarious2012-10-03 03:26:12
Esano:
If it's going to be a crit buff, it should be permanent, not temporary: see Paradigmatics GoodLuck, a permanent +crit at Virt + 25%.
EDIT: How about a skill that lets you avoid on-entry/exit triggers like programmed illusions, phantomwalls, traps, engage, etc. for a limited time? I think stealth evade works a bit like this, so the mechanics should already be possible.
Evade actually sucks, heh. how long did you intend this skill to last and at what cost? The avoiding traps would be the biggest thing, but in anything but groups it would just waste power (1v1, they just walk around and wait for your time to run out if they want).