Search found 587 matches
- Wed Jul 15, 2015 2:59 pm
- Forum: Feature Requests and Suggestions
- Topic: General Ability Ideas
- Replies: 20
- Views: 6841
Re: General Ability Ideas
Honestly, the more I think about it, the more I think the idea is summed up a lot better under "Dirty Tricks". Unfortunately, I don't really see it as just being a "light weapon" technique like it is but oh well. Other ideas. Shieldwall -Offers no bonus on its own, except maybe a...
- Wed Jul 15, 2015 5:03 am
- Forum: Feature Requests and Suggestions
- Topic: General Ability Ideas
- Replies: 20
- Views: 6841
Re: General Ability Ideas
Using the momentum and weight of your weapon I guess I wasn't very clear. But then I was also imaging stuff like pommel/hilt smashes, haft, etc, basically whatever you could right at that moment very quickly to take advantage of a slight opening that wasn't big enough to follow up with a proper str...
- Wed Jul 15, 2015 2:42 am
- Forum: Feature Requests and Suggestions
- Topic: General Ability Ideas
- Replies: 20
- Views: 6841
Re: General Ability Ideas
Take hand off weapon, sucker punch in the face as they admire how narrowly they dodged the giant axe? Pretty much what I was thinking. Less weapon, more of a body/contact blow. Knowing they're going to stop/avoid your attack, so doing something unexpected while they focus on that. And armor mastery...
- Tue Jul 14, 2015 4:21 pm
- Forum: General Socialization
- Topic: Music that makes you think of CLOK
- Replies: 84
- Views: 49998
Re: Music that makes you think of CLOK
I youtubed man playing the world's smallest violin and this is what I got...Solaje wrote:Is there a song for prying up 36 year old linoleum with a pocketknife? Cuz that's where I am!
https://www.youtube.com/watch?v=XdofmoYcJNE
- Tue Jul 14, 2015 3:33 pm
- Forum: Feature Requests and Suggestions
- Topic: General Ability Ideas
- Replies: 20
- Views: 6841
Re: General Ability Ideas
I'll agree with that. And the fact is, right now, I would say game balance strongly favors dodge/light weapons just because there is more neat stuff you can do with it. Personally, I'd quite happily take a knock to both the effectiveness of armor/heavy weapons if there was just more stuff I could do...
- Tue Jul 14, 2015 3:10 pm
- Forum: Feature Requests and Suggestions
- Topic: General Ability Ideas
- Replies: 20
- Views: 6841
Re: General Ability Ideas
Honestly, these ideas come from the fact that there are *no* abilities at all for the heavy armor/weapon use. Every single ability in the game beyond the generic "Mastery" abilities focuses on dodge and light weapons. As it stands, dodge is already the best form of defense, though the most...
- Tue Jul 14, 2015 1:59 pm
- Forum: Feature Requests and Suggestions
- Topic: General Ability Ideas
- Replies: 20
- Views: 6841
General Ability Ideas
Shield Mastery -Shield Use 500 Possible ideas for what it does include weighing the roll for reducing the attack penalty to your main hand, weighing the roll for your block roll, perhaps giving a second chance to attack with the shield, etc, etc. Lots of stuff it could do. Be nice to see something d...
- Sun Jul 12, 2015 12:04 pm
- Forum: Feature Requests and Suggestions
- Topic: Flurry "Echo"
- Replies: 6
- Views: 3104
Flurry "Echo"
Is it possible to have a echo when the cooldown for flurry is up? I swear some abilities do this, and not others and it really helps make them more usable on the fly instead of spamming effect/ability to see if it is still on cooldown.
Re: Gladius.
You could reduce the number of strikes due to weight, but up the damage, reduce slash but increase hack... lots of things. I think the real matter is whether the name is appropriate to the setting. But considering a dacian falx is available (love those things, boo to being so rare) then there is def...
Re: Gladius.
A shortsword, as we normally think of one, was more in proportion to a smaller longsword really. A gladius had a far thicker blade, a more rounded tip, a thicker grip and due to the two things above... a small cross-guard.
Re: Gladius.
Yeah, I suppose it's just the name I like. Heh. I'm not a master of game mechanics, so not sure how it would be different. But I mean from even a visual perspective, isn't shortsword basically just the medieval name for the same thing as the Romans had? How would you even know the difference betwee...
Re: Gladius.
There are a few cases of unique named weapon types. They're not always available outside of rare drops, even if the weapon base itself is not unique or via alterations. So. Good luck.
- Sat Jul 11, 2015 11:49 am
- Forum: Mining
- Topic: Personal Mines
- Replies: 3
- Views: 6269
Re: Personal Mines
They got turned off in the first place, because I believe the GMs really didn't want to see them everywhere. I doubt we'd see more being able to be bought.
- Sat Jul 11, 2015 11:44 am
- Forum: Mining
- Topic: Personal Mines
- Replies: 3
- Views: 6269
Personal Mines
Can we get rid of them? Except for a few of us who were about when they were available for sale, you're kind of shafted.
I don't know about the other owners, but I'd much rather see the events/minerals available in personal mines available for everyone via public mines.
I don't know about the other owners, but I'd much rather see the events/minerals available in personal mines available for everyone via public mines.
- Sat Jul 11, 2015 6:04 am
- Forum: Feature Requests and Suggestions
- Topic: Prompt on Hit
- Replies: 3
- Views: 2198
Prompt on Hit
It would be very useful and handy, if your status prompt came up when you're attacked. Might be a bit spammy for some, but I know I'd love the option if it could become one!
- Fri Jul 10, 2015 7:10 am
- Forum: Mercenaries
- Topic: Just some ability ideas.
- Replies: 40
- Views: 23001
Re: Just some ability ideas.
With a Heavy Hand -Requires high Melee and a Weapon Specialization Using weapons for any weapon group the Mercenary has specialized in, allows them to when attacking to boost the chance of a specific damage type occurring. For example, while holding a greatsword the mercenary uses heavy hand to incr...
- Fri Jul 10, 2015 12:32 am
- Forum: Hunting Areas
- Topic: Infested logging camp
- Replies: 9
- Views: 7892
Re: Infested logging camp
While I don't like resurrecting the dead, this is still a bit of an issue at the camp. Loggers roll for about 1300-1500, but the Archers are waaaay up there in the 2k+. It rather ruins any chance to hunt it if you're in the lower range. Even separating the two mobs into different parts of the area w...
- Thu Jul 09, 2015 6:47 am
- Forum: Feature Requests and Suggestions
- Topic: Examine Weapons
- Replies: 9
- Views: 5361
Examine Weapons
Just like examining armor shows how well it protects vs different type of attack would it be possible to have examining a weapon show what sort of damage types it does?
- Wed Jul 08, 2015 11:50 am
- Forum: Dwaedn Wyr
- Topic: Dwaedn as glass cannons
- Replies: 37
- Views: 21253
Re: Dwaedn as glass cannons
The only perfect solution available to situations like this is to put a hard cap on all abilities, and make all guilds virtually equally, with the only difference being they each get their own fancy combat moves that essentially don't give them any distinct advantages, but look cool as [crap]. And ...
- Wed Jul 08, 2015 11:26 am
- Forum: Feature Requests and Suggestions
- Topic: RP Commands Additions
- Replies: 15
- Views: 8477
Re: RP Commands Additions
Can we have it targeted too?Acarin wrote:Is there currently a scratch command?
scratch head
scratch chin
scratch back
scratch junk
I'd use this sort of thing all the time.
- Wed Jul 08, 2015 11:02 am
- Forum: General Hunting and Combat
- Topic: Skill gain in offensive tactics
- Replies: 23
- Views: 16374
Re: Skill gain in offensive tactics
I'm trying to say that tactic offense causes a minor increase in attack and a huge drop in defense. It's not a great tactic unless you need to go into it for an ability. I'd like to see it brought up to be more like other tactic. Instead of getting rid of skill gains, providing a decrease in defens...
- Wed Jul 08, 2015 10:50 am
- Forum: General Hunting and Combat
- Topic: Skill gain in offensive tactics
- Replies: 23
- Views: 16374
Re: Skill gain in offensive tactics
I don't necessarily agree with this change but I assume it's done so no discussion there. What I've always had an issue with is the roll changes provided by each tactic: tactic none - baseline normal rolls tactic parry - half offense, double parry, no dodge tactic dodge - half offense, double dodge...
- Wed Jul 08, 2015 8:38 am
- Forum: General Hunting and Combat
- Topic: Skill gain in offensive tactics
- Replies: 23
- Views: 16374
Re: Skill gain in offensive tactics
As for dodge training... With access to a monk and a brofist, along with someone on the side to tutor you (or the brofist himself if you are good enough at brawling to let him get his combos most of the time even while tutoring) dodge flies up. Once alchemy hits, and with it almost certainly other ...
- Wed Jul 08, 2015 7:40 am
- Forum: General Hunting and Combat
- Topic: Skill gain in offensive tactics
- Replies: 23
- Views: 16374
Re: Skill gain in offensive tactics
It would also be nice to see some mobs in general that give greater gains than normal. For those super tough mobs, whether it is because they're in heavy armor and knocking people over or summoning other mobs... or whatever combination of horrible stuff, have them give greater gains for people than ...
- Wed Jul 08, 2015 12:31 am
- Forum: General Hunting and Combat
- Topic: Skill gain in offensive tactics
- Replies: 23
- Views: 16374
Re: Skill gain in offensive tactics
I won't be surprised if people spar or tutor more to get around this. Or tutor and then spar with that person. It would be nice seeing the gain for dodges not just based on the roll but also on attack type. For example gains as they are vs stuff like raking claws and daggers but more against medium ...