Shattered Kingdoms

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 Post subject: Re: [Idea] Feint
PostPosted: Wed Apr 16, 2008 10:51 am 
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Orac wrote:
First of all, Sypher, you've come up with an excellent skill. A very very good one. Unfortunately you've named it wrong. It shouldn't be called Feint. A feint is a fake strike that decieves and opponent into opening himself for an attack, since you are not attacking but simply dodging I don't think this is a feint. It's like enhanced dodge.


Dictionary wrote:
1. a movement made in order to deceive an adversary; an attack aimed at one place or point merely as a distraction from the real place or point of attack: military feints; the feints of a skilled fencer.


I actually did look up the definition of feint before I posted, and realized it didn't quite fit, however enhanced dodge sounds quite lame, so I left it. :p

Konge wrote:
Problem is, you would practically need another swash to keep a swash there. A swash is quite enduring and wouldn't have many problems getting out of dodge if this skill was to be implemented. I actually think that it is too powerful, considering the primus motor of pk is loot.


This is true, and something I thought about and didn't really see a huge problem with. As stated earlier feint isn't immunity to bash or trip, it's just a higher chance to dodge them. You could still bash/trip a swashy, it'd just be harder. Like you said, you could also taunt said swashbuckler with another swashbuckler. There's a multitude of one hit kill abilities and spells in the game right now as well. As it is swashbucklers are easy as hell to gank at the moment because they have to be front row, and they have no escape abilities at all, I thought given them one would be a nice addition.

Cyra wrote:
swashbucklers don't need any improving. The last one I played didn't have the bash skill but he was a spectacular tank and damage dealer regardless.

the only thing I could see swashbucklers getting at this point is (craft eyepatch) and (craft pirate ship)


Sure, so was mine, but the point still remains, you don't see swashbucklers 2 rounding anyone, especially not heavy armor classes. I'm not saying they should either, but the point still remains that swashbucklers deal inferior damage to mercenaries, and their evasion rate is lower than a mercenary spec'd in an accurate weapon with a shield on. Combined with the fact that they can't wear heavy armor, nor do they get the shield reduction to damage.

Anyways, I'll quite arguing the point though. I don't think Swashbucklers are balanced with the other warrior classes, for several reasons I cited throughout the thread. I also don't think giving them an ability that promotes something other than bash, bash, bash in PK is a bad thing, but I seem to be the minority in both categories. Back to the drawing board. :drunk:


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PostPosted: Wed Apr 16, 2008 11:50 am 
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Sure, so was mine, but the point still remains, you don't see swashbucklers 2 rounding anyone


The problem isn't that swashies can't 2 round anyone, its that some classes CAN 2 round others.


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PostPosted: Wed Apr 16, 2008 1:19 pm 
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I completely agree, but as I don't really see mercenaries or barbarians getting wimped anytime soon, in a way that doesn't affect swashbucklers, you'd have to buff them the bring them in line with the other classes.

Maybe the bash fix will be a cure-all, we'll find out soon enough I suppose.


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