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Re: quests in 6.12a
Posted: Thu Nov 01, 2012 4:42 pm
by Sarumar
Mino wrote:If the stats change to a higher AP cost, then the name should be changed too because "quickstrike dagger"won't be appropriate anymore. I think it's good to have that one weapon with 3 AP attack cost, and being sold in Loneford means you can't just get it right away.
I agree with mino but becauce QsD is now "The Weapon" I suggest to make a bit weaker. How about if it stats are; AP 3, AC -30%, BC -20%
fiernaq wrote:
In summary I would say that most of the weapons need adjusting. Since AT is not linear meaning that you can go pretty much anywhere and visit just about any vendor you want very early on I would suggest that we cut back on the number of items we have but make each item have its place in actual play. In other words, price/stats should be the primary sort order. There should be a nice cheap item that's not all that great but for the build is perfect and at the price it should actually be considered a worthwhile investment for a low lvl player focusing on that build. Then there should be higher priced and more effective items for each build. There shouldn't be any "worthless" items... items too high priced and with too few stats to ever be a viable option. I would also suggest that the price difference be much higher between low stat items and higher stat items so that a lvl 1 player will never be able to afford the uber 1337 items but a lvl 100 player will actually have items in the shops that are worth spending his 50k gold on because they provide that much of a benefit over the cheaper items.
Maybe that's something I'll work on over the next few days... take the current item list and try to redesign each item to actually have a place in the game.
+1 I totally agree
I love to see some hardhitting slover weapons... Gutsplitter was a good start...
Re: quests in 6.12a
Posted: Thu Nov 01, 2012 5:01 pm
by Mino
I think giving the QSD negative AC is going too far but it might be reasonable to lower it to 15% or even 10%.
+1 on the Gut splitter. I still hope to use it one my base AD is high enough for 2 hits to be enough, and with cleave,I get a third hit after the first kill in a mob fight.
What if using the woodcutter's gloves lowered the attack cost of only the gut splitter by 1AP? That would make it more usable and work with the themed set idea.
Unarmed attacks changes in 0.6.12
Posted: Thu Nov 01, 2012 8:58 pm
by Antison
There's been a lot of discussion about unarmed attacks having its attack cost bumped from 3AP to 4AP and this got me thinking.
Instead of bumping it to 4AP, why not leave it at 3AP and apply a negative actor condition? The "Minor Fatigue" actor condition that we see with the Shadowfang is an excellent choice as an unarmed fight takes a lot out of you (see American Boxing).
Minor Fatigue
increases attack cost by 2AP
lowers attack damage by 1
Move cost penalty of +2AP
Another logical choice but with much less negative effect is the "Bleeding Wounds" actor condition. Bear knuckled fighting is bound to cause bleeding of the hands. Have you seen some of those NPCs that you would be hitting barehanded? Ouch!
Re: Unarmed attacks changes in 0.6.12
Posted: Sat Nov 03, 2012 9:47 am
by Shaaw
Tek if it makes you feel better, I'm all for that idea...
Re: Unarmed attacks changes in 0.6.12
Posted: Sat Nov 03, 2012 10:52 am
by Antison
Shaaw wrote:Tek if it makes you feel better, I'm all for that idea...
It's not about feeling better, it's just that I think it's a good idea and thought it would generate more conversation.
Thanks for the reply.
Re: Unarmed attacks changes in 0.6.12
Posted: Sat Nov 03, 2012 1:15 pm
by Shaaw
To expand on that idea, you could have a line of hand protection that would modify the chance of the actor effects coming in to play... For example if unarmed you had a 15% chance per hit of causing 1x bleeding wounds with no other modifoers... you could have brass knuckles which decrease it to 10% chance of bleeding wounds but add 10% of minor fatigue and also give a 10% chance of causing bleeding wounds in the target... another item could be boxing gloves which reduce the chance of bleeding wounds to 0, but increase minor fatigue to 10% and decrease damage by 5-10 or something like that.
Re: Unarmed attacks changes in 0.6.12
Posted: Sat Nov 03, 2012 3:09 pm
by nyktos
actually, i was trying to brainstorm a few ways to give critical hits to Unarmed Fighting...
nothing like Brass Knux or Dusters - because those are weapons.
but, maybe like... bracers, or some kinda wrap for your wrists...
i dunno - maybe a skill or something?
just some random thoughts...
Re: Unarmed attacks changes in 0.6.12
Posted: Sat Nov 03, 2012 4:39 pm
by Mino
Maybe a new necklace? I've that includes a critical multiplier as well as a critical hit skill. It'd add its phrased now, "enables critical hits with a multiplier of 3", or even make it 3.5 but make it so you can't equip a weapon while wearing it. Might even give the JoF since competition.
Re: Unarmed attacks changes in 0.6.12
Posted: Sat Nov 03, 2012 4:46 pm
by Antison
Mino wrote:Maybe a new necklace? I've that includes a critical multiplier as well as a critical hit skill. It'd add its phrased now, "enables critical hits with a multiplier of 3", or even make it 3.5 but make it so you can't equip a weapon while wearing it. Might even give the JoF since competition.
now you're talking about making it stronger than it was before we "nerfed" it. Why?
Re: Unarmed attacks changes in 0.6.12
Posted: Sat Nov 03, 2012 4:50 pm
by Mino
I never really agreed with nerfing it to begin with.