37047, RE: disagree on all points
Posted by sorlag on Wed 31-Dec-69 07:00 PM
>1.) What makes thieves "scary" (the more appropriate term is >annoying) is the skill steal. Having two or even three entire >thief paths doesn't make a thief overwhelmingly tough it just >gives them a lot more utility. I mean honestly what >combination of thief paths really worries you more then the >steal skill. You can't remove the steal skill and have them >still be thieves and what is annoying is that if you die in a >PK there is a chance someone makes off with your gear. If you >have to deal with a thief there is almost a garuntee that you >will have to replace most of your inventory which is time >consuming(especially prep bags) and it is significantly >easier for a thief to steal from you then it is to be turned >into a corpse in general. It is also frustrating because it >can be near impossible to retaliate against a thief who is not >interested in trying to kill you.
There is a big difference between "scary" (PK strength) and simply annoying people by being a steal-n-run thief.
I think thief points translate directly into toughness, which is why thief skills have costs and prerequisites. Likewise, the original-original-poster (Dirt?) was complaining more about the number of strength of a certain thief's abilities. Obviously skill, game knowledge, gear, etc. all play a huge role in PK toughness as well, but specifically in the case of thieves, paths/points definitely make or break characters.
Steal is never going away, and in practice, it's use is probably 90% nuisance and 10% tactics. That is to say that most thieves use steal to score nice gear and not simply to disable a person as part of a larger scheme to PK them. It's a VERY potent skill in PK, but totally separate from PK, it's also a very annoying skill. I think most people have a problem with the latter, not the former.
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