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Gameplay | Topic subject | Dash, Traps/Briars/Deadfall | Topic
URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=13883 |
13883, Dash, Traps/Briars/Deadfall
Posted by Scrimbul on Wed 31-Dec-69 07:00 PM
I would like to know if my supposition is that the skill Dash is built primarily, or solely, on the premise of getting the first strike in past spammers. There's three possible answers rather than two:
The supposition is correct entirely.
It's partially correct/incorrect.
Dash and whether it works correctly in the situation I'm about to ask about, is a situation similar to Lore, in which there are realism/game balance reasons for both sides and it's correct usage hasn't been decided yet or may change in the future, similar to Lore's improvement rates.
If the first or third answers are correct, read on, otherwise feel free to stop this thread here.
Should people be able to use Dash, legacy empowered or otherwise, to dash past deadfall traps, thief traps and briartangle?
Is it a reasonable assumption that we could determine how the above three are handled based on how Dash works with original ranger snare?
I've had a few situations where I'm counting on the fact that people are going to use dash, and in some instances Maelstrom's uber undocumented extra feature, and it backfires because dash ignores the traps set.
I'm thinking Dash is like barrelling through the room at the highest speed possible to get the first strike in. There's no time to pick a careful path into the room to strike someone, no stopping and looking, and no warrior in CF should be Flash Gordon and be able to simply be so fast as to ignore even Briar tangle, which is a huge friggin' bush. They should be hitting every possible trigger in the room for every possible room trap simply because they can't stop themselves. Why else would they trip and blunder as a fail message?
There are other folks who say that Dash's speed should do exactly the opposite, dash isn't just for spammers but it's also used to be so speedy as to ignore things that would happen to them upon entering the room, so they can initiate combat period. What this means however is it eliminates tactics on the potential dash victim's part, and forces them into toe to toe battles, something I was under the impression Bash and Trip were intended for, not Dash. Under this argument, Dash is a skill intended to protect the warrior rather than be solely offensive.
For the purposes of game balance, which is correct? And is it even possible to change any of these situations or is it too much work in coding? I don't think it's necessary to go as far as proposing, if Dash can ignore traps and room preparations, it may as well ignore guild and cabal guardians as well...
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13884, RE: Dash, Traps/Briars/Deadfall
Posted by nepenthe on Wed 31-Dec-69 07:00 PM
Dash doesn't allow you to ignore traps. A deadfall rock is still going to crack you in the head (if it would normally).
Granted, a snare is somewhat, but not entirely less useful due to the way this times out. Ditto knockout traps.
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