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Gameplay | Topic subject | Bedouin ideas. | Topic
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23034, Bedouin ideas.
Posted by Dallevian on Wed 31-Dec-69 07:00 PM
Bedouins lose bearcharge and snare. I think it'd be cool if they had a sandswirl spell, cast only in deserts, that gives a 1 or 0 hour entwine type effect. Maybe the winds are so powerful that they can't escape through them, or maybe they can flee only to find themselves right back in combat in the exact same room due to the lack of visibility.
Anyway, just thinking that bedouins need something to help seal kills and a cool level 40+ spell would fit the bill (even cooler if the spell could effect multiple enemies, not just one).
Second idea. Allow bedouins to summon (through a spell) a sandstorm to blast into a non-desert area and turn that room into a desert, similar to a druids plant growth. The sandstorm can only transform one room every few days and that room must be adjacent to an actual desert-flagged room (so eastern doesn't turn into a huge desert).
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23052, Bedouins seemed based on the flowing sands...
Posted by UncleArzzra on Wed 31-Dec-69 07:00 PM
And their techniques have the essence of dance within them because of this.
So I would say give the current Bedouin skills different results depending on what skill he or she used before it. I am not very good with ideas of what could result but here is an attempt:
dirt kick followed by sandswirl: removes ranger + the blinded opponent to a nearby place where they continue the fight. Has the potential to cause the opponent to fall, drop an item, or become disoriented.
resist heat followed by sandswirl: the sands the ranger brings up are filled with the heat he has shed and they do great damage. Slight malediction that would be appropriate.
whirling simoon followed by backrake: slight chance of knocking a blinded target out of the battle and if backrake hits either the targets AC or dex is eroded as the backrake opens up areas for sand to enter.
dervish dance against blinded enemies: anyone blinded has a chance of being hit multiple times by either the ranger OR their own allies as the melee becomes disoriented.
whirling simoon followed by warcry: a chance for the ranger to use the desert winds to amplify his voice potentially causing deafness. Possible to stun an opponent is who not already deafened.
whirling simoon + dervish dance: the ranger does greater damage to his foes and has a chance of receiving the same result as dirt kick+sandswirl to isolate an enemy.
These are just ideas. I like the idea of a Bedouin becoming more dangerous as a fight goes on in that they are able to string together attacks. It seems to parallel the desert's dangers.. heat..small wind.. blinding wind.. roaring gale....bury your butt under a ton of sand wind!
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23044, RE: Bedouin ideas.
Posted by Elerosse on Wed 31-Dec-69 07:00 PM
>Bedouins lose bearcharge and snare. I think it'd be cool if >they had a sandswirl spell, cast only in deserts, that gives a >1 or 0 hour entwine type effect. Maybe the winds are so >powerful that they can't escape through them, or maybe they >can flee only to find themselves right back in combat in the >exact same room due to the lack of visibility. > >Anyway, just thinking that bedouins need something to help >seal kills and a cool level 40+ spell would fit the bill (even >cooler if the spell could effect multiple enemies, not just >one). >
Not that Bedouin's couldn't use a little something extra but all ranger professions except Explorer and Survivalist have some lagging/slowing affects built in when mixed with bedouin.
Animist: Primordial Vengeance and Cloud of Wasps Hunter: Aimed Shot Savage: Savage Blow Beastmaster: Cloud of Wasps
None of them are as useful as bearcharge in general but they can all help slow down/lag someone to help with sealing kills.
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23036, RE: Bedouin ideas.
Posted by Zulghinlour on Wed 31-Dec-69 07:00 PM
>Bedouins lose bearcharge and snare. I think it'd be cool if >they had a sandswirl spell, cast only in deserts, that gives a >1 or 0 hour entwine type effect. Maybe the winds are so >powerful that they can't escape through them, or maybe they >can flee only to find themselves right back in combat in the >exact same room due to the lack of visibility. > >Anyway, just thinking that bedouins need something to help >seal kills and a cool level 40+ spell would fit the bill (even >cooler if the spell could effect multiple enemies, not just >one).
Personally, this is where I think they need the help too, but this doesn't get me overly excited (and to be honest, I don't know that much about rangers since the revamp).
>Second idea. Allow bedouins to summon (through a spell) a >sandstorm to blast into a non-desert area and turn that room >into a desert, similar to a druids plant growth. The >sandstorm can only transform one room every few days and that >room must be adjacent to an actual desert-flagged room (so >eastern doesn't turn into a huge desert).
I don't see this happening.
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23040, More Bedouin ideas.
Posted by BaronMySoul on Wed 31-Dec-69 07:00 PM
Here's how I see it:
-Bedouins lose everything that prevents escape except lash. From a terrain standpoint, this makes perfect sense. From a gameplay perspective, you don't want Scion to suddenly become full of rangers, and that makes sense.
-Desert is probably the smallest terrain % of any other area. You sacrifice the most important skills for very, very niche skills/spells in return. Compared to the 2nd smallest terrain choice (swamps), they get huge bonuses to compensate.
Perhaps the answer isn't giving them acces to lagging moves, but toughening them up a little bit. Many people think command denial is the end-all, be-all of killing anyone, but damage output can be just as effective. Upping their damage output with a skill I think would shut a lot of people up as far as "Bedouin's suck".
Skills/Ideas:
Zealot's Warshout - An automatic skill that, as you fight, adds +1 damroll up to a certain maximum for a short amount of time.
Sunspotting - An automatic skill. When you are in the outdoors in a place where there are few obstacles (desert or plains) and the sun is shining, you position your body between your opponent and the direction of the sun. When the brightness of it blinds them you sneak in for an extra attack. Only works during the day.
Scorpion's Deathstrike - During a fight with a wounded opponent (gushing) and while wielding a bladed weapon, you trip them to their knees, raise your weapon, and strike down with all your might. 3 round lag for you, 1 for them. Causes big damage with a small % chance of killing them (about the same as cleave).
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23050, Guess what I do versus those skills
Posted by Scrimbul on Wed 31-Dec-69 07:00 PM
c word
flee;q return
You need something that does more damage than trip, less than pincer, doesn't permalag like bearcharge can under optimal conditions (which aren't all that hard to obtain depending on how stubborn your opponent is about walking into the wrong terrain) and can't be blocked/prevented and doesn't have variable lag like bash, shieldbash, weapontrip, roundhouse and numerous other lagging skills. It needs to miss as often as misdirect or pincer currently does. Those conditions altogether would make something unique for the bedouin terrain. Otherwise you're pretty much stuck with savage blow. Anything else is grasping for straws.
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23041, RE: Bedouin ideas.
Posted by asylumius on Wed 31-Dec-69 07:00 PM
How about giving Bedouin a hybrid waylay / ambush-drive type attack? Using their natural ability to camouflage and the swirling sands as a distraction, a Bedouin ranger can waylay an opponent as they enter the room and silently drive them into an adjacent room, initiating combat. The skill would be most useful when groups are passing through an area. As a caravan (or whatever) moves through the desert, the Bedouin is able to target one person and isolate them from the group. The skill could fail completely, in which case the victim would hit the ranger and (if applicable) the victims group would assist, or it could semi-fail, driving the person into the other room but either not starting combat or giving the victim the first hit.
The skill would be pretty limited in application, but so are Bedouin in general, and it has some potential killing power without lag, given a smart player.
Logically, a Bedouin probably wouldn't wear heavy, thick armor, preferring lightweight clothing instead. Perhaps give Bedouin rangers a tanking bonus or some other combat advantages while wearing armor that is light or made of cloth.
Perhaps in line with the above idea, Bedouin could get some kind of special feint or auto-feint, based on weather, clothing, etc. The sand and wind might blind the Bedouin's opponent, depending on head wear, conditions, or something like that.
As a minor perk, perhaps make Bedouin resist heat give the ranger a longer timer on thirst? You would think a Bedouin would be somewhat more adapted to surviving on less water. This would probably wind up being insignificant though.
Another small bonus could be applied to their pathfinding. Since Bedouin do a lot of walking in terrtain that can be pretty flat and hard, perhaps give them added pathfinding on roads, trails, or even civilized rooms? It makes sense that someone used to walking on flat, hard earth all day might be more used to roads than someone who is used to swamps, mountains, etc.
A useful skill or two, even niche ones, would probably make Bedouin more interested and viable. Even a handful of minor perks or tweaks to existing skills and game mechanics would probably go a long way.
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23042, RE: Bedouin ideas.
Posted by BaronMySoul on Wed 31-Dec-69 07:00 PM
>Another small bonus could be applied to their pathfinding. Since Bedouin do a lot of walking in terrtain that can be pretty flat and hard, perhaps give them added pathfinding on roads, trails, or even civilized rooms? It makes sense that someone used to walking on flat, hard earth all day might be more used to roads than someone who is used to swamps, mountains, etc.<
That could do it right there. Give Bedouins a limited wilderness fam for non-city civilzed places that are outdoors (like roads). They can't camouflage, but they can tank, since roads of this time were mostly dirt anyway. Would make the bedouins a viable choice.
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23043, RE: Bedouin ideas.
Posted by asylumius on Wed 31-Dec-69 07:00 PM
The whole thing might learn too much towards what Explorers are, but it's difficult to give something unique to such a tiny niche, and I'm sure most people would rather see something about bedouin change, even if it did overlap something else a tiny bit.
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23051, wall of swirling sands
Posted by laxman on Wed 31-Dec-69 07:00 PM
a bedoine creates a localized sand storm that makes finding ones way difficult.
for people just walking through this could work like a randomizer with a big chance of getting lost in the sands and not going anywhere. In combat it would also have a high chance of disorienting fleeing victims making them wind up nowhere.
I feel this can situationaly give sand rangers a bit more kill sealing with being unique. You can tweak the getting lost in the sands part to make it fair and it can also help split up groups.
just another idea to throw on the pile.
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