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Topic subject | Defense Edges |
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URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=55048 |
55048, Defense Edges
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
Random discussion topic of the day:
Some abilities have edges that act as a weak counter to them, such as Fortitude of the Flesh vs. Rot or Footwork vs. kicks.
What ability doesn't have an edge of this kind, but you would pick if it did?
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55345, Another newbie edge
Posted by incognito on Wed 31-Dec-69 07:00 PM
Can we have an edge that let's newbies accrue credits at the bank? Maybe funding from a sponsor, a bit like tribes accrue wages?
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55342, Also
Posted by incognito on Wed 31-Dec-69 07:00 PM
Can we maybe have a way to give up edges? No refund of edge points.
Basically if we find an edge has a big drawback that we weren't aware of, we can remove the edge.
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55346, I love the idea of giving up edges
Posted by Artificial on Wed 31-Dec-69 07:00 PM
Perhaps make a very expensive edge called Regret, or something, which allows you to unlearn all edges, reclaim your edge points (except regret) and spend them elsewhere?
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55140, Long Pondered Edges
Posted by Amora on Wed 31-Dec-69 07:00 PM
Elusive Target Switching to target you in combat is more difficult, causing a delay for your assailants action and even a slight chance to fail.
Will to Live You've adapted your fighting style to survive villagers most deathful blows. You mitigate deathblows to a degree, but leave yourself open to slightly more melee damage.
Imperial Collusion Due to deals struck with your centurions, toll taxes go towards your donations.
Abandoned Effort When evaded, you recover faster from the failed action attempt.
Loyal Guards (IMM awarded) Your tribunal guards rally in the cause, being less likely to rebel.
Aquatic Adept Oceans become for Druids natural with associated increased powers. Exclusive with desert/swamp options.
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55132, Winner:
Posted by Tsunami on Wed 31-Dec-69 07:00 PM
discuss guildmaster "I'm a halfing"
You discuss with your guildmaster about how you are a halfling and you become one!
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55141, RE: Winner:
Posted by Swordsosaurus on Wed 31-Dec-69 07:00 PM
I knew what this was going to be before I opened the post. Not because you're always on about halflings, but because it was titled winner. How can this not win?
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55131, RE: Defense Edges
Posted by Arvam on Wed 31-Dec-69 07:00 PM
Here's a few random ideas I had. Some of these might already exist since I don't know all the edges yet. :P
Quick Hands When you get disarmed you have a high chance to automatically pick your weapon back up.
Resilient Mind Reduce and/or negates the mana regen penalty from things like bleeding/plague/etc. Could be one of those edges with a couple of tiers.
Expert Coward Reduces the chance of being hit by parting blow.
Escape Artist Reduces the chance things like parting block/cutoff/STSF block work.
Light Sleeper If you get slept by any means, has a chance to reduce the number of hours you sleep. (Or maybe it gives you a chance to wake up from any offensive spell that wouldn't normally wake you up.) As a penalty to this your general sleeping regen is slightly nerfed.
Heavy Sleeper Not quite the opposite of the above. Big sleeping regen bonus, however if you sleep you can't wake back up for at least a tick. (No sleep/wake/where/sleep/wake/where spam. It makes sleeping a bigger risk with better regen.
Juke Artist (Okay, better name required) Reduces the chances things like charge set/counter attack work.
Resilient Vision Reduces the duration of magical/divine blindness.
Resilient Back Reduces the chance of being spine broken and/or reduces its duration.
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55119, RE: Defense Edges
Posted by Kalageadon on Wed 31-Dec-69 07:00 PM
How about some minor resist to a single element or non-physical attack type. For the varying races this could be explained from where they were raised or events that they experienced, much like home terrain edges for humans.
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55116, Summon and zombies.
Posted by Necro11 on Wed 31-Dec-69 07:00 PM
I know this has been addressed many times but I'd at least like to see an edge that makes it harder to summon zombies. Or maybe makes it so they can't be summoned from a graveyard at least? When a summoner takes the time to find the right number zombie to summon he can force a necro to do nothing but sit on a foreign continent or in a guild.
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55117, RE: Summon and zombies.
Posted by incognito on Wed 31-Dec-69 07:00 PM
I used to leave them in a place they can't be summoned, like a guild, and word out. When I needed them I'd collect them. Alternatively learn where they like to summon them to (voralian city is a fav) and hire someone to kill them there if you can't do it yourself.
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55118, Leaving them in a guild works fine.
Posted by Necro111 on Wed 31-Dec-69 07:00 PM
Until someone kills the guild guard and slaughters them in the guild. Or you need them, go get them, step out and watch them disappear one by one.
I found if you're real lucky and know which number they are you can sometimes get them back but people got wise enough to figure out ways to keep them from fleeing at all. In which case you're just SOL.
I understand that zombies are very powerful and especially in the middle ranges can be close to unstoppable. But given how hard and time consuming they are to raise (especially at that range) allowing them to be slaughtered by people you can't even pk for it just seems wrong to me.
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55120, RE: Leaving them in a guild works fine.
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
>Until someone kills the guild guard and slaughters them in >the guild.
I have literally never seen this happen.
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55121, RE: Leaving them in a guild works fine.
Posted by incognito on Wed 31-Dec-69 07:00 PM
How about an edge that let's you tell when your zombies are attacked if they are not with you.
I know "group" does this but the edge would send you an echo if it happens.
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55124, I don't see the use in this.
Posted by Necro111 on Wed 31-Dec-69 07:00 PM
It's kind of like getting a call from a credit monitoring site that someone has used your SS number to open lines of credit. And they've already spent 30 grand.
Nice to know I guess but a day and a dollar late.
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55123, I've had it happen more than once.
Posted by Necro111 on Wed 31-Dec-69 07:00 PM
In each case it was a battle rager. I imagine they just typed where zombie. I suppose I could have used a more out of the way guild but that makes it even more inconvenient to go and get them when they're needed.
Which I guess brings me to my ultimate point: why should such an integral part of a class be so easily circumvented? Why should something that is such a time sink be rendered useless by Maran in a locked room with free time on their hands?
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55126, RE: I've had it happen more than once.
Posted by TheBluestThumb on Wed 31-Dec-69 07:00 PM
You're being a little bit of a bitch.
I've never, ever, seen someone break into a guild to kill zombies unless they broke into the guild to kill the necromancer, the necromancer worded, and left his zombies behind. I'm willing to bet that's what happened here.
If it's a battlerager, than he can't summon them. So, you know, don't leave them behind.
If Maran have figured out your number, take them off continent, go to any graveyard with low lvl zombies and kill a few, #### up their number counter even more.
There's a -lot- of zombies in the game. You do this a few times and all of a sudden your zombies are pretty far down the list. God forbid if you decide to go all out and just go disrupt-happy in the mausoleum. Hell, take your zombies with you while you do it, they can't be summoned from there.
This is the tradeoff built into the class. Otherwise, we'd have lvl 36 human necros with zombie armies rolling over their range. Something that they can do easily now. (granted, I haven't seen it done lately, but that doesn't mean it can't be done. Palmer did it for the better part of a year.) The whole hero-summoning-zombies thing is an inconvenience, but you can do your part to inconvenience them.
And, what is your solution? Make them un-summonable? There is no counter for that. Then if a necro is willing to invest the time, he's got a ripped set of zombies for the duration of his login and one of the main ways to counter those zombies is taken away.
I'm cool with making necro zombies unsummonable, if necros lose the summon spell.
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55127, RE: I've had it happen more than once.
Posted by Necro111 on Wed 31-Dec-69 07:00 PM
How is making a counter point being a bitch? You've "never, ever" seen it happen so it must be impossible? And I don't leave them behind (which the poster I replied to was saying I should) because of this very occurrence.
If a Maran figures out your number take them off the continent? How close do you hang out to a new continent? Do you know how fast someone could summon 3 zombies? I guarantee it's faster than you could run across eastern road. The Mausoleum is a valid tactic but again why limit a class to idling in a guild or graveyard simply because they're using the staple ability of their class? I'd expect a ultra aggressive player like yourself to see why this is stupid.
And yet it is inconvenient. And you can inconvenience them but it's just going to slow them down. Zombies are harder but what about constructs? Golems? Greater undead? How do you mask them?
My solution isn't to make them unsummonable. My solution (and the reason I posted in this thread) is requesting an edge that makes it harder or at least tells you (ala Transportation Sensitivity) when someone is trying.
And it's still possible to kill someone's zombies if the necro flees. Ever try to kill an outer with a necro and have your whole army get attacked and flee inside the enemy cabal because you had to flee? There's plenty about being a necro that already sucks. This just renders them unplayable if certain heroes are on.
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55128, RE: I've had it happen more than once.
Posted by TheBluestThumb on Wed 31-Dec-69 07:00 PM
I'd be okay with an edge letting them know someone is trying to summon them. I didn't know you'd proposed that, so, my bad.
As far as the Mausoleum tactic, I wouldn't idle there, just kill enough zombies to give yourself the summoner a hell of a lot of trouble to sift through if he wants to summon your #### -that- badly.
Golems/greater undead/constructs...I dunno, I've never tried to summon those, didn't even register to me when I had my paladins. Granted, with my paladins I'm usually out fighting.
I will give you what I can only imagine is the extreme frustration that would come with a hero paladin/shaman ruining your hour+ of hard work via summon. That said, I have a hard time feeling too badly, since a necro can be just so, so deadly all the time. Even without zombies. With the right zombie outfit, they're a true wrecking ball and a force throughout the ranks.
Being slept by a necromancer, especially if it's in an area with one (or preferably more) closed doors, is almost a death sentence for 99% of people, barring extenuating circumstances. There are very few things as frustrating as that. Due to their absurdly high power ceiling, I just don't mind the inconveniences they have to put up with.
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55078, RE: Defense Edges
Posted by 34-inside on Wed 31-Dec-69 07:00 PM
After reviewing some logs and watching me kill myself due to counter attacks, maybe an edge that takes away from riposte/concealed/swiftstrike.
Maybe an edge that allows a chance to evade riposte/concealed/swiftstrike type attacks?
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55069, I'd give up all edges for a weak anticipate
Posted by Artificial on Wed 31-Dec-69 07:00 PM
If I can anticipate all my opponent's moves, I should be able to have a benefit for it. As it stands, if I know that I'm going to get pincered, I kind of just have to take it, since it doesn't have a direct counter.
Might lead to some different tactics being used for once.
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55070, Especially when a move is repeated
Posted by The Heretic on Wed 31-Dec-69 07:00 PM
How about a stackable evade bonus when someone repeats the same move over and over?
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55167, Tricky to track, but:
Posted by Valguarnera on Wed 31-Dec-69 07:00 PM
I like this general concept, and/or extending the Anticipate mechanic (in a weaker form) to other abilities. I may be biased, but I like how Anticipate plays out in practice.
Not certain an Edge is correct for this-- code-wise this would probably require a new skill/command, or a significant rewrite of Anticipate.
valguarnera@carrionfields.com
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55488, IMHO
Posted by incognito on Wed 31-Dec-69 07:00 PM
Anticipating the wrong thing should make you more vulnerable to other things, as they are catching you by surprise.
Also, anticipate on everyone makes the monk class less unique, and also can be used by classes with almost no weaknesses to make those weaknesses less important.
I can see people defaulting it to anticipate assassinate, or ambush / snare when in the wilds, and thus countering some core abilities of characters. Why reward people for anticipating that a Necro is going to sleep them?
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55064, Some ideas
Posted by Mort on Wed 31-Dec-69 07:00 PM
An edge that allows you a chance to make a saving throw vs. faerie fire/illuminate/bioluminescence and improves your save vs. faerie fog and such.
Something that allows you to avoid triggering danger sense and related abilities.
An edge that's like a mini Riddle, allowing you to occasionally negate a point or two of str/dex/con damage from maledictions.
An edge that lets you dodge flyto sometimes.
And since everyone knows wrath spam is ####, an edge that improves saves vs. the wrath commune!
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55065, wrath is what i was thinking
Posted by Dallevian on Wed 31-Dec-69 07:00 PM
could be two edges, one that scales wrath damage by your ethos (-1000 hurts more than -800) and one for a repentant sinner that while evil dislikes acknowledges his evilness to where wrath doesn't bother as much
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55055, Light of heaven
Posted by incognito on Wed 31-Dec-69 07:00 PM
And dispel more generally.
Also the new shaman revelation path that locates people after a fight. Not clear if the existing anti scrying and tracking stuff works against it.
An edge that helps vs binders (faster removal of bindings).
A cheap edge that let's you see what people are casting at you (this for newbies only since vets know anyway).
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55071, dispel magic
Posted by crsweeney on Wed 31-Dec-69 07:00 PM
Or energy drain
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55130, Already edges for energy drain
Posted by incognito on Wed 31-Dec-69 07:00 PM
Not every class can take them but they are there. Sealed soul maybe? Can't remember.
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55053, Deathblow. Insects. Manacles.
Posted by Murphy on Wed 31-Dec-69 07:00 PM
nt
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55059, Make the DB one only for non-mages, btw.
Posted by Murphy on Wed 31-Dec-69 07:00 PM
nt
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55050, Power Word: Äxe!
Posted by Valguarnera on Wed 31-Dec-69 07:00 PM
Well, not just Äxe.
I don't remember if I mentioned this to you elsewhere, but I liked the idea that you could pick one class of weapons that you Parry somewhat better than the rest. (Higher-priced Edge. The more common ones would cost more and/or do less.) Prerequisites would include high skill in that weapon, so you can't pick weapons you don't know. The Edge would have no special echoes or other signs that might tip off attackers.
But basically, Äxe.
valguarnera@carrionfields.com
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55139, Love this idea: N/T
Posted by Amora on Wed 31-Dec-69 07:00 PM
N/T
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