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ibuki | Tue 22-May-07 11:32 PM |
Member since 30th Oct 2005
123 posts
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#17939, "A few polearm focused edge suggestions."
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Dashing before a charge to increase damage. This would be increased further if you dash multiple times in a straight line with Outcry of Steel. Arials and cloud giants could gain the same momentum without dashing by falling from above in any outdoor room.
Strong, large races can stun the victim of their charge for a round.
Quick races can recover more quickly from a charge.
On a failed charge attempt against a hurt opponent, murder instead.
Shield cleave with a polearm.
Legsweep everyone grouped with your target if you're a size or more larger than all of them.
Hobbling legsweep that slices at the legs if you're a size or more smaller than your target. Better damage and increases movement lag for an hour.
Distance drains opponent's movement in natural terrain which is familiar to the defender. Dwarves in mountains, or wood-elves in forests, for example. Works better with more wilderness time.
Take advantage of the round where an enemy's weapon is entrapped with elbow and knee strikes, or more vicious claw attacks for felar.
Use intelligence instead of size difference for distance with smart races.
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Wilhath | Wed 23-May-07 09:56 PM |
Member since 19th May 2003
528 posts
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#17956, "A few of my own"
In response to Reply #0
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1. Charge has a chance to drive the victim into an adjacent room if they're smaller in size.
2. A similar effect some mobs are capable of where a sweeping arc has a chance of scattering a group of victims if they're 2 sizes smaller.
3. A vaulting kick where the polearm user gets a running start, plants the polearm in the ground, and uses its leverage to send him through the air to kick the victim in the face. Chance of nose bleed.
4. Charging somebody indoors or in a confined space (1 exit or less) has a chance to pin them briefly against the wall (stun effect).
5. Chagesetting somebody smaller in size gives you a chance to lift them briefly in the air only to slam them into the ground moments later.
6. Storm giants who charge on the water have a small chance to drive the victim underwater (water-based damage, small chance of drowning if the person isn't waterbreathing).
7. Storm giants are capable of charging underwater (if charge is one of those things you can't do underwater, that is).
8. Chopping has a small chance of causing bleeding damage that can be stacked with slice bleeding.
9. Two polearm wielders who are grouped and fighting together can form a phalanx that improves their distancing. Three is even better.
10. Cutting off somebody bigger than you has a small chance of tripping them.
Some of these are kinda overpowered, but whatever, the nuts and bolts are there.
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incognito | Wed 23-May-07 12:41 PM |
Member since 04th Mar 2003
4495 posts
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#17951, "RE: A few polearm focused edge suggestions."
In response to Reply #0
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Whilst the dash thing has logic to it, it would create a game balance problem.
The reason for this is that a warrior can combine polearm spec with either hand spec or whip/flail spec. They can then use the other spec to put a character unconcious. This enables them to deal very significant damage with the charge. To enhance this any further would mean a death sentence for a lot of characters against a polespec, as soon as they get stunned, if they are alone.
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incognito | Thu 24-May-07 02:20 AM |
Member since 04th Mar 2003
4495 posts
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#17958, "RE: And..."
In response to Reply #2
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Different in terms of the damage you can do, by a long way.
Being killed outright whenever a stun works is a lot different from being able to escape and then die.
You won't die to an AP if you wield very light weapons before the fight. You don't have that option vs the warrior with stun/choke and enhanced charge.
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