Add-on,
Llohuir,
14-Apr-03 09:21 PM, #20
Keep dreaming,
Zulghinlour,
14-Apr-03 11:23 PM, #21
My thoughts on playing a poison path,
Llohuir,
14-Apr-03 09:19 PM, #19
Poison thief suggestions,
NNNick,
14-Apr-03 12:25 PM, #17
RE: Good stuff.,
DwE,
14-Apr-03 03:04 PM, #18
RE: Poison thief suggestions,
Zulghinlour,
15-Apr-03 03:09 PM, #22
Great Ideas!,
ORB,
17-Apr-03 12:51 AM, #24
From a poisoner,
Dunsel,
10-Apr-03 09:48 AM, #13
RE: From a poisoner,
DwE,
10-Apr-03 12:12 PM, #15
RE: From a poisoner,
Dunsel,
10-Apr-03 01:21 PM, #16
Oddly enough...,
Zulghinlour,
10-Apr-03 01:41 AM, #9
While your at it...;),
Romanul,
10-Apr-03 05:12 AM, #11
Impertenant bastard!,
ORB,
10-Apr-03 07:02 AM, #12
Shadow Disappear,
Anal_Retentive,
16-Apr-03 04:01 PM, #23
Any chance we could see Precision Knifings ? {~},
Cassman,
18-Apr-03 08:46 PM, #25
Like thugs need any more help (n/t),
Zulghinlour,
19-Apr-03 01:15 AM, #26
Call me insane, but I think they should all have acroba...,
Little Timmy (Anonymous),
09-Apr-03 11:09 AM, #4
Yeah, that's crazy in a not-going-to-happen kind of way...,
DwE,
09-Apr-03 11:17 AM, #6
I really do think it's a reasonable idea that makes sen...,
Little Timmy (Anonymous),
09-Apr-03 01:05 PM, #7
Uhm,
Nightgaunt_,
09-Apr-03 01:29 PM, #8
You're insane...seriously (n/t),
Zulghinlour,
10-Apr-03 01:41 AM, #10
RE: Thief Suggestion,
Llohuir,
09-Apr-03 12:15 AM, #2
RE: Thief Suggestion,
ORB,
09-Apr-03 07:05 AM, #3
I find poisoners fun, then again, I'm a passive agressi...,
Dunsel,
10-Apr-03 10:09 AM, #14
disengage,
incognito,
09-Apr-03 11:13 AM, #5
I agree.,
Xaannix,
08-Apr-03 06:17 PM, #1
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Llohuir | Mon 14-Apr-03 09:21 PM |
Member since 04th Mar 2003
23 posts
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#789, "Add-on"
In response to Reply #0
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Still think thieves should see the path-skill points so as to better plan their paths, especially for those who path-cross.
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Zulghinlour | Mon 14-Apr-03 11:23 PM |
Member since 04th Mar 2003
9792 posts
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#790, "Keep dreaming"
In response to Reply #20
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>Still think thieves should see the path-skill points so as to >better plan their paths, especially for those who path-cross.
I'm not inclined to play favor to the min/max guys. So long, and thanks for all the fish!
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Llohuir | Mon 14-Apr-03 09:19 PM |
Member since 04th Mar 2003
23 posts
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#788, "My thoughts on playing a poison path"
In response to Reply #0
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Hopefully somethings can be considered : 1. Emetic should have more uses like putting it on weapons. 2. Knock-out poison should not use up a whole vial. Maybe 2-3 uses per vial. Thieves with blackjack have no limited uses, and they can keep whacking without much cost involved. Poison thief have it tuff. 3. Have a small air-tight container to contain 4-5 potions, which allows the duration of the vials inside to last longer. 4. Examining a vial will give some duration descriptions like - concentrated (just mixed), normal, diluted, after which the vial evaporates. 5. Looking at a poison weapon should disclose the sticky substance upon it, ie still poisoned. 6. Suggest should work with eat/drink. This will make eat-drink poisons more useful. 7. Concoct antidote should nullify other kinds of poison like spells and prayers.
So far, I believe the thief revamp has been really well thought out and a thief is more like a thief now.
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NNNick | Mon 14-Apr-03 12:25 PM |
Member since 04th Mar 2003
94 posts
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#779, "Poison thief suggestions"
In response to Reply #0
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Suggestions for Sebeok and other Imms involved in thief project. Honorable mention – Cyradia who started it.
While reading below please bear in mind - These are my observations on subject how could we improve poison thieves. Nothing more, nothing less.
Just for a reference
List of Poison thief skills (taken from Dio):
Level 12: Food Poison Concoct Poison Emetic Poison Apply Level 14: Drink Poison Antidote Level 17: Inhaled Poison Level 19: Knock-out Level 23: Weapon Poison Neurological Poison Level 28: Grease Weapon Level 30: Fear Poison Level 33: Contact Poison Level 35: Weapon Nick Level 36: Mind Control Level 40: Grenade
a) Slightly change names of the skills I read that help files on poisons three times before I understood the concept. It is really confusing.
Could you change skill names a bit to distinguish type from method (same thing with trap names)? Like: Food poisoning Drink poisoning Inhaled poisoning Weapon poisoning Contact poisoning
Type: Emetic poison type Knock-out poison type Neuro poison type Mind control poison type
b) Add extra poison 'Poison' poison type - deals damage (applied by all methods)
Not really my idea. It was mentioned below. But it fits perfectly. I would think this would be a first poison thieves should be able to learn.
c) Change antidote a bit Antidote - it is drink container right now. What are you suppose to do with 'knock-out antidote' drink container anyway?
Change it to 'antidote' item type. So thief has to 'apply' it to cure himself or others. Something like 'apply <antidote> <self/person>'
d) Get rid of 'Grease weapon' completely for following reasons: -It never worked for me or any poison thieves (I mean it never made weapon slip from somebody's hand) -It mimics invoker's spell 'grease' too much -It does not fit poison path. I would give it to binder instead. With bonus to 'sleeping disarm' perhaps.
e) Lower level on 'Weapon nick' In my mind it comes a little too late. Most classes have their most potent abilities learned already. Say level 28 instead of grease_weapon.
f) Weapons with poison on them Poison thief should be able to notice poison crystals on the blade as he examines it. Could you please modify 'examine' command to reflect it?
g) 'Clean weapon' command Opposite version of 'weapon poison'. I would like to be able to carefully wipe poison from my blade with rag and reapply different kind. At this moment I am forced to wait ~100 hours for poison to dry out or use another weapon.
h) Allow 'suggest wield/hold/wear' and 'suggest drink/eat' This will give some interesting options to poison thief. And it perfectly fits into suggest idea.
i) Split Grenade into two. One for poison thieves and one for trappers.
It does not make sense to me as dedicated poisoner to suddenly learn how to handle 'trap ingredients' and make explosives out of them without any prior experience.
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DwE | Mon 14-Apr-03 03:04 PM |
Member since 04th Mar 2003
358 posts
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#784, "RE: Good stuff."
In response to Reply #17
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>b) Add extra poison >'Poison' poison type - deals damage (applied by all methods)
That would rule. It was shameful when a groupmate would get poisoned by another PC or NPC and I couldn't make an antidote. I know you guys shun the overlap, but if anyone should know your regular poisons, it's the poisoners.
>c) Change antidote a bit >Something like 'apply <antidote> <self/person>' >g) 'Clean weapon' command >Opposite version of 'weapon poison'.
If you add 'item' to the antidote apply list you suggest, that lets you 'clean weapon/armor' or weapon poison and contact poison. Would it work on regular poison-progged weapons? Might be too much of a pain.
>f) Weapons with poison on them >Poison thief should be able to notice poison crystals on the >blade as he examines it. >Could you please modify 'examine' command to reflect it?
Totally agree. While my lazy brain should be able to keep track of things like this I never could keep straight which poison was on which weapon. Or if I thought, or did, miss the wear-off I would have to concoct a poison to try and apply to see if the weapon was poisoned or not. It would also be nice if you could see if, as a poisoner thief, someone was trying to trade you a contact poisoned item. *wink*
>h) Allow 'suggest wield/hold/wear' and 'suggest drink/eat' >This will give some interesting options to poison thief. And >it perfectly fits into suggest idea.
My guess, I couldn't cope with getting that far, would be that those commands could be combined with not-so-innocent items to kill someone outright.
>d) Get rid of 'Grease weapon' completely for following >e) Lower level on 'Weapon nick' >Say level 28 instead of grease_weapon.
Totally agree. If the 'poison' poison, adding poison to examine, and a way to de-poison a blade were somehow implemented, the path would be far more user-friendly and I'd try it again without the seemingly useless skill grease_weapon.
>i) Split Grenade into two.
I just want to make the holy hand grenade of Antioch.
Anyway, kudos to Cyradia and Sebeok and whoever else (Zulg?) for not only getting such an interesting revamp in, and following it up with bug-fixes and adjustments to help make the various paths playable.
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Zulghinlour | Tue 15-Apr-03 03:09 PM |
Member since 04th Mar 2003
9792 posts
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#794, "RE: Poison thief suggestions"
In response to Reply #17
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>Suggestions for Sebeok and other Imms involved in thief >project. Honorable mention – Cyradia who started it.
Cyradia, Bria, Astein, Mynawk, Sebeok and myself (I think I got everyone)
>f) Weapons with poison on them >Poison thief should be able to notice poison crystals on the >blade as he examines it. >Could you please modify 'examine' command to reflect it?
Reasonable...added next crash/reboot.
>g) 'Clean weapon' command >Opposite version of 'weapon poison'. >I would like to be able to carefully wipe poison from my blade >with rag and reapply different kind. >At this moment I am forced to wait ~100 hours for poison to >dry out or use another weapon.
Again, reasonable...added next crash/reboot. So long, and thanks for all the fish!
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ORB | Thu 17-Apr-03 12:51 AM |
Member since 04th Mar 2003
993 posts
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#813, "Great Ideas!"
In response to Reply #17
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I agree with getting rid of grease and grenade for poison thieves. I must have greased a dozen weapons, and they never dropped them once. Give them a damaging poison type instead of grenade, something that lasts a long time and can be used in ranking! Or doesn't last long but doesn't require ingredients. Also nick should definately be lowered or the amount a poisoned weapon acutally poisons raised. I remember rarely hitting with my poisoned weapons.
If they tweaked poison thieves just abit more to make them more player friendly, I'd try them again.
Down with grease and grenade! Up with damaging poison! That which does not kill us, makes us stronger.
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DwE | Thu 10-Apr-03 12:12 PM |
Member since 04th Mar 2003
358 posts
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#724, "RE: From a poisoner"
In response to Reply #13
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>1. No emetic weapon poison? That seemed really odd to me. >Here my character is devoting his life to the study of >poisons, but if he wants a poisoned weapon that does damage >rather than maledictions, he'll have to go hunt up one that's >pre-poisoned.
That really is kind of weird. It would be nice to have at least one poison that helps during ranking, and if it were emetic the countryside would be littered in vomit. You can never have enough vomit in the countryside. Maybe just a simple 'envenom' or something that doesn't require ingredients because noone wants to go through and redo a stack of those.
>2. Maybe it's just me, put pre-poisoned weapons seem to >discharge much more frequently than his applied poisons. I >though it strange that a warrior weilding a pre-poisoned >weapon with no education in the art would have a better chance >of poisoning than my character.
You can poison a pre-poisoned blade. For example, a fear poison on a poisoned dagger can both 'normal' poison them and give them the big freak out.
>3. Why bother to give inhaled poisons at 17 when emetic can't >be inhaled and you can't learn knock-out till lvl 19. My >opinion ,(for what little it's worth) give both at the same >time.
Really good point. I'd prefer the option of inhaled as a method on emetic, but either way an adjustment there makes sense. Of course between 1 & 2 you're talking about emetic having all the delivery methods and that's probably not the best idea.
What I'd really like are some pre-20 poisons available in the Tar Valon and Eryn Galen Guilds (Hillcrest rules!).
On the flip side of things, 'Charge Weapon' could have a chance to strip off 'Contact Poison' or 'Weapon Poison'. And 'Pillar of Lightning' could have a chance to 1) strip the poison off the blades of the person hit or 2) burn the poisons out of the bloodstream of the person hit.
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Zulghinlour | Thu 10-Apr-03 01:41 AM |
Member since 04th Mar 2003
9792 posts
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#714, "Oddly enough..."
In response to Reply #0
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We were kicking around some ideas like this, and finally agreed upon and implemented one. As seen on the announcements board:
All thieves now have circle stab, which has been modified. Thieves who were previously required to learn circle stab, will now have to learn precision strike. See HELP PRECISION STRIKE.
The points any thief had spent on circle have been refunded.
So long, and thanks for all the fish!
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Romanul | Thu 10-Apr-03 05:12 AM |
Member since 04th Mar 2003
114 posts
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#720, "While your at it...;)"
In response to Reply #9
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Any chance that you could coolify shadow dissapear such that you could pick a direction to dissapear into, or the same room. So if you just typed in shadowdissapear, its in the same room, or you could do shadowdissapear e/w etc. I think this could be a neat and not overpowered change because lets face it, its a nice skill, but not as nice as fleeing in most situations.
Cheers, Romanul.
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ORB | Thu 10-Apr-03 07:02 AM |
Member since 04th Mar 2003
993 posts
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#721, "Impertenant bastard!"
In response to Reply #11
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Say Thank you first!!!!
THANKS IMMS! Poison thieves are slowly getting close to tolerable and the other ones are much better! That which does not kill us, makes us stronger.
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Anal_Retentive | Wed 16-Apr-03 04:01 PM |
Member since 04th Mar 2003
52 posts
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#803, "Shadow Disappear"
In response to Reply #11
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Is not vanish.
All you basically do is hide int he same room that the combat took place in. And it is almost always better than fleeing and it is much better than retreat.
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Zulghinlour | Sat 19-Apr-03 01:15 AM |
Member since 04th Mar 2003
9792 posts
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#824, "Like thugs need any more help (n/t)"
In response to Reply #25
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n/t So long, and thanks for all the fish!
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#704, "Call me insane, but I think they should all have acroba..."
In response to Reply #0
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Seriously. It fits the class, makes the less used thief paths more playable, is perfect from a roleplay standpoint, and is not really as overpowered as you might think. Just give it to them at level 40 or something. It'd be perfect.
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DwE | Wed 09-Apr-03 11:17 AM |
Member since 04th Mar 2003
358 posts
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#707, "Yeah, that's crazy in a not-going-to-happen kind of way..."
In response to Reply #4
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>Seriously. It fits the class, makes the less >used thief paths more playable, is perfect from >a roleplay standpoint, and is not really as >overpowered as you might think. Just give it >to them at level 40 or something. It'd be >perfect.
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#709, "I really do think it's a reasonable idea that makes sen..."
In response to Reply #6
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Nightgaunt_ | Wed 09-Apr-03 01:29 PM |
Member since 04th Mar 2003
188 posts
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#710, "Uhm"
In response to Reply #7
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Acrobatics are so close to be overpowered it is sad, so no all thieves should not get it.
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Zulghinlour | Thu 10-Apr-03 01:41 AM |
Member since 04th Mar 2003
9792 posts
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#715, "You're insane...seriously (n/t)"
In response to Reply #4
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n/t So long, and thanks for all the fish!
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Llohuir | Wed 09-Apr-03 12:15 AM |
Member since 04th Mar 2003
23 posts
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#696, "RE: Thief Suggestion"
In response to Reply #0
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Agree totally, I was stumped that thief lost circle. Thieves don't dish out damage while in a group unless with backstab/knife. Circle helps them be useful in the group. Please consider and let them have it back. It's the only <20 skill that is effective in group fighting.
Hope this circle goes in.
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ORB | Wed 09-Apr-03 07:05 AM |
Member since 04th Mar 2003
993 posts
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#701, "RE: Thief Suggestion"
In response to Reply #2
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And some thieves don't even get knife. My poisoner thief was the most boring in combat character of all time. That which does not kill us, makes us stronger.
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incognito | Wed 09-Apr-03 11:13 AM |
Member since 04th Mar 2003
4495 posts
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#705, "disengage"
In response to Reply #2
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Trapper skill disengage was decent for ranking. Can get you the extra attacks of autoassist every other round if you set your group up right.
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