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JhisheshSun 23-Jan-05 05:39 PM
Member since 28th Aug 2004
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#6989, "Entwine"


          

Ok, for a long time now I've thought that entwine should be tweaked in the following way: make it prevent the entwiner from fleeing just as it does the person who is entwined. I think it makes sense in many ways and for many reasons.

First: it would make the skill much more tactical when used. It would still accomplish what 99.99% of warriors want, which is to prevent the enemy from fleeing. But now they have an element of danger if things go bad. Sort of like a failed dagger skill allowing a free shot.

Second: picture the image of someone doing it. It doesn't really make sense that the person entwining can just walk away but the entwined person cannot. Keep in mind that entwining is not binding, it is not preventing the person entwined from doing stuff, no, it is preventing the entwined person from *moving away from the entwining warrior.* This is a big difference. Entwining is really an unbreakable (from the victim's side) link to the whip/flail warrior. That being the case, it doesn't make sense that something that keeps someone attached to you would not likewise keep you attached to them. You are entwining them to you, and you to them. You aren't holding it anymore, notice that you drop the weapon when you entwine. It's wrapped around both of you.

Third: I would keep the -dex and whatever other negative affects only on the victim. The warrior would know how to bind himself without ruining his mobility - other than that he can't flee from the victim.

Fourth: this would follow the pattern you have set here, using forceduel as an example. At first it was only useable by the person granted the power. But then it was changed, balanced, to make it so that they may be on the receiving end as well. It's a two way street, making the power still enormously useful, but not without potential downside. Same goes here. Entwine would still be enormously useful and powerful, but you would no longer just do it without thinking.

There you have it.

  

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DallevianMon 24-Jan-05 01:46 AM
Member since 04th Mar 2003
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#6990, "Methinks you're looking at it wrong."
In response to Reply #0


          

Since the whip/flail goes into the inventory of the warrior, I think we can make the assumption that the whip/flail is now actually out of the hands (i.e. wielded grasp) of the warrior. Therefore, there really isn't any sort of bind withstanding.

As well, the element of danger comes with the warrior, without the advantage of one legacy, lacking a primary weapon to parry with. Dirt kick, blindness, and lag sure prove their worth during those two rounds.

In my opinion, a better route to take to increase the danger of a entwining warrior when fleeing is to thusly drop the whip/flail used for entwining upon the ground, up for grabbing to the quickest character, in range or out.

  

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