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WildGirl | Sat 22-Dec-07 04:17 PM |
Member since 16th Sep 2004
250 posts
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#200, "Edge additions: Thief"
Edited on Sun 23-Dec-07 02:03 PM
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Some paths feel more lacking than others. Please add flames, ideas, suggestions, input, etc. Maybe we can get some good ideas from these implemented.
Backstab – Chance to add some bleeding damage if strength is high enough (for svirf, human, and duergar thieves) Steal – upon a successful steal of an item, you’ll have a chance to take a few coins as well (though not as much as you would if you were stealing just coins) Evade – an edge that makes this slightly more effective if you’ve previously chosen the “lucky” edge Pick Lock – an edge that becomes available after a certain % skill goal, can pick locks more effectively (several levels above what you’d normally be able to do) Relock – chance to break the pick in the lock, making the lock unusable for several hours Disarm - based on dex, chance to pick up weapon immediately if you’re tanking (expensive edge) Circle – Dual-wielding daggers, you have a chance to thrust both daggers in their backs for less damage each, but higher total damage (similar to axe spec’s “double whirl” edge) Opportunity Strike – an edge that while directly fighting someone who is not hindered (like bound), this skill becomes more effective
Binder Level 12 Nimble Fingers – edge to make untie even faster Level 17 Blackjack Level 19 Eye of Avarice Level 21 Bind Legs – an expensive edge for tying someone to a nearby anchor, they are prevented from flying Level 24 Precision Strike Level 26 Gag – edge to make this binding last longer, incompatible with edge for blindfold Level 28 Blindfold – edge to make this binding last longer, incompatible with edge for gag Level 29 Bind Hands Level 31 Sleeping Disarm – edge for better success rate Level 33 Tie Level 34 Truss – available when you become a master of this skill, once someone is fully trussed, the binding will not fall off as easily Level 36 Drag – edge to drag at a faster rate Level 38 Shadow Drag – edge to reduce lag on dragging into shadows
Pickpocket – Master Pickpocket – an expensive edge that has a chance to grab two items instead of one Level 12 Plant – on a successful plant, have the chance to grab a few coins Level 15 Discerning Gaze Level 17 Bribe Mercenary – an edge to allow bribing of tribunal guards and centurions Blackjack Level 21 Deft Touch Level 23 Double Back Level 24 Precision Strike Level 25 Appraise – an edge that would tell you if there might be something more special about this item than meets the eye (like if it progs) Level 26 Warning Skill – An edge that alerts you when someone in the room can see you (i.e. duergar, tribunal, etc) while you’re hiding Level 28 Improved Hide Level 29 Container Stealing – an edge to know what to feel for and get away with something more useful (i.e. potions over food) Level 33 Acrobatics – an edge that dodges spells that would reveal you that are targeted at your (like faerie fire) Level 34 Advanced Picklock – at a higher skill %, an edge to occasionally make unpickable locks pickable with a chance to break the pick in the process Level 35 Shopkeeper Favors – an edge to see how much money the merchant has available to purchase items with Level 36 Counterfeit – master of counterfeiting edge, your counterfeits are so good that the item won’t crumble for a long time, and anyone who is a master of loring will still sense that the item compares to the real one, but will perform much more poorly than the original Level 37 Shadow Disappear Level 38 Fence – an edge to get more than you’d usually get for your item Level 40 City Ties Level 42 Guild Protection
Poisoner – Menacing Glare – You’ve learned to make your ugliness especially menacing and so the effects of fear on those you’ve poisoned are more potent and also sap their morale (lower the charisma, the better) Master Concoctor – You’ve learned how to poison potions without changing their base properties Poisoner – an edge that allows you to contact poison talismans and wands *wasn’t sure if this was already possible* Poisoner – an edge that allows you to look at an ingredient and immediately tell what the singular property of it is (i.e. in the short description: a root (fear) Poisoner – an edge that will allow you to see what you would make as you put the ingredients together (after you type in the ingredients, you try to make “fear” poison) Level 12 Apply Food Poison (method) Concoct Poison Emetic Poison Level 14 Drink Poison (method) Concoct Antidote Level 17 Inhaled Poison (method) Level 19 Knock-out Poison – an edge to make a failed knock-out poison attempt could leave the victim gasping for air (low-level asphyxiation, like having gills out of water, almost) Level 23 Weapon Poison (method) Neurological Poison Level 28 Grease Weapon – An edge that dull the weapon for a little while Level 30 Fear Poison Level 33 Contact Poison (method) Level 35 Weapon Nick – edge to give greater % chance to poison someone Level 36 Mind Control Poison Level 40 Grenade/Launch – edge to make grenades more potent
Trapper – edge to make it so that if a trap fails, there’s a chance there will enough of the ingredients left to salvage it and use the ingredient a second time (trap ingredient left on the ground) Trapper – Frugal Trapper – edge where you don’t use all the ingredients of a trap in making the trap Trapper – Deadly Trapper – When using quality ingredients (ingredients within 10 levels of your thief), your traps hurt much more than usual and effect tend to last longer Trapper – Resourceful Trapper (Also called the MacGuyver Trapper) – Using improvisation with the resources around you, you can make very weak traps with no ingredients Trapper – edge to tank slightly better when using a shield Trapper – Able Trapper – With this edge, your traps, if lower level than you, will operate at the ¼ difference between your level and it added to its original level, rounded down (i.e. You are level 51, you have a level 21 trap item, 30 level difference, your trap would work at a level 28 level trap) Trapper – Master Trapper, available after Able Trapper edge, works the same as above, except at ½ difference added to original item level Level 12 Detect Traps – edge to detect snares, nets, bramblepits Detect Traps – edge to detect magical area effects in next room (like snowing, raining boulders, quicksand, and webbing) Level 14 Gentle Walk – an edge to make this even more successful Level 16 Physical Trap Level 16 Glowing Trap Level 19 Disengage – an edge to make it so you can use this even while tanking, requires high disengage skill % and gentle walk % Level 23 Shield Block Level 24 Thief Waylay Level 25 Combat Steal – After mastering this skill, while tanking, you have a chance to land some small damage after a successful combat steal Level 26 Knockout Trap Level 28 Weapon Trip – edge for more damaging weapon trip Weapon Trip – edge to cause feint in the following round upon successful weapon trip Level 31 Direction Trap Level 33 Isolate – edge to disorient the victim after successful isolation Level 35 Damage Trap Level 39 Burst Trap
Thug Level 12 Push – on a successful push, will cause detriment to morale, stackable up to three times Level 14 Knife Level 17 Cheap Shot – When mastered, edge for “bruising” victim that messes up healing rates Level 21 Weapon Butt Blackjack – edge for when weapon butt blackjack (if used to open combat) fails, will immediately try to knife the victim (if also wielding a knife), must have high % in both skills Level 26 Parting Block Level 28 Payment of the Coward Level 29 Sucker Hit – moderately expensive edge to make this skill do more damage Sucker Hit – edge to cause a feint the next round after successful sucker hit, can’t be combined with more powerful sucker hit edge Level 30 Gut Shot – an edge to increase the strength and blood loss this causes Level 31 Death Strike – expensive edge, if someone you’re fighting dies and another person of opposite alignment is standing in the room, will attack that person with a death strike Level 33 Grapple – careful grappler edge, you get hit much less often with a successful/unsuccessful grapple Grapple – reckless grappler, you have a good chance to wrest no_disarm Level 34 Separate – edge to disorient the victim for two rounds of lag after separate Level 35 Third Attack Level 36 Strike on the Abandoned - expensive edge, if someone you’re fighting dies and another person of opposite alignment is standing in the room, will attack that person with an abandoned strike Level 38 Earclap – edge to give chance to work even if wearing protective headgear
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Added at some point in 2008 (n/t),
Zulghinlour,
10-Nov-08 10:33 PM, #13
Poisoners could use some edges on fear and neurological...,
Scrimbul,
18-Feb-08 12:41 AM, #11
Another thought is to provide edges that encourage hybr...,
Scrimbul,
18-Feb-08 11:11 AM, #12
FYI,
Daevryn,
29-Jan-08 10:50 PM, #10
Edge addition Binder.,
deBriguy,
07-Jan-08 05:11 PM, #4
RE: Edge addition Binder.,
Daevryn,
07-Jan-08 06:53 PM, #5
RE: Edge addition Binder.,
Mekantos,
07-Jan-08 07:53 PM, #6
RE: Edge addition Binder.,
deBriguy,
08-Jan-08 06:04 PM, #7
That they can just cb for help really does suck,
Amortis,
14-Jan-08 01:42 PM, #8
'Concussion',
Scrimbul,
15-Jan-08 08:20 PM, #9
Exhaustive list!,
Amortis,
31-Dec-07 11:28 PM, #3
Here's my list from my other post.,
Scrimbul,
22-Dec-07 06:30 PM, #2
An interesting list, feel free to discuss here (n/t),
Zulghinlour,
22-Dec-07 04:50 PM, #1
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Zulghinlour | Mon 10-Nov-08 10:33 PM |
Member since 04th Mar 2003
9792 posts
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#225, "Added at some point in 2008 (n/t)"
In response to Reply #0
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n/t So long, and thanks for all the fish!
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Scrimbul | Mon 18-Feb-08 12:41 AM |
Member since 22nd Apr 2003
884 posts
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#211, "Poisoners could use some edges on fear and neurological..."
In response to Reply #0
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Fear poison and neurological poison have great and interesting synergy with other paths but are a little expensive on the thief paths right now especially considering their current effects.
I would volunteer edges to become adept at a single type of poison. The mind control edge should allow a limited ability to force people to quaff potions again (or just stop using power word kill and enough damage to kill a person outright in potions/pills in explore items, there's a thought). I forget if there was a way to implement this or not, but allowing people to poison potions/pills would go a long way toward making this edge interesting rather than going through the trouble of making people eat poisoned food with poison you could otherwise apply yourself.
The emetic poison edge should turn emetic poison from a plague-type effect to a crimson scourge type effect. It should have added damage, a lower timer, or cause vomiting to happen on pulses instead of ticks. It could be similar to the speed of cloud of wasps, without the random distraction.
The knock-out poison edge should cause knock-out poison to have a similar after-effect to sleep darts on an assassin. The perk of KO poison is it has no re-use timer, but this edge should apply a re-use timer that will leave opponents slowed.
The neurological disruption edge should take effect faster and apply all of it's negative effects either on the moment of contact, when you see the target shiver and suffer from an effect all of them should be applied at once, or apply them excessively fast, on the order of less than a tick. Three or four rounds. To balance the presence of this edge, neurological poison should screw with movement far less when it comes down to that particular effect.
The fear poison edge should make the fear poison more potent, rather than a chance to act like the character is in wimpy range make it ALWAYS apply like wimpy range. This particular poison needs a good synergy with knife. It should also completely negate the ability to use bash, since it already last time I was affected by it, negates the ability to sing plenty of offensive bard songs or rest. Trip should still work, but no lag moves that damage directly should work.
The poisoner path was overnerfed, and the path itself should be something of a utility path, not like the trapper path is now but, you know, actually useful. So edges to help tweak the edge point costs of the poisoner skills or their effects are important. There should be a good reason you're skipping grenade, mind control poison, earclap, guild protection, etc. essentially most path's second and last skills in favor of combination.
The helpfiles should also clearly indicate if the combinations of ingredients affect the speed of the affects being applied, the potency of the effect, or the duration of the applied effect both to people and weaponry/items. Rather than leaving it vague to say 'combinations make poisons weaker and stronger' there needs to be more indicators because as it is now pure poisoners can spend their entire lives being nigh useless even if they have a batch of ingredients to play with simply because their targets can eat them alive if they don't do something silly like go Rager.
As it is now I think poisons aren't balanced compared to the other paths, the only path lacking other than this is trapper which is really only useful in it's entirety at a cabal outer. Edges can fix this, if you're not willing to tweak the cost of the abilities. (personally I would apply the edges at a moderate cost, make them exclusive to one another, and then lower the thief point cost for poisoners overall, and the trapper path to compare) As it is now, a poisoner cannot disable a melee opponent toe to toe enough to get around a 40 or 60 damroll without prepping against the average player.
Resist poison's coding versus poisons is very good right now. I think to counter the affects of all these edges, resist poison should negate them in addition to the benefits it brings to saving against these poisons.
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Daevryn | Tue 29-Jan-08 10:50 PM |
Member since 13th Feb 2007
11117 posts
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#210, "FYI"
In response to Reply #0
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I've merged several of these that I liked into my 'thief edge idea' list.
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Daevryn | Mon 07-Jan-08 06:53 PM |
Member since 13th Feb 2007
11117 posts
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#205, "RE: Edge addition Binder."
In response to Reply #4
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>Please please throw binders a bone. How about an edge that >when you blackjack someone it auto-gags them?
Which part of that would be fun or interesting as the victim?
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Mekantos | Mon 07-Jan-08 07:53 PM |
Member since 06th Dec 2003
796 posts
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#206, "RE: Edge addition Binder."
In response to Reply #5
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Hey, there's nothing fun about dealing with binders as it is.
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Amortis | Mon 14-Jan-08 01:42 PM |
Member since 12th Jun 2007
69 posts
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#208, "That they can just cb for help really does suck"
In response to Reply #7
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A big advantage of being in a cabal. But, arguably, that's why binders get drag and shadow drag.
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Amortis | Mon 31-Dec-07 11:28 PM |
Member since 12th Jun 2007
69 posts
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#203, "Exhaustive list!"
In response to Reply #0
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That's a lot of edges! I like all of them in some form, probably too many and hard to do all of them given there are five subclasses.
Here are some more random ideas.
Fast stealer - less lag after steal
Gold grabber - better chance of grabbing more coins
Scrollmaster - better at reading scrolls, bonus to duration or strength of effects
Clever waylayer - allow thief to be able to attempt to waylay someone if they can't see them, not just if they are hidden (that is, if target is blind or they can't see you as invis). Arguably, it should really already work like this.
Slippery slicker - City slickers can get bonus to dodging/acrobatics
Knifer - After a knife, the target can get, what else, the "knife" malediction that ups AC
Sneaky - auto engage sneak again after fleeing
Dirty fighter - bonus to success rate of dirt-kicking, chance for extra hour of dirt
Distracting disarm - using intimidation and quickness, thugs better chance at disarming weapons they don't know
Many deep pockets - Trappers/poisoners really need room for lotsa stuff in their inventory
Gazing city ties - Slicker can tell target's hometown when looking at him
Brawling rogue - bonus to cheap shot damage when know brawling
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Scrimbul | Sat 22-Dec-07 06:30 PM |
Member since 22nd Apr 2003
884 posts
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#202, "Here's my list from my other post."
In response to Reply #0
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cheap shot, especially to fire on weapon trip if it doesn't already parting block (especially improving the success rate on flying opponents) knife (cause bleeding) thief bindings, specifically things like gag, blindfold or tie hands to maybe cause minor damage if the opponent escapes from them dirt kick to have abilities different from a bedouin's, stackable low duration -chr perhaps Bribe Mercenary to include tribunal special guards and centurions shopkeepers favors or eye of avarice or allow thieves to gague a merchant's funds sans what he has in the bank with either an edge, enough commerce exp to unlock the edge, or both fence city ties weapon trip, possibly to do some neat tricks using a whip causing effects similar to cross-down parry at the cost of wielding a weapon they don't know, or do -dex or -chr weapon nick to increase the occurence of neurological poison's effects if it hits a major artery or vein such as the neck or wrist or elbow, but don't do -chr because we have faceslash grenade weapon butt blackjack to possibly include knife if it fails payment of the coward to include grapple if grapple/separate/payment have the requisite skill percents earclap to include a loud yell or something to mitigate the effect of headgear Gut shot to have an ability similar to a dagger spec's twist with the same drawback, potentially breaking the dagger to add some moderate -dex without causing damage grapple to include spitting to increase the chance the opponent will simply fumble the weapon but also to add -chr
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Zulghinlour | Sat 22-Dec-07 04:50 PM |
Member since 04th Mar 2003
9792 posts
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#201, "An interesting list, feel free to discuss here (n/t)"
In response to Reply #0
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n/t So long, and thanks for all the fish!
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