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Re: New Ideas for Combat

Posted: Wed Sep 20, 2006 2:43 am
by otaku157
This is exactly the kind of thing I've been thinking of! I started a new character on the island to play with a newb friend of mine and started getting ideas for an assassin (ninja) type character with a mixture of medium and light armor, dual daggers etc. I will definitely use some of your ideas!

Re: New Ideas for Combat

Posted: Wed Sep 20, 2006 2:55 am
by zangan
I'm very pleased you found this thread useful!

:) :D :) :D :) :D :) :D :) :D :) :D :)

Re: New Ideas for Combat

Posted: Wed Sep 20, 2006 5:17 pm
by g00st
you know what might be nice too if homins in diff armours moveded at diff speeds mebbies..l

Re: New Ideas for Combat

Posted: Wed Sep 20, 2006 5:33 pm
by acridiel
g00st wrote:you know what might be nice too if homins in diff armours moveded at diff speeds mebbies..l
Well, they actually kinda do. Different Armor gives you different Dodge/Parry etc. Values, that either slow down your movement or let you move without any difficulties.
But what you mean I think is actuall running...
Well, I think the only thing that somekind of "seven leaque boots" (or Armor of Speedcasting/fighting, or whatever) would accomblish is that everybody would be wearing them, making the case quite redundant. :p

While even more diversity in Armor wouldn´t be a bad thing I doubt that Armors with "Movement-Bonus" would be that good an Idea.

Just my oppinion. ;) NO Flame!!!

Acridiel

Re: New Ideas for Combat

Posted: Wed Sep 20, 2006 5:38 pm
by kazaam31
zangan wrote: Paladin
-uses all heavy armor, high parry (white with gold trims would be cool)
-uses a shield and 1h weapon (spear perferably but swords work to)
-fight skills like shielding and protection auras
-magic skills need healing as well as affliction skills
-needs create sap crystal
hm seems sum1 played diablo 2 :P

Re: New Ideas for Combat

Posted: Wed Sep 20, 2006 7:07 pm
by sidusar
zangan wrote:rushes into either a group in pvp or a mob, and uses your most powerful circle attack ignore their armor.
Before you rush into a group to try this, you should know that circular attack only hits enemies that are attacking you with a melee weapon. Doesn't matter if an enemy is right next to you, if it's not attacking you in melee, your circular attack won't hit it.

If circular attack would just hit every enemy within your weapon reach, that would probably put a quick end to the "sticking close together" strategy in OP battles ;)

Re: New Ideas for Combat

Posted: Wed Sep 20, 2006 8:56 pm
by zangan
sidusar wrote:Before you rush into a group to try this, you should know that circular attack only hits enemies that are attacking you with a melee weapon. Doesn't matter if an enemy is right next to you, if it's not attacking you in melee, your circular attack won't hit it.

If circular attack would just hit every enemy within your weapon reach, that would probably put a quick end to the "sticking close together" strategy in OP battles ;)
Ahh...did not know that..Yeah, that kind of puts a couple holes in it..

Though it would still work for agro monster mobs, though the point of it was mainly to pierce armor in pvp..so now it ends up as more of a super agro 2h sword/axe user that I'm ttrying to get away from...

Oh, and I haven't played Diablo either. :) Just have an uncanny mind. :D


Oh well, not everything is perfect..or even close. ;)

Re: New Ideas for Combat

Posted: Wed Sep 20, 2006 9:10 pm
by grimjim
sidusar wrote:Before you rush into a group to try this, you should know that circular attack only hits enemies that are attacking you with a melee weapon. Doesn't matter if an enemy is right next to you, if it's not attacking you in melee, your circular attack won't hit it.

If circular attack would just hit every enemy within your weapon reach, that would probably put a quick end to the "sticking close together" strategy in OP battles ;)
It hits anyone who targets you, that includes mages as some have found out by targetting me in OP battles :)

It would be much better (and help make melee more effective) if it were more of an area effect though, though it may cause additional problems in PvE.

Re: New Ideas for Combat

Posted: Wed Sep 20, 2006 9:16 pm
by g00st
meh thinks the dodge parry might be a strech for moving the different like but aye seems like its got the goods...guess teh power at be might make the differences some more noticable...not the speedy boots option but meh in nice zo kain robes of ninja feels faster than meh in nin ka wikerhomin outfitted. meh zorainess dunny use flame either meh uses electricity and teh magnetisms..

Re: New Ideas for Combat

Posted: Thu Sep 21, 2006 10:31 pm
by zangan
Yes, I think you should be able to earn titles like "ninja" or "paladin" or such. Would add a bonus if your trying to roleplay them. Also, ninjas should have some kind of option that makes them a tad faster and hit quicker, wether it be gear that can "only be worn if such and such" or its only good at speed and defense lacks or something. Give in a nice better roleplaying aspect. Just some more thoughts... :)

Anyone else got any combat ideas they are too embarrassed to state out loud? :D Don't be shy, lets get this thread going!!