Shattered Kingdoms

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Restore Stance on successful kip up and give the class tumble.
Yes: Kip up. 22%  22%  [ 2 ]
No: Kip up. 0%  0%  [ 0 ]
wert 22%  22%  [ 2 ]
Yes: Tumble. 11%  11%  [ 1 ]
No: Tumble. 11%  11%  [ 1 ]
wert 33%  33%  [ 3 ]
Total votes : 9
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 Post subject: Swashbucklers: Kip Up Idea/Tumbling
PostPosted: Sun Aug 02, 2015 5:15 pm 
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Joined: Tue Mar 18, 2014 10:14 pm
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Everyone knows swashbucklers are subpar to the other fighter classes under a majority of circumstances. Swashies have their strengths, the addition of heckle really helped them. The addition of wolverine offered the ability to increase damage output. However, the playing field has yet to be even. A big part of the swashbuckler is that they're stance fighters. As the only class in the game with extended stance skills they are therefore the most dependent on those stances, something that can be taken away easily.

This is why I propose that when a swashbuckler successfully utilizes the 'kip up' skill they automatically re-assume the stance they were in prior to being knocked prone. Note that this would not input the mood command for the swashbuckler thus generating a short amount of command lag. When prone stance is neutral as per the norm. On a successful kip up whatever stance the swashbuckler had prior is restored.

The second idea is related to the overall style of the class.
Quote:
Swashbucklers are sophisticated, witty, lightly-armed and lightly-armored
fighters who are most comfortable in the city. They are the only profession
that can truly handle the complexity of wielding two weapons at the same
time. Experienced swashbucklers are so agile that they can even find ways
of using an enemy's strikes to their own advantage. The dual weapon style
does have its down side though, especially the inability to use a shield.

The class if about finesse, agility, and skill. So why wouldn't an acrobatic class have a skill related to acrobatics? Swashbucklers should be given the tumble skill. This would enhance the swashbuckler's ability to survive (something they sorely need) while adding to the flavor of the class itself.

One of the hallmarks of a tanking class it the ability to redirect damage to oneself in lieu of an ally. Swasbucklers do not have rescue, so they are incapable of guaranteeing the safety of an ally. The class does have taunt. However, for some time the taunt skill has done nothing more than increase the damage the person they are supposed to be rescuing is taking. Taunt still does not redirect the target. Assuming taunt did work as advertised the swashbuckler still lacks in the 'tank' category. Even if they could redirect damage, they lack the ability to absorb it. If anything they are a utility warrior capable of filling niche roles in a party. Granting them the tumble skill would increase this combat utility greatly. Allowing kip up to restore stance would also shore up one of the swashbuckler's greatest weaknesses, losing their stance.

Keep in mind this was a couple of ideas popped into mind and may not be completely fleshed out. Feel free to share why you do or don't think this could be helpful to the class.


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 Post subject: Re: Swashbucklers: Kip Up Idea/Tumbling
PostPosted: Sun Aug 02, 2015 7:03 pm 
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Joined: Wed Jun 03, 2015 4:49 pm
Posts: 229
Thing about kip up is that it truly makes the swashbuckler unique during fights with other melee classes. When my swashie would duel Illanah, she was so upset because she started with a bash. I had time to kip up and put in two disarm commands before she recovered from the bash lag. Do I think stance should be reset with kip up? No. If a swashie gets bashed or tripped, they have all that time after they kip up to do something nasty like disarm or dirt kick, then they can go about tripping again.

Tumble is just a terrible idea for a swashie if it remains as the bard style, which is to literally dive behind someone. Swashie on the middle row = useless. To change tumble for swashies would probably ruin it for bards.

Edit: Instead of some sort of command like tumble, I wish that taunt would go back to the way it was and actually taunt someone to attack said swashbuckler.

Or even better, let people begin a fight with disarm. I can easily see a truly talented swordsman walk into a bar and, before his enemy has time to react, knock the weapon out of his hand, since said victim is mostly in a relaxed state.


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 Post subject: Re: Swashbucklers: Kip Up Idea/Tumbling
PostPosted: Sun Aug 02, 2015 11:38 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8216
Location: Redwood City, California
Fixed: Taunt redirect should be working again now.


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 Post subject: Re: Swashbucklers: Kip Up Idea/Tumbling
PostPosted: Mon Aug 03, 2015 1:28 pm 
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Joined: Mon Jan 05, 2015 1:22 am
Posts: 78
A swashbuckler is great in a duel, but that is because you are up against only One target.
In PvE that changes, not to mention disarming most NPC's will end up with the swashbuckler getting shredded, while they could parry, riposte almost everything against an armed opponent.
Kip up is great to mitigate the down time, but neutral stance on swashbucklers is rather sad. Defaulting to aggressive from Wolverine, or defensive from Hedgehog might be an improvement?

Tumble - as it currently is, this would just be the same as a bard escape.
For a swashbuckler working with other swashbucklers it could be used in place of rescue?
Not sure I see much of a point however.
If tumble is improved? To allow movement from rear rows to empty front row slots?
Then it could be quite interesting.


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