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Thread: Redo Tumble?

  1. #41
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    Quote Originally Posted by t0r012 View Post
    just one quick add on

    Anyone with a monk splash and centered in Water stance would receive and additional AC bonus while tumbling that stacks with mobility.
    this makes zero sense


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  2. #42
    Community Member Blank_Zero's Avatar
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    Quote Originally Posted by Uska View Post
    this makes zero sense
    Bad Grammar and Usage is the culprit.

    Basically saying:

    If you have any monk levels AND are in water stance, when you tumble, it gives you a boost to your AC.

    This is similar to the effect that Mobility gives you.

    These bonuses stack.
    Smrti on Khyber

  3. #43
    Community Member Ryu_109's Avatar
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    To the OP

    Why arnt you complaining that even though you wear disable device 15 gloves and have Ventilated Bracers and +6 int item using +5 tools that you cant disarm traps with 0 rogue lvls/points put into disable device?

    because that wouldn't be a very good idea would it? if they had to change tumble like this they would have to change everything else
    -To err is human, to forgive divine-

    Some of you people take this GAME way to seriously...

  4. #44
    Community Member Mudcnd's Avatar
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    No

    Spend a skill point !

  5. #45
    Community Member HallowedOne's Avatar
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    The only thing I'd change on Tumble would be to make characters with very high numbers be able to Tumble away form harried - in other words, DA & Harried would give huge penalties to Tumble BUT, heavily beeing invested upon, it would still be able to escape away.
    "When a mind does not know itself, it is flawed. When a mind is flawed, the man is flawed. When a man is flawed, that which he touches is flawed. It is said that what a flawed man sees, his hands make broken."
    Dak'kon.

  6. #46
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    I'll join this thread for fun, and I haven't seen a tumble thread for a while.

    How about instead of giving everyone tumble for free, which is silly, we just make tumble more useful. Tie the skill in tumble to an AC bonus granted while tumbling. Every 5 ranks is an additional +1 to AC.

    Spice it up more by adding some new animations for extremely high levels of tumble. No reason why a sufficiently talented rogue couldn't do handsprings and cartwheels instead of just basic rolls.

    After that, implement the ability to tumble through monsters with failed checks knocking the player prone.

    If we did all of that, we'd have a very worthwhile skill to invest in.
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  7. #47
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    Quote Originally Posted by HallowedOne View Post
    The only thing I'd change on Tumble would be to make characters with very high numbers be able to Tumble away form harried - in other words, DA & Harried would give huge penalties to Tumble BUT, heavily beeing invested upon, it would still be able to escape away.
    Actually, that's how it worked at first. Apparently that wasn't enough though, so the devs took the next step and just blocked the skill while under any movement penalties. I still don't like that change much.
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  8. #48
    Community Member Bunker's Avatar
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    Quote Originally Posted by Coldin View Post
    I'll join this thread for fun, and I haven't seen a tumble thread for a while.

    How about instead of giving everyone tumble for free, which is silly, we just make tumble more useful. Tie the skill in tumble to an AC bonus granted while tumbling. Every 5 ranks is an additional +1 to AC.

    Spice it up more by adding some new animations for extremely high levels of tumble. No reason why a sufficiently talented rogue couldn't do handsprings and cartwheels instead of just basic rolls.

    After that, implement the ability to tumble through monsters with failed checks knocking the player prone.

    If we did all of that, we'd have a very worthwhile skill to invest in.
    I recall a suggstion like this in the past. Bonus to AC for high tumble. Every 5 ranks is too little. It worked in neverwinter nights, but for ddo, every 5 ranks would require a nerf bat as soon as it was implimented. Maybe 10 ranks would be better. IMO.

    New animation is never bad.

    Going to have to say no to tumbling through monsters. Being able to go through monsters, walls, or other things in this game would lead to potential breaks in the game.
    Mothergoose - Kardinal - Bunks

  9. #49
    Community Member Bunker's Avatar
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    Quote Originally Posted by Coldin View Post
    Actually, that's how it worked at first. Apparently that wasn't enough though, so the devs took the next step and just blocked the skill while under any movement penalties. I still don't like that change much.
    This is something that could also considered. Speaking of Harried, or "chained" in VoD, ect ect ect.....Remove the blocking of Tumble, and simply put a HUGE skill penalty on it. And If your skill is high enough, and remains positive, then allow tumbling while under movement penalties. Maybe.
    Mothergoose - Kardinal - Bunks

  10. #50
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    Quote Originally Posted by Bunker View Post
    I recall a suggstion like this in the past. Bonus to AC for high tumble. Every 5 ranks is too little. It worked in neverwinter nights, but for ddo, every 5 ranks would require a nerf bat as soon as it was implimented. Maybe 10 ranks would be better. IMO.

    New animation is never bad.

    Going to have to say no to tumbling through monsters. Being able to go through monsters, walls, or other things in this game would lead to potential breaks in the game.
    How about a compromise and say 7 ranks?

    I don't see any big game breakers being able to tumble through monsters. For general trash monsters anyway. Dungeon Alert and the simple fact of having to make many tumble checks would prevent it from being used to get away from a large group of monsters. And obviously some monsters..such as raid or special monsters would probably have tumble restrictions.

    And the reason you've seen these in the past, is because I've suggested them in the past.
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  11. #51
    Community Member HallowedOne's Avatar
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    Quote Originally Posted by Coldin View Post
    Actually, that's how it worked at first. Apparently that wasn't enough though, so the devs took the next step and just blocked the skill while under any movement penalties. I still don't like that change much.
    Yeah, I remember that. I thought that was stupid because now nobody needs skill dump on tumble since you only get a "cosmetic" summersault.

    Beeing able to escape harried situations, on the other hand, would be a nifty reason to dump on it.
    "When a mind does not know itself, it is flawed. When a mind is flawed, the man is flawed. When a man is flawed, that which he touches is flawed. It is said that what a flawed man sees, his hands make broken."
    Dak'kon.

  12. #52
    Community Member Hendrik's Avatar
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    Quote Originally Posted by h4x0r1f1c View Post
    You know, you could say that to anyone who makes suggestions. Suggestions are changes or additions people like to see in the game. Am I the only one who would benefit from Tumble? No.
    However, you ARE asking for automatic knowledge of a skill upon equipping an item that grants ranks in a skill. Are you baiting/trolling, looking for a discussion, or posting a 'gimme this'?

    Now, take a moment or two and think about that and do two things for us;

    1. Become familiar with current DDO rules on items will skill ranks and skills.
    2. Do the same with your hardcover books.

    Once you've done that, list 3 things why thing would be good and why it would be bad.

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  13. #53
    Community Member Bunker's Avatar
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    Quote Originally Posted by Coldin View Post
    How about a compromise and say 7 ranks?

    I don't see any big game breakers being able to tumble through monsters. For general trash monsters anyway. Dungeon Alert and the simple fact of having to make many tumble checks would prevent it from being used to get away from a large group of monsters. And obviously some monsters..such as raid or special monsters would probably have tumble restrictions.

    And the reason you've seen these in the past, is because I've suggested them in the past.
    Many ppl have suggested AC bonus in the past. But awell equipped acrobat can easily run with a constant +70 tumble, as well as any other rogue. Do you think an extra +10 AC is fairor better yet, balanced? At the very least +1 ac / 10 ranks.
    Mothergoose - Kardinal - Bunks

  14. #54
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    I have a max tumble too - just because its fun and looks cool. And the lack of fall damage is nice - at least for me - but not worth the points at all.

    I would love to see some functionality added to tumble.

    That said the OPs suggestion is absurd even stupid because it actually removes the one limited use from the skill.
    Wherever you went - here you are.

  15. #55
    Community Member SardaofChaos's Avatar
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    Quote Originally Posted by Bunker View Post
    Many ppl have suggested AC bonus in the past. But awell equipped acrobat can easily run with a constant +70 tumble, as well as any other rogue. Do you think an extra +10 AC is fairor better yet, balanced? At the very least +1 ac / 10 ranks.
    You can't attack while tumbling. What are you going to do with your almost invincibility? Dungeon Alert? That just makes whatever situation you were trying to get out of even worse. If people use it just to run away then what's the problem? If they're running away they're both not progressing in the quest and not fighting anything.

  16. #56
    Community Member Meetch1972's Avatar
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    Quote Originally Posted by Geodude07 View Post
    I feel that with a high enough tumble you should be able to roll in something like grease or ice storm spells. though perhaps people would feel that is too OP
    Tumble should be irrelevant for this! Think: Belly slide! Such an action should act as a +10 trip on any enemies also standing on the slippery surface. The tumble skill should just determine how long it takes you to get up when you reach the other side.

    h4x, your next task is to petition for belly sliding. TYVM.
    Goe ahed... korekt mah spelin'.

  17. #57
    Community Member SardaofChaos's Avatar
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    Quote Originally Posted by Meetch1972 View Post
    Tumble should be irrelevant for this! Think: Belly slide! Such an action should act as a +10 trip on any enemies also standing on the slippery surface. The tumble skill should just determine how long it takes you to get up when you reach the other side.

    h4x, your next task is to petition for belly sliding. TYVM.
    I would support this even if it's only active during the Winter Festival. Purple coins on your stomach FTW

  18. #58
    Community Member Bunker's Avatar
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    Quote Originally Posted by SardaofChaos View Post
    You can't attack while tumbling. What are you going to do with your almost invincibility? Dungeon Alert? That just makes whatever situation you were trying to get out of even worse. If people use it just to run away then what's the problem? If they're running away they're both not progressing in the quest and not fighting anything.
    Yes, you are correct. You cannot attack while in the act of tumbling. If Coldin and other suggest that an extra AC bonus that is +1 / 5-10 ranks of tumble be added but only while tumbling, then sure, go ahead.

    However,

    Isn't that what mobility is?

    And if so, did you know that if you tumble with mobility, and then not move, you keep your +4 ac until you move?

    Who is to even say that the benifit to AC that Coldin and I are talking about is for only when tumbling. Cause some of us might of got the idea from games like NWN and that isn't how it works there. How it works there is +1 AC for ever 5 ranks of tumble. Ta DA!

    Again, i'm no opposed to adding more benfits to tumble. Heck, I think "most" skills should be looked at and re-worked. All I'm suggesting is if something like an AC bonus for high tumble skill was to be entered into the game, there could be balance issues if not properly implimented.

    LvL 16 Tumble? Ideal? No. However running around with a +70 tumble in all quests at lvl 17-20 is totally possible. So you be the judge on a ratio of +AC/tumblerank.
    Mothergoose - Kardinal - Bunks

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