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  1. #21
    Community Member Statix's Avatar
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    Quote Originally Posted by R0cksteady View Post
    I would love Bullrush, free to fighters, a feat to other toons. DC like trip, but instead of knocking them down, knock them back and give some kind of debuff (Maybe lower enemy saves temporarily?) to make it more useful than just moving them. Then it could be used to start an encounter, and make them more vulnerable to other combat feats, so it could be used as the start of a combo (Bull Rush, Stun, then start beating down).
    I wouldn't give bullrush free to fighters, if it's gonna be a feat then it needs to be one selected by fighters during creation/levelup. I don't see how it would make sense to lower their saves, mostly the idea is knock down for a -4 AC until balance check or timer from knockdown finished.

    Quote Originally Posted by dkyle View Post
    Just confirmed it: the enhancement description in the enhancement picker plainly says it grants doublestrike to melee attacks. Maybe the enhancement description is bugged once you actually take it? I don't have a capstoned Fighter to check.

    Doublestrike is different than off-hand proc.

    You have an 80% chance of procing an off-hand attack.

    With the capstone, you have an additional 10% chance to proc an extra main-hand attack, but this extra attack does not come with a chance at an off-hand attack.

    Basically, TWF only gets ~70% the boost to DPS THF gets, since for a THF, all their attacks are main-hand attacks.
    Yep, you're right, this was changed already it seems, it used to be for ranged weapons only, no idea when it was changed. Still, not sure I like the 10% chance for an extra attack, why not make it 10% faster attacking *shrugs* thanks for letting me know, still mostly useless imo.

    as to the rest, I wasn't sure but thanks again for the clarification on it.

    Quote Originally Posted by Aashrym View Post
    I wouldn't give it free to fighters, they have enough feats to take it. There is a lot of room for more basics in DDO that we are missing. Some of what we do have from the basics still needs a pass tho.
    Agree'd the whole point of fighters is their customization ability. They don't get anything for free except weapon/armor proficiencies because it just obvious that they're supposed to be able to use that wide range of stuff. But Bullrush should be feat required like stunning blow.


    Quote Originally Posted by Mister_Peace View Post
    Dwarves
    wait no that's Minecraft


    Spears


    Druids
    Reach weapons, I've often toyed with this idea, especially when dealing with the Queen's overrun ability during ADQ, it would certainly be nice but at the same time I don't see this happening anytime soon if ever. The amount of coding they'd probably have to do to modify weapons for reach.... *shrugs* who knows. Still, would be nice.

    Druids, I've heard rumors of them being in the works... at the same time I'm trying to figure out what another divine caster class would really do here. Perhaps as a shape shifter but again... no idea what kind of extra coding/modifications that would entail. *shrugs* I could live without it but I don't think I'd be against it either.

    Psionics, now that I could really get behind.
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  2. #22
    Community Member brian14's Avatar
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    Quote Originally Posted by dkyle View Post
    Yeah, forced movement abilities like Bull Rush would just be just silly in DDO. That's what, a fraction of a second before they're back to where you sent them from?

    If you want to get an enemy somewhere, it's already very easy to do it.
    Really?

    Sorrowdusk has ogre archers standing on the very edge of a rather tall drop. Vale has trolls standing on the edges of some VERY tall drops. I WANT to get them just a bit OVER that edge, and go "splat". Any suggestions how to do it?
    "Beauty is in the eye of the beholder."

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  3. #23
    Community Member Grifarr's Avatar
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    Quote Originally Posted by Bodic View Post
    the bag in a bag tech is hard they are closer with the advent of crafting bag draw, but that is still broken and not near as labor intense(read:lag induction) as a spell compontent bag. scroll folder would fall under the same category bag in a bag. a folder is still a bag.
    This could be gotten around by coding both the spell component bag and scroll case as top level bags that only allow the appropriate items. I would show up along side our current 3-5 bag tabs in the inventory interface. Problem solved.
    Ghallanda - Kydara, Duplolas, Maullie, Mechandolf, Steelca Jones

  4. #24
    Community Member dkyle's Avatar
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    Quote Originally Posted by brian14 View Post
    Really?

    Sorrowdusk has ogre archers standing on the very edge of a rather tall drop. Vale has trolls standing on the edges of some VERY tall drops. I WANT to get them just a bit OVER that edge, and go "splat". Any suggestions how to do it?
    Yeah, you can't generally get things to go off cliffs. But, even if you could, monsters don't take falling damage, and would most likely rubber band back to where you launched them from. Both of which could be changed, of course.

    But I would say bull rush would need more use than pushing a few things off cliffs for it to be worth Dev time.

  5. #25
    Community Member Statix's Avatar
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    Quote Originally Posted by dkyle View Post
    Yeah, you can't generally get things to go off cliffs. But, even if you could, monsters don't take falling damage, and would most likely rubber band back to where you launched them from. Both of which could be changed, of course.

    But I would say bull rush would need more use than pushing a few things off cliffs for it to be worth Dev time.
    I've already said that it should be akin to a trip/knockdown instead of just push back if that at all, in DDO there's very little use for an actual push back feature here, for the most part there's very few instances where that would do you any good.

    The -main- point is a quick dash to a -targeted- enemy with a chance to knock down as per a trip DC mechanics. Making a feat requirement and an Improved version also feat required it'd really just be another mechanic that melee's could use to gain the attention of mobs first, get into a crowd before the zerging party members do and pop an intimidate or cleave/great cleave/whirlwind ect.

    What I don't want from it is some abusable quick dash like FvS's wings which could make the move faster on a timer or simple push back mechanic which has almost no feasible use in DDO at this time.
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  6. #26
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    Quote Originally Posted by Statix View Post

    Armor/Weapon Skin Modifications - Don't get me wrong, the new skins you can add to your armors/robes/outfits are nice, but this doesn't exactly lend to the personalization I was hoping for when coming to the look of your characters. Every minII litII weapon in the game look exactly like each other... give us a random skin at least if not a way to modify the look of it's handle/pommel. This also completely ignores the helms and shields... you're kind of stuck with whatever you get or buying one of those idiotic hats from the store which are all ridiculously stupid.
    Ninja Masks Pwn.

    'Only a Ninja, can kill a Ninja!'

    Bull rush would be nice and can have tactical uses with entangle type effects (web/disco balls) or aoe's. Besides its cool to knock someone half across the map. And would be useful to interrupt casters.

  7. #27
    Community Member Rubiconn's Avatar
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    Quote Originally Posted by Grifarr View Post
    This could be gotten around by coding both the spell component bag and scroll case as top level bags that only allow the appropriate items. I would show up along side our current 3-5 bag tabs in the inventory interface. Problem solved.
    I like this idea, have it similar to the weapon set hotkey but have scrolls say limit 5-10 and spell components there only needs to be 10 I think(unless you are dual caster) and they could be a flyout similar to the weapon detail flyout on the bottom of the UI. You can even code it to a specific tool bar say number 83-85 should just about cover it.
    Enjoy yourself your time on earth is very short.

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  8. #28
    Hero AZgreentea's Avatar
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    IIRC, the reason behind not being able to customize armors (and having to apply a skin instead) is in the way they are built. Like many things in DDO, the art for armor is all individually hand designed. Its not as easy as "Apply green color to all metal surfaces" like it was in a certain D&D game about a city called Neverwinter. If it happens, it will take a major tech and art overhaul to the game to accomplish.

    On the plus side, there is some sort of art overhaul potentially on its way to the game, we just dont know what form that will take.
    The problem is never how to get new, innovative thoughts into your mind, but how to get old ones out. Every mind is a building filled with archaic furniture. Clean out a corner of your mind and creativity will instantly fill it.
    Dee Hock

  9. #29
    Community Member azrael4h's Avatar
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    Quote Originally Posted by Statix View Post
    Because for the moment it's only for ranged weapons, how many fighters you know go around wielding a bow or some derivative exclusively?

    .
    This makes no sense... I said that Tempest Rangers need a melee capstone boost. Fighter capstone affects all weapons, as is proper. They are FIGHTERS, not a specialized class.

    And no good Ranger goes around using a bow exclusively either. I'd wager the majority of good ones, even AA's, are toting a pair of trusted melee weapons most of the time. Only a complete noob thinks that Ranger = archer only.
    Anyone who disagrees is a Terrorist...

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  10. #30
    Community Member dkyle's Avatar
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    Quote Originally Posted by Statix View Post
    I've already said that it should be akin to a trip/knockdown instead of just push back if that at all, in DDO there's very little use for an actual push back feature here, for the most part there's very few instances where that would do you any good.
    Oh yes, I'm agreeing with you there. Was just discussing the few uses forced movement could have.

    What you want is the Charge action implemented, but with only a Trip attack allowed at the end. It's a bit confusing to call that a Bull Rush, since in the 3.5 rules sense, it's not. In 3.5, a Charge can have any melee attack at the end of it, including a Trip. Bull Rush is simply an attack that produces forced movement; it doesn't have to be part of a charge.

    The whole "must specify a target" thing sounds like a pain to me as I really hate hard targeting things, and any mechanic that requires it puts DDO down a path I don't like, but I agree that it shouldn't simply act like Leap/Step.

    I think a better rule would be:

    * It only works if you're on the ground when you start it, and you can't jump during the movement. However, anything up to one-third the normal "climb up" height is leaped over instead of stopping.

    * If you have a hard target, you move up to a set distance and attack if you're in range. If not, move up to that same distance, but attack the first thing you bump.

    * If no enemy is attacked by the end of the movement (targeted or not), do a short stumble animation. Time it so that using it, then waiting for the attack/stumble animation to end, is no faster than running that distance normally. But, the time from activation to start of attack would still be shorter than running up normally and attacking.

  11. #31

  12. #32
    Community Member Statix's Avatar
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    Quote Originally Posted by dkyle View Post
    Oh yes, I'm agreeing with you there. Was just discussing the few uses forced movement could have.

    What you want is the Charge action implemented, but with only a Trip attack allowed at the end. It's a bit confusing to call that a Bull Rush, since in the 3.5 rules sense, it's not. In 3.5, a Charge can have any melee attack at the end of it, including a Trip. Bull Rush is simply an attack that produces forced movement; it doesn't have to be part of a charge.

    The whole "must specify a target" thing sounds like a pain to me as I really hate hard targeting things, and any mechanic that requires it puts DDO down a path I don't like, but I agree that it shouldn't simply act like Leap/Step.

    I think a better rule would be:

    * It only works if you're on the ground when you start it, and you can't jump during the movement. However, anything up to one-third the normal "climb up" height is leaped over instead of stopping.

    * If you have a hard target, you move up to a set distance and attack if you're in range. If not, move up to that same distance, but attack the first thing you bump.

    * If no enemy is attacked by the end of the movement (targeted or not), do a short stumble animation. Time it so that using it, then waiting for the attack/stumble animation to end, is no faster than running that distance normally. But, the time from activation to start of attack would still be shorter than running up normally and attacking.
    as a fighter I hard target everything, and what you're proposing is even worse into coding hell... you're putting too many restrictions/situations attached to it, the point was to use something that was already in the game as a monster ability which could easily be adapted to player characters that IMO should have already been in the game to begin with.

    I do agree that there should be a set limit but as to the inclinea/obstacles in between let's keep it simple. Sure, walls and such should be a no brainer but breakables and other easily moved objects shouldn't hinder/inhibit the skill.
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  13. #33
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    Druids

    Double weapons

    Gnomes

    Great two handed Pick

  14. #34
    Community Member dragonmane's Avatar
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    You know, all the stuff you guys before have put down are nice, really. I want to be able to eat the bacon cooking in my ship. WHY OH WHY cant I eat that bacon. I can smell it, I can look at it, but ****, I cant eat it. WHY!!!!!!!

  15. #35
    Community Member fatherpirate's Avatar
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    Whats missing....er...alot.

    Discounting what is not included due to game engine restrictions, here would be my short list.

    Gnomes
    Druids
    Warlocks
    Familiars
    Ranger/Druid animals
    Meta magic feat, still spell
    Wild magic
    Crafting scrolls and wands
    Being able to link a meta magic feat to particular spells on your hotbar
    Ground targeting for spells
    Monkey grip
    Half orc weapons
    Spears
    Correct weapon ranges
    Clerical Domains

    That is the short list :-P

  16. #36
    Community Member Symar-FangofLloth's Avatar
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    Quote Originally Posted by Statix View Post
    Still, not sure I like the 10% chance for an extra attack, why not make it 10% faster attacking *shrugs* thanks for letting me know, still mostly useless imo.
    Lag.

    They changed a lot of the speed boosts into doublestrike at the same time they change TWF from having set attacks at certain points with their own physics check, to a proc chance on the same target as your mainhand. In the name of reducing lag by reducing the number of physics checks.
    I think it helped a little, and the game is really no different before or after, other than a little further away from tabletop.
    Former Xoriat-er. Embrace the Madness.

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