Page 2 of 2 FirstFirst 12
Results 21 to 37 of 37
  1. #21
    Founder Aesop's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by InsanityIsYourFriend View Post
    or on vorpal hits it does a scaled trip ~scaled by your own trip modifier so if your a kinsei fighter trip focused with imp trip using a whip every time you roll a 20 its basically an auto trip to those able to be tripped not to mention the ability to still use trip~ then add in cleave and great cleave and you have a CC melee easily, sure its not stunning blow but hey
    I can already see the twirling barbarian ^^

    two handed weapon with chance at double strike would also be nice
    whips could be fun
    as for why it gets said effect look at Great Cross bow when your prof with it, on vorpal hits what does it do? it knocks things down why cant a whip do that?
    I kinda like the Knockdown property idea.

    I think I'd make it

    Whip
    Light Weapon
    1d4 19-20 x2: Slashing
    Special: On Vorpal effect Knockdown

    To go with this I'd like to see Spiked Chains as well

    Those I'd make

    Chain, Spiked
    Two Handed Weapon
    2d4 20 x3: Piercing
    Special: Improved Glancing Blows: Slightly Higher Damage, Proc Rate (I assume we'll eventually see Glancing Blows have a Proc Rate anyway) and chance to Proc Special Enhancements.

    Kamas I'd like to see a special ability added as well.

    Kama
    Light/Monk Weapon
    1d6 20x2: Slashing
    Special: Bleeding: On critical target suffers Bleed damage 1d4 + attacker Wis modifier every 2 sec for 6 sec.

    Shuriken I'd like to see

    Shuriken
    Thrown/Monk
    1d2 20x2: Slashing and Piercing
    Special: While throwing shuriken there is a 20% chance to throw an extra on any given attack. Shuriken expertise stacks with this benefit.



    Exotic weapons should have something interesting about them.

    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  2. #22
    Community Member Ungood's Avatar
    Join Date
    Nov 2009
    Posts
    3,391

    Default

    Quote Originally Posted by Aesop View Post
    Shuriken
    Thrown/Monk
    1d2 20x2: Slashing/Piercing
    Special: While throwing shuriken there is a 20% chance to throw an extra on any given attack. Shuriken expertise stacks with this benefit.
    I am a firm believer that Shuriken's need a massive revamp. And your idea is in the right direction. I think being able to just throw multiple shurikens like say 4 @ 20, or BaB/5,

    Would be a step in the right direction to make them worthwhile.

  3. #23
    Founder Aesop's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by Ungood View Post
    I am a firm believer that Shuriken's need a massive revamp. And your idea is in the right direction. I think being able to just throw multiple shurikens like say 4 @ 20, or BaB/5,

    Would be a step in the right direction to make them worthwhile.
    I'd also have Shuriken generate Ki like melee and be able to apply the Elemental Strikes to Shuriken attacks. I'd also not allow 10k Stars to work with a Bow, but I would allow the bow (with Zen Archery) to generate Ki and use Elemental Strikes.

    with that I think Shurikens would be a good viable weapon for certain builds and Zen Archers would be viable without completely stomping on the Shuriken's thing

    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  4. #24
    Community Member Ungood's Avatar
    Join Date
    Nov 2009
    Posts
    3,391

    Default

    Quote Originally Posted by Aesop View Post
    I'd also have Shuriken generate Ki like melee and be able to apply the Elemental Strikes to Shuriken attacks. I'd also not allow 10k Stars to work with a Bow, but I would allow the bow (with Zen Archery) to generate Ki and use Elemental Strikes.

    with that I think Shurikens would be a good viable weapon for certain builds and Zen Archers would be viable without completely stomping on the Shuriken's thing

    Aesop
    I can get behind the Ki for them as well. That seems reasonable.. I have no idea about the bow thing, so I am not going to comment.

  5. #25
    Community Member
    Join Date
    Apr 2010
    Posts
    111

    Default

    i would agree to have whips have dex attack bonus by default, and str for damage. getting a trip on vaporal as an added bonus would be good incentive

    however the range for whips are 5-10 ft by default, i don't think range feats should effect this weapon as the scripting may clash, and the text may confuse the heck out of everyone

    as for the other ideas of putting built-in effects, i would almost always say NO. it's makes the wep broken e.g.

    using cannith craft: strength sapping kama of enfeebling(of bleeding)

  6. #26
    The Hatchery Scraap's Avatar
    Join Date
    Oct 2009
    Posts
    1,651

    Default

    Quote Originally Posted by 1jazzz View Post
    however the range for whips are 5-10 ft by default, i don't think range feats should effect this weapon as the scripting may clash, and the text may confuse the heck out of everyone
    Sorry, for clarity I was referring to the distance reference mark that folks are likely familiar with. Not the feat (or the feet, for that matter, since they altered that precisely for utility as well).

  7. #27
    Community Member Ungood's Avatar
    Join Date
    Nov 2009
    Posts
    3,391

    Default

    I am going to be honest, I can't see the point of whips in the game as far as a players perspective on things, but I could so see any succubus or Malicia herself using a whip, it would be so fitting.



    You have got to admit, having a whip in her other hand would just complete the ensemble.

  8. #28
    Hero madmaxhunter's Avatar
    Join Date
    Nov 2009
    Posts
    798

    Default

    Tying into the monk's weapons, and close to the whip idea would be the kusarigama http://en.wikipedia.org/wiki/Kusarigama. Maybe as a unique weapon.

    You could also add the flail to the family, for tripping abilities
    Completionist Lighthardtt Tuisian of Sarlona
    leader emeritus, Bridge Burners

    "Just another day in pair-o'-dice"

  9. #29
    Community Member Luis_Velderve's Avatar
    Join Date
    Nov 2009
    Posts
    326

    Default

    Flexible weapons at DDO......I do not see it happen. I miss spears and flexible weapons in this game.
    Quote Originally Posted by justagame View Post
    I assume you're joking.

    (But just in case you're not, posts like this don't help, don't pretend to speak for others.)

  10. #30
    Community Member Cauthey's Avatar
    Join Date
    Jun 2010
    Posts
    1,976

    Default

    /signed.

    Indiana Jones build, anyone?

  11. #31
    Community Member Alrik_Fassbauer's Avatar
    Join Date
    Oct 2011
    Posts
    5,455

    Default

    Indiana Jones build ? Well, there's enough excavations going on ...
    "You are a Tiefling. And a Cleric, with the Domain of the Sun. Doesn't that contradict each other ?" "No, all my friends are playing evil. I found that so boring that I decided to be on the good side. And, besides, Sun and Fire, where is the difference, really ?"

  12. #32
    Community Member Jay203's Avatar
    Join Date
    Feb 2007
    Posts
    2,057

    Default

    for whip to be implemented, new attack animations would need to be made as well =\

    but i want spears first
    PS: Greensteel RUINED the game! and you all know it!
    less buffing, more nerfing!!!
    to make it easier for those of you that wants to avoid me in game, all my characters are in "Bladesworn Mercenaries"

  13. #33
    Founder Aesop's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by 1jazzz View Post
    i would agree to have whips have dex attack bonus by default, and str for damage. getting a trip on vaporal as an added bonus would be good incentive

    however the range for whips are 5-10 ft by default, i don't think range feats should effect this weapon as the scripting may clash, and the text may confuse the heck out of everyone

    as for the other ideas of putting built-in effects, i would almost always say NO. it's makes the wep broken e.g.

    using cannith craft: strength sapping kama of enfeebling(of bleeding)
    Strength Sapping of Enfeebling isn't a broken combination and bleeding is just extra damage so I'm not sure why that seems broken to you? Especially since Kama is one of the weakest weapons in the game with its only use being for Monks to have access to Vorpal and certain other limited effects... most of which are no longer as good as they once were. Melee and actually weapon combat across the board is on the weak side of things relative to other combat forms ie spells. An extra little bit of damage (and that was only a single possibility maybe instead it caused pain giving a -2 to attack rolls and AC) doesn't strike me as broken. perhaps you should reexamine what you think is broken in the game... you like to say things are broken a lot.

    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  14. #34
    Community Member
    Join Date
    Apr 2010
    Posts
    111

    Default

    not really the broken part its the fact the free bleeding property is not counted into total mod.

    the real problem i have with this is, the fact that if you implement this the game will become unfamiliar to PnP players. in DDO there are in essence 3 type of players

    new to mmos
    ex/current pnp players
    mmo players

    most of these posts are the wants of the mmo players which have no idea what D&D is(debatable i concur), taking other expects from another game don't quite cut it most times.

    i'm sure many player ignore this section of the forums, thinking it's not worth their time, turbine isn't bothered to hear us out anyways.

    it's not the matter of suggestion, it's the matter of quality control. turbine can't just take everything they see and implement it as it'll make the game a huge jumble of a mess. e.g

    the evil alignment: would you be fine with turbine give you the option to be evil but nothing else changed? meaning it's just a damage and damage reduction preference. making implementation to make evil be "evil" in DDO would mean re-scripting over 50% of the game; which in turn might just bring break the game rather than making it better.

  15. #35
    Founder Aesop's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by 1jazzz View Post
    not really the broken part its the fact the free bleeding property is not counted into total mod.

    the real problem i have with this is, the fact that if you implement this the game will become unfamiliar to PnP players. in DDO there are in essence 3 type of players

    new to mmos
    ex/current pnp players
    mmo players

    most of these posts are the wants of the mmo players which have no idea what D&D is(debatable i concur), taking other expects from another game don't quite cut it most times.

    i'm sure many player ignore this section of the forums, thinking it's not worth their time, turbine isn't bothered to hear us out anyways.

    it's not the matter of suggestion, it's the matter of quality control. turbine can't just take everything they see and implement it as it'll make the game a huge jumble of a mess. e.g

    the evil alignment: would you be fine with turbine give you the option to be evil but nothing else changed? meaning it's just a damage and damage reduction preference. making implementation to make evil be "evil" in DDO would mean re-scripting over 50% of the game; which in turn might just bring break the game rather than making it better.

    No one is saying turbine will take all suggestions but your critique lacks substance, its based around "unfamiliarity" for pnp players, who in my experience are fairly adaptable, and the logic of "Turbine doesn't pay attention so why bother". These don't hold water as we've seen evidence to the contrary
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  16. #36
    Community Member Talias006's Avatar
    Join Date
    Feb 2006
    Posts
    1,115

    Default

    Quote Originally Posted by 1jazzz View Post
    the evil alignment: would you be fine with turbine give you the option to be evil but nothing else changed? meaning it's just a damage and damage reduction preference. making implementation to make evil be "evil" in DDO would mean re-scripting over 50% of the game; which in turn might just bring break the game rather than making it better.
    There is already a thread on the topic active, why does this need to be in the topic about whips as a new weapon type?
    Quote Originally Posted by sirgog View Post
    Coyle still hates you.

  17. #37
    Community Member
    Join Date
    Apr 2010
    Posts
    111

    Default

    Quote Originally Posted by Talias006 View Post
    There is already a thread on the topic active, why does this need to be in the topic about whips as a new weapon type?
    yea, i'm recycling my examples, thanks for the gank/flank.

Page 2 of 2 FirstFirst 12

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload