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  1. #1
    Community Member SealedInSong's Avatar
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    Nov 2009
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    Default Hi devs: charge/bullrush/overrun

    I know you have a lot on your plate right now, but we've heard many times/from multiple sources that devs intend to create more tactical feats for melees to use.

    I don't know if it's more or less or equivalent amount of work crafting new feats vs. enhancements, but wouldn't the enhancement alpha be a wonderful time to consider adding charge, bullrush, and overrun?

    There's been some mixed community reaction about adding more clickies to the game, but the above three special attacks seem relatively easy to implement with a lot of benefit to the community.

    Already implemented in game: feint, sunder, trip, throw splash weapon, turn/rebuke undead, and two-weapon fighting, and not yet implemented in game: bull rush, charge, overrun, aid another (looks semi-drafted for cleric protection tree), disarm, grapple, and mounted combat.

    Easy implementation
    • Charge: we have abundant step abilities, so the only difference from a DDO perspective to me is that failing a strength check wouldn't allow you to "phase" (as Ubiquity, R3 Unearthly Reactions etc allow you to do) past your opponents
    • Bullrush: same as charge except it'd be more of a Tumble length and use a strength check for knockback
    • Overrun: same as bullrush except it's a knockdown effect, not a knockback


    I ask this again now after so many others have asked about it because we are seeing new clicky abilities for melee combat that obviously require new coding, whereas we are lacking core abilities (that even non-melees could use) that don't really require much novel coding.

    If you're concerned that any ol' character could try to abundant step using charge if it were a feat, at least throw a bone to melees and give it a base strength requirement or just put it in their enhancements trees instead of some enhancements that we know no one will train or ever want to train such as the item defense enhancements.

    Couple it with a cooldown of any substantial length, and at the very least you've provided melees with new and flavorful core abilities that they deserve without any fear of having to nerf them. And you can unnerf the cooldown (or add +[W] damage, +DC prefixes/affixes, etc) later and make everyone happy.

    Thanks.
    Last edited by SealedInSong; 04-17-2013 at 11:26 PM. Reason: spelling error
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