This is likely best kept for classleads, but seeing as how we already finished a round, I'm assuming that it will be a while before the next one. I apologize that I did not think of this in time for the classleads, but it has been something that has bugged me for some time, and I did not know how to begin to address the issue. I'm not sure if this is the correct solution to the issue, but I figured that I would give it a try.
PROBLEM: There exists a broad divide between momentum-based and limb prep-based classes -- that a break in combat resets offence for momentum-based classes, but not for prep-based classes. This ends up providing incentive for limb prep classes to flee combat against momentum classes. Hindering makes this more difficult (but not impossible), but does not solve the core problem: incentive should be provided to limb prep classes to stay in the room in order to achieve their goal.
PROPOSED SOLUTION 1: Provide an additional functionality to RESTORE, such that:
- If the user is at full health, and
- if the user remains at full health for the duration of the channeling, and
- if the user does not have any broken limbs at levels 1, 2, or 3; then
the user's prepped (ie. unbroken) limbs will be reset to zero hits.
Note well: unlike the present use of RESTORE (which would still be in effect to heal level 1 broken limbs), limb damage is healed at the end of the channel time, and not at the beginning. The requirements for maintenance of full health are to make it functionally similar to the use of an editor; this is not something that should be used in the midst of an ongoing attack, but rather at the end or at a pause. Balance/equilibrium would be required but not consumed, and any action would cancel the channel. Channel time should be short, and similar to time needed to heal from a momentum class; while still being long enough for the opposing class to regain balance/equilibrium and attack again in order to stop any restore attempted mid-combat. I hesitantly propose 2-5 seconds.
PROPOSED SOLUTION 2: Like solution 1, but with consumption of balance and/or equilibrium.
PERCEIVED IMPLEMENTATION PROBLEMS: I have never played a limb prep class. I do not know how much time it takes for a limb prep class to execute their offense. I am, however, under the impression that it takes longer to prep limbs than it does to achieve a lock, for example. Or to setup for a reave/catharsis/absolve/broken star. Therefore, it is likely that the speed of execution will need to be looked at, and balanced accordingly. This likely means that the number of hits required to break a limb needs to be reduced.
Comments
If sawbones was made basline survival or weaponry instead of a trait, that could counteract this I suppose.
E: To add to this, a heavily artifacted BM can go from 0 to Brokenstar in 20-25 seconds.
Agreed. I mentioned this in my perceived problems. I think that the time needed to prep needs to be reduced to make these prep classes capable of killing on the order of time that momentum classes presently are.
But yeah, monks and blademasters are probably the only limb-prep based classes that wouldn't really care as much about this(I mean, don't they already prep you in 30 seconds?). For Knights, yeah, we'd be completely and utterly screwed.
For a Runewarden, who only has disembowel to fall back on as a "kill-secure", we have to a) break both your legs, b) stick you with a damaged torso, good luck with mangled(90% of the time, good luck with even the damaged torso), and c) more often than not break an arm if not both to keep you from curing your damned legs before we can impale. On average, this is about 7-9 DSLs--not individual slashes, doubleslashes--per limb. Assuming an average of at least 4200 health(which is fairly common now, compared to like, two years ago, when it was more around 3800 ... give or take).
Without the torso damage, disembowel is pretty laughable. Granted, Runewardens do have a bit of extra burst they can do with it if they begin it before the break combo ... which practically screams, "oh hey, by the way... your limbs are set. Better play defensive(spam touch shield) for thirty seconds."
When Canada rules the world,
things will be... nii~ice.
Vodun/puppetry does not count because anyone who uses these skillsets is an awful person.
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One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
When Canada rules the world,
things will be... nii~ice.
I might be weird, but I actually like long fights. My favorite fight was a 30 minute arena match against a priest.
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One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
Results of disembowel testing | Knight limb counter | GMCP AB files
→My Mudlet Scripts
Then off course you have classes that can never be vivisected like serpent, dragon, priest. So your option becomes DSB and once again you are sick with parry. I would be happy if parry mattered against all limb breaking classes but that would require more alternatives to kill.
And Arador: I agree that parrying is an issue here. I just think there are better ways to deal with it than just adding another bypass. Mainly by adding incentives for moving one's parry around.
→My Mudlet Scripts
Trueparry has a base of 50%!
Parry is a very important defence against disembowel, damnation and vivisect. Why would we ever reduce its effectiveness? Unless a SERIOUS rework of limb prep and the Knights' finishers were to be implemented.
Dumbing down combat even further is probably one of the worst things that could happen to Achaea.
p.s. it's very difficult to comment on knight balancing with an overhaul as large as weaponry is imminent. The OP has already been addressed by classleads really.
Nothing wrong with break-prep being worthless to set up both legs at the same time?
Nothing wrong with asking someone to rely on tattoos to make their finisher viable?
Hmm.
ETA: The dex-based parry thing was a joke, for the record.
ETA2: How exactly is Runie better than the other knight classes at bypassing parry? Unless you just mean the speed boost to rapiers? I confus.
Also how fast is every class' typical attack? Quicker than 1.7 - 1.9 seconds? No. Maybe Sentinel, maybe other Knight's, maybe Bard. Good thing Infernal's have Frenzy and Runewarden's get Freeze. Even of they do react quick enough: Touch shield - raze - continue.
It's only Paladin's that have the right to complain about ineffective parry bypass and an unfortunate alternative to disembowel.
Runewardens are better due to faster weapons, and nairat. Which is a huge factor. They also get to block flooding and indoor "meteor" vs shield for a bonus.
It's not like they're the best to play (a silly argument), but they do have the best parry bypass.
2 level 2 restoration breaks = 8 seconds no parry.
2.3s-1.9s DSL speed is average, I think (I don't think many runies are under 1.9. I have 237's and I'm at 2.1 myself, and, yes, nimble).
Depending on latency, that gives you 4-ish seconds to work with, since you have to break the second arm in sequence. 4s = 2 DSLs. So I'm not sure what you're talking about.
Freeze doesn't help you bypass parry, Nairat's not reliable, unless you're talking about shiver-disrupt to keep 'em from shielding. I really don't see how Nairat is a 'big factor'.
So, in the case of shield, 4s window minus 1.3-1.5s raze = 1 DSL. Two arm breaks to get one unparried hit isn't unreasonable?
Speed buff, okay. I buy that. But 20 points in speed is not so huge a thing that I'd say Runies are decidedly more viable limb breakers than any other knight class (I'd wager damage is actually a bigger deal, since 20 damage could, theoretically, knock a DSL off prep).
Flood blocking isn't part of this argument about parry, not sure why that was brought up. Unless you mean you should rune-stack to prep (i.e. during arm breaks) to eliminate shield coming up? Which is great, except people can see runes coming from a mile away, and really have no business sitting there to get thurisaz'd. It's not really something you can bank on. Unless you're seriously suggesting you should triple-break in order to prep a limb (so they can't run, off a leg break).
I'm not really sure what you're getting at. A lot of the stuff you've brought up isn't relevant.
Your rapier speed makes epseth/epteth kind of weak unless you get really lucky nairats, but the point is that being frozen stiff means you cannot parry. Nairat proccing on epseth/epteth means they have to choose between curing their shivering/frozen or fixing their limbs. Depending on their curing priority they are often going to end up with two shriveled arms or a frozen body, and the best part about this is that when you're laying into the parried limb it's perpetuating that status. Jovolo made good points in my eyes.
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