Knight Skillsets

edited February 2014 in Runewarden
With the separation of Forging as a tradeskill, how would you prefer to see it replaced for each Knight?
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  • edited February 2014
    For option #3, you get a....

    image

    I voted for 3 unique skills, because moar flavah is bettuh, but the reality is they'll probably get a carbon copied skill that allows them to have more variation with weapons/venoms/weaponry skills.
    image
  • Jacen said:
    For option #3, you get a....

    *bigass facepalm pic*
    Two roads diverged in a wood and I
    I called one of them stupid
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  • WessuxWessux Chattanooga
    We already have a separate skill for each knight. They will probably just split up chivalry, and maybe add in a couple of new skills in them to make us feel new.
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  • ShirszaeShirszae Santo Domingo
    Xith said:
    Jacen said:
    For option #3, you get a....

    *bigass facepalm pic*
    Two roads diverged in a wood and I
    I called one of them stupid
    The one you took, probably

    And you won't understand the cause of your grief...


    ...But you'll always follow the voices beneath.

  • 3rd skill will be blademaster.
    I like my steak like I like my Magic cards: mythic rare.
  • Because of the nature of the changes I'd like to see (a much greater variety of weapon options, maybe specialisation in a specific weapon type), a different skill for each class wouldn't make sense. But at the same time, I would like to see more differentiation between the knight classes, and all of them getting identical changes wouldn't be as interesting. So I think they should all get the same new skill, but with some variations for each class.
  • Anyone know if the weaponry overhaul was listed as knight-specific? Or think it will just be knight-favourable?
    I mean seeing serpents get to use kusari-gama as a whip variation or something...

    Would be cool if knights just had a handful of specialisations that other classes don't start with. So they just have a learning advantage.
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  • I'm guessing (based on pretty limited information) that the weaponry overhaul will (at least primarily) be a redesign of forging and how weapon stats work, so it will impact anyone who uses forgeable weapons, but won't necessarily give more options. Serpents would still use whips and dirks, but the stats might work differently.
  • Weird. Nobody wants to see Curses with some speed rapiers? :P
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  • Xith said:
    Weird. Nobody wants to see Curses with some speed rapiers? :P
    When most people think of something like 'hmm it'd be so great and overpowered if my DSL could target 2 limbs at once' they leave it at that, rather than rushing to forums to suggest that change for their class.
  • How long do you have to play Achaea before your sarcasm detector gets broken, Kaf?
    I like my steak like I like my Magic cards: mythic rare.
  • Dis guy gots ideas.

    image
    I like my steak like I like my Magic cards: mythic rare.
  • If they can go ahead and give Infernals the Diabolism skill that was proposed many years back, that'd be great....

  • Paladins: go on righteous crusades

    Infernals: turn into Ringwraiths

    Runewardens: nfi
    image
  • Is Bladefire any more than nostalgia? What were the actual abilities, beyond the different blades? Would it be much different, stylistically, from Runelore and runeblades?
    image
  • edited February 2014
    Is Bladefire any more than nostalgia? What were the actual abilities, beyond the different blades? Would it be much different, stylistically, from Runelore and runeblades?
    It's hard to find much information (there's a few posts here and here though, for a small taste), but it seems like it would be very different stylistically, and nonsensical mechanically (in terms of fitting into the game as it is now).
  • It'd have to be reworked, but the Bladefire blades were a little different from runeblades, since it relied on actual different blades and not just a new effect on your rapiers. There's at least one full set of Bladefire blades still around, and the blades themselves were imbued with their own crazy and OP effects, or something along those lines.

    It's the sort of thing that could definitely be considered in conjunction with a weaponry rework since Bladefire already immediately caters to a completely different fighting style for Paladins, and would presumably allow for the sword and board style that many people associate with traditional medieval knights.

  • Kyrra said:
    I don't understand the point of these threads because @Tecton has already answered about them in other threads multiple times.

    @Kyrra: Because, as documented throughout human history, fleshlings live and thrive on speculation and prediction. From consulting animal entrails and astrological portents to determine the next god-emperor, to court gossip ascertaining the recent royal mistress and/or consort pairings, to the high-energy market activities of Wall Street, humans enjoy the thrill of guessing outcomes great and small. 

    Also, some live for the feeling of 'Aha! I knew it!' when the release of the new Weaponry changes does contain some features that they have guessed.

  • KeiKei
    edited February 2014
    I think the 'OP' effects of Bladefire mostly stemmed from one being able to paralyse on every hit, and this was before there were a lot of cures (and there were still pills), so the way to fix paralysis was I think 'RELAX BODY', which took a few seconds...during which the Bladefire guy would just hit you again and para-lock you. That's just what my own research dug up, though.

    That said, if it comes along with the Weaponry rework? Could be an interesting mechanic again, yes, assuming it wasn't as buggy as I've heard it was back then (but back then I think -everything- was buggy, so it was probably par for the course).

    Edit: Assuming you don't consider the Blademaster stuff to be the new Bladefire, thematically.

    Bydar, a garish-looking trader says, "I'm not a man, I'm an experience."
  • edited February 2014
    Silas said:
    It'd have to be reworked, but the Bladefire blades were a little different from runeblades, since it relied on actual different blades and not just a new effect on your rapiers. There's at least one full set of Bladefire blades still around, and the blades themselves were imbued with their own crazy and OP effects, or something along those lines. It's the sort of thing that could definitely be considered in conjunction with a weaponry rework since Bladefire already immediately caters to a completely different fighting style for Paladins, and would presumably allow for the sword and board style that many people associate with traditional medieval knights.
    Well, with paralysis no longer being cured by a command that put you off balance for as long as the damn attack (yay getting herbs instead of pills, bloodroot is amazing!), it wouldn't be near as OP.


    edit: I missed Kei's post - yes, that is precisely it. Pills cured a lot differently than herbs (and minerals).

    last edit, promise: I don't care if you bring back bladefire for the most part - in fact with the new weaponry system I'd love to see paladins/templars/crusaders of DOOM get the old blades or some modification thereof as ones they can forge. however, please, by all that is holy, do not bring back the bladefire shrines.
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  • Kei said:
    Sadly the Forestal thread does not have an option 'Burn the Xith tapestry'.  ;))
    In the forestal thread it'd be "Exterminate".
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  • NimNim
    edited February 2014
    Xith said:

    Kei said:

    Sadly the Forestal thread does not have an option 'Burn the Xith tapestry'.  ;))

    In the forestal thread it'd be "Exterminate".
    Would play Daleks.

    Infernals: turn into Ringwraiths

    Would also play Nazgul.
  • The trans skill that was purposed for Diabolism was Wraith. Worked kinda like Transmog but you became a Spectral Wraith with fixed stats. Basically a special race with Mhun balance, high Con, but just about no Str, Dex or Int. Gods I wish they would revisit that proposal. Was so awesome!

  • Sounds like a strange mixture. Just to tank and do speed prepping I suppose?

    Also I might be off-base but assuming Hashan doesn't get deleted, I would imagine shadow-themed possibilities get reserved for them... just sort of because they don't have a factional class and that's part of why they have no fighters. Their best shot at one got claimed by 4 other cities too.

    Although really a factional class should have some raid potential too. You see a party with 8 occultists and you shake in your boots a little. If I saw a party with 8 alchemists.. "Oh no.. please don't Displace me, mister..."
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