Author Topic: Weapon Skills - Piercing, Bludgeoning etc  (Read 2541 times)

th3kaiser

  • Posts: 441
Re: Weapon Skills - Piercing, Bludgeoning etc
« Reply #75 on: April 05, 2019, 11:26:07 AM »
Oh okay. Well thanks for the clarification. My sleepy eyes must've TLDR'd that out. I was just assuming everyone wants to make it easier to skillgain via spars and the like. I'm against that.

Not being fun I get. Grinding is awful. There's like a week period to every new PC that I just don't interact with people while I get to a point of not dying to a passing Shik.

gotdamnmiracle

  • Posts: 832
Re: Weapon Skills - Piercing, Bludgeoning etc
« Reply #76 on: April 05, 2019, 03:55:19 PM »
Oh okay. Well thanks for the clarification. My sleepy eyes must've TLDR'd that out. I was just assuming everyone wants to make it easier to skillgain via spars and the like. I'm against that.

Not being fun I get. Grinding is awful. There's like a week period to every new PC that I just don't interact with people while I get to a point of not dying to a passing Shik.

If I recall the transition to classes was supposed to get rid of this process.
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Feco

  • Posts: 1977
Re: Weapon Skills - Piercing, Bludgeoning etc
« Reply #77 on: April 05, 2019, 03:58:57 PM »
And it does.
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gotdamnmiracle

  • Posts: 832
Re: Weapon Skills - Piercing, Bludgeoning etc
« Reply #78 on: April 05, 2019, 04:50:58 PM »
I too take issue with the fact that one of the reasons you would choose a certain class is because it gets combat skills to master, but the likelihood of getting to that point without either luck or twinking is impossible. Why not just get rid of the top teir of combat type classes, give everyone a cap at advanced on those skills, and then shuffle the missing skills on down.

This suggestion isn't serious, but you may as well. What's the point of having a cap that realistically you will never reach?
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Inks

  • Posts: 1266
Re: Weapon Skills - Piercing, Bludgeoning etc
« Reply #79 on: April 05, 2019, 10:16:37 PM »
It seems to work fine to me. Reached master on my first pc ever without much nonsense. It sounds like I am shilling the party line here but have never got this far weapon skill wise. (Have only got to advanced under old system, and one of those pcs was 80 days played). I feel like you used to have to jump through hoops to get it, with the best assassin I have ever played (the pointiest boi) having app weapon skills at 60 days played.
 
« Last Edit: April 06, 2019, 09:01:10 AM by Inks »
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Dresan

  • Posts: 1306
Re: Weapon Skills - Piercing, Bludgeoning etc
« Reply #80 on: April 06, 2019, 05:35:48 PM »
I think I would like to see some of the offensive bonus lowered from skills, especially if there any related to strength.  Again this will probably make fights to the death lengthier which is fine and mean more shield blocks and parries than dodges, but right now offense especially etwo-ing is nuts.
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Synthesis

  • Posts: 9813
Re: Weapon Skills - Piercing, Bludgeoning etc
« Reply #81 on: April 26, 2019, 04:37:25 PM »
I think I would like to see some of the offensive bonus lowered from skills, especially if there any related to strength.  Again this will probably make fights to the death lengthier which is fine and mean more shield blocks and parries than dodges, but right now offense especially etwo-ing is nuts.

It's not really that offense is nuts...it's that defense is pretty nerfed for everyone except the top tier combat classes, and I dunno...I feel like more people are going for utility over tankiness.  Advanced parry by itself isn't that great.

Also...seems like critter-grinding is still better than sparring for training weapon skills, at least.
« Last Edit: April 26, 2019, 04:40:52 PM by Synthesis »
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Dresan

  • Posts: 1306
Re: Weapon Skills - Piercing, Bludgeoning etc
« Reply #82 on: April 29, 2019, 12:29:23 AM »
It's not really that offense is nuts...it's that defense is pretty nerfed for everyone except the top tier combat classes, and I dunno...I feel like more people are going for utility over tankiness.  Advanced parry by itself isn't that great.

Yeah. It is not that advance parry skill is bad but rather the ability to make that level of parry good is probably very hard to achieve. It is harder for any class to train multiple weapon skills like in the past after all. This makes the weapon skill boosts the heavy classes get invaluable for defense.

Not sure if defense in general suffers from having no weapon knowledge anymore, I remember axes used to hurt my assassins a lot vs other weapons. That would be pretty great for miscreants and stalkers and the below squishy classes. Maybe staff could kindly confirm?

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Weapon Skills                                                  (Melee Combat)

   Weapon skills represent specialized knowledge in the use of a particular
class of weapons. All weapons fall into one of four general categories:
bludgeoning, chopping, piercing, and slashing. Stabbing weapons are merely
a subset of piercing ones.

   If one possesses, for example, the 'chopping weapons' skill, then one's
usage of an axe is improved both in ability to land blows and to parry
those of others, the degree of improvement depending on one's level of
accomplishment in that skill.

   Each category of weapon has its own characteristics, which should become
evident as your character becomes more familiar with its usage.

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