Pikeman Archive

Thread: How about proposing something like this pikeman?

erroroccured
Thu Mar 04, 2004 9:13 am
#1




After thinking about it for a while, TKM is not truly overpowered as far as damage goes. In my opinion what makes them so desirable and tough is the special abilities. They can buff theirselves for half of their mind, cure all wounds (better than any doc, because doc can not heal mind wounds), poison, disease, bleeds, also they can bring theirselves back with force of will.


I know after playing pikeman for a bit there is some major issues that need addressed.


But what about us thinking of helping us out not so much in the mechanics of combat but in the specials like TKM.


I was thinking about something similair to Power boost where our health is divided in half an added to our secondary stats for ten minutes, thus lowering the special moves cost.


Instead of cure wounds, disease, poison, bleeds ( which is enough trust me) how about giving us a five minute power boost to speed.


Last but not least a special move when we are nearing the end by punching ourselves out with specials a critical strike. This would cause massive damage at the cost of half our mind or something.


I think looking at our combat class in this manner could really help us out.


Last thing to me, it seems the PVE is being punished by the new bleeds. What is the purpose of bleeding a creature when it ticks for 84-132 damage? Seems pointless. A high lvl PVE a nice bleed is a great tool. I think the only reason the bleeds got reduced is because of PVP. But that is just me. I truly do not think it is fair for the PVE but hey who am I to complain.


See ya around


antares_Kauri
Thu Mar 04, 2004 10:03 am
#2

A boost to secondaries at the cost of health
A boost to attack speed (at what cost?)
A critical strike at the cost of serious wounds and bf

I really like these ideas, very nice. But a problem would arise in TKA/pikemen. Being able to do both types of boosting/specials would be seriously overpowering. How could this problem be overcome?

antares
master pikeman



|Pikeman non-stop since July, 2003|
|combatUpgrade::alpha :: JTL::beta :: RotW::beta :: ToOW::beta|
SOE Producer Dallas Dickinson says:
"I mean, what is a pikeman and why is it something in the game?"
erroroccured
Thu Mar 04, 2004 10:09 am
#3

Well i think first would be make all of these abilities spread through the top lvl of the trees and make it only worthwhile at the bonuses derived from master. The problem with TKM is most people just go up one tree.If power boost force of will were spread to the tope tears of the different rowes of skills and make the only true beneift is to become master/. This would knock a lot of tk lvl 4 meditation out of the game


antares_Kauri
Thu Mar 04, 2004 10:25 am
#4

Yeah, but still, with Master Pikeman/TKM, you'd be able to boost your HAM and secondaries, critical strike/FoW and then heal the wounds, increase speed...

The TKA boosts are independent of TKA and that is why they are so useful, you can get 4000 TKA and never fight unarmed again, just use meditation. The speed boost and critical strike are pike-dependent, so I like those. The secondary boost coupled with the primary boost might be too much available, though. Hmm...

antares
master pikeman



|Pikeman non-stop since July, 2003|
|combatUpgrade::alpha :: JTL::beta :: RotW::beta :: ToOW::beta|
SOE Producer Dallas Dickinson says:
"I mean, what is a pikeman and why is it something in the game?"
erroroccured
Thu Mar 04, 2004 10:40 am
#5

well lets simplify the problem



speed boost to polearm


critical strike to polearm


boost to secondary stats while only equipped with polearm



If they did the same for tkm then you could not get the for or power boost if you were a pikeman and if you boosted yourself then switched to pike then the benefit would be erased??



I think this is a viable option.


GoCanes
Thu Mar 04, 2004 11:43 am
#6






antares_Kauri wrote:
A boost to secondaries at the cost of health
A boost to attack speed (at what cost?)
A critical strike at the cost of serious wounds and bf

I really like these ideas, very nice. But a problem would arise in TKA/pikemen. Being able to do both types of boosting/specials would be seriously overpowering. How could this problem be overcome?

antares
master pikeman





Put a timer on it and prevent other specials to be used during timer... Similar to Berzerk...



GoCanes - Radiant Server - Pikeman
44.3+ Crafting Stations and 15.00 Crafting Tools outside Theed, Naboo at -4760 5332
Resources and Radioactives Vendor located 1k outside Coronet, Corellia at 892 -4844
Starting active duty to Iraq 27 November 2004, so I may not be able to stock afterwards

erroroccured
Thu Mar 04, 2004 12:50 pm
#7

I would prefer instead of timers make it class specific. This each class can have their own unique bonus to combat and equal out with TKM
vze1
Thu Mar 04, 2004 3:01 pm
#8

I like these ideas. Gives pikemen that little something that makes TKA so much fun. My only problem however is the boost to speed. At master pikeman I am fast enough so a boost to speed would not be as desirable as say a boost to damage, in my opinion.
Z-Rifton
Thu Mar 04, 2004 3:09 pm
#9

I agree, a boost to speed would be pretty pointless when even a 5.8 speed LVA does 1.0 speed per swing (it caps) a boost to damage would be really nice.


I think this has been mentioned on other forums as "class definition" cause pikeman as a class has no defining specials (Neither does sword or fencer for that matter) the stuff we came up with was:


-a /pin move to keep the enemies on their back by pinning them

-Jousting was another one

-My Idea, not many people picked up on was the /guard Idea where you can protect your team mates with the dedication a a bodyguard

-I think there were a few more ideas, dont remeber them though


IMO I dont really want a stat booster, it sounds like TKA way too much, I would prefer somthing class defining, somthing completely different froma TKA's FoW or Power Boost



=Zarin Rifton=
-Master Pikeman of Scylla-
ArkMindSpear
Thu Mar 04, 2004 3:16 pm
#10

A TKM/PM would be an ugly thing.


But if pikeman go these abilitys, we can assume that other melee, will get similar skills.
If we spread it out so that no one can benifit from them all in any great way by dableing, then we will have effectivly found a good reason to mix and match classes.


It will also give melee the advantage they need over ranged users.


I think that if it were handled correctly these would be very good ideas, that will give some variety to mixing and matching classes.





My vision for TKAs....
http://www.imagedump.com/index.cgi?pick=get&tp=68040
erroroccured
Thu Mar 04, 2004 4:03 pm
#11

I think the easiest solution to this is just make it class specific. Where if you are not holding a pike you no longer get the benefit from the special ie boost to critical strik so on. This then would work for every other combat class and would allow people to feel very unqiue in each class.



So my question to everyone what would the three specials be??


I think they need to be inline with the amount of time the TKm gets. ten minutes for power boost we should get ten minutes to one of our skills. then just figuring out what is fair for the rest since there is no timer for fow or meditation. But I think maybe if you activate one of the specials like guard you could not do the damage special, so on so forth



1. I like the guard idea.


2. Critical Strike maybe with bf and wound damage for using it.


3 How about accuracy or damage?


vaderbaiter
Thu Mar 04, 2004 5:10 pm
#12

Great post, it's good to see some brainstorming on how to improve a class, get's pretty tiresome only seeing nerf threads started by misinformed individuals.
vze1
Thu Mar 04, 2004 8:04 pm
#13


My dispute with a move like pin or guard is that it only really applies to group situations. For example, I've seen /pin explained as a move in which the pikeman would hold target but not attack and allow others to deal the damage. If I'm hunting alone, /pin is useless to me. I think most would agree that there isa lot ofsoloing in this game and if we are to get a special move I'd like it to be useful in all situations like the TKA powerboost or FOW. This could easily be remedied if the move allowed pikeman to cause damage as well. If I could pin a target and deal damage as well (even if only the default attack), like a pikeman specific pre-nerf warcry, I would useit all the time.


With /guard there is the same problem. In a group, it's valuable to protect doctors and such. There is no use for it in solo play. Guard would be great if it boosted defense to pikeman or those he is grouped with. Perhaps pikeman's COB could be modified to not only protect user but to also encompass those in his group.


Critical strike sounds very promising to me. Although, when faced with one move before incapping I don't know how many would opt for one final attack (and risk a miss or block) over applying a heal.


My personal favorite on the concept list was a move like /vault which acted much like /lunge2. The pikeman would jab the tip of the pike into the ground and vault at an out of range target, causing a KD. If this was implemented and the nerf to warcry goes live I could wave bye-bye to master brawler without regret .


I love this free exchange of ideas. Allows the pikeman community to share its thoughts and let others improve upon them. Also breaks up the monotony of the "How much is this pike worth?" threads which do nothing to improve our class. Keep up the good work!



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