Pikeman Archive
Thread: Information from the Devs Intimidate/Warcry, Tanking, animations
Am I the only one baffled by this comment? Maybe I just don't "get it" but shouldn't the devs already have a pretty good handle on this FUNDAMENTAL ISSUE?
Gunman21 wrote:
We were able to ask a few questions to the devs, and the results are (Not going to quote them these are my own paraphrases):
Gunman21 wrote:
- Warcry and Intimidate are fairly weak, can they be improved?
They asked for oursuggestions on this.
- Animations were changed and the community would like to know if the old ones can be restored, or if better ones can be implemented
They said animations should be changed in the "near future"
- Tanks can't hold agro at all. Can the hate system be changed to allow tanks to hold agro?
Taunt and Agro control are on thier list. They asked us to provide examples of how we would like it to work.
Please leave your suggestions below, thanks!
Message Edited by Gunman21 on 05-03-2005 02:18 PM
I agree that master Pike should have a BETTER version of Intimidate, 20% is not worth the skill level of the ability. And we cannot stack intimidate like pre-CU so compare 75% reduction on master brawler to 20% reduction on Master Pike!
As for Warcry, I would like to suggest an alternative action that it woul dperform. Instead of its current function, have it reset the timer on [x] targets abilities. Yes, that's exactly what I mean, whoever sets off warcry on said target(s) (should be area affect) all ability boxes of target(s0 should blacken out and reset a timer, or be delayed by a certain amount of time say 10-30 secs depending on the skill level of warcry.
For example , toon x shouts warcry at toon y. Toon Y's toolbar should blacken out, preventing toon y from performing any combat actions for a set period of time, or it just resets the icons and they have to reload.
That is how a warcry should work. It delays the target(s) for enough time where a free attack or round of combat may happen. I would suggest that there be a basic warcry which allows the targeting of one target only, then an advanced warcry that targets either a cone or area effect.
As for animations, they're all pretty cool, we really just care about debugging abilities, thats what were here for , rpg = stats lol , Well I hope I may make a difference in someones game ![]()
Gunman21 wrote:
We were able to ask a few questions to the devs, and the results are (Not going to quote them these are my own paraphrases):
Gunman21 wrote:
- Warcry and Intimidate are fairly weak, can they be improved?
They asked for oursuggestions on this.
Gunman21 wrote:
We were able to ask a few questions to the devs, and the results are (Not going to quote them these are my own paraphrases):
Gunman21 wrote:
- Warcry and Intimidate are fairly weak, can they be improved?
They asked for oursuggestions on this.
both warcry and intimidate should be area attacks in improved because we're the melee crowd control prof.
Animation sre are helpful but no equired but strange does /attack has more then 1 animation and those are kinda cool compared to the rest
SpinAttack would probably be better than Area Taunt =P
Alright, lets see. Intimidate should be area effective out to 20m to anything that happens to be looking in your direction, using the same 20% damage reduction, or reduce damage by 50% to a single target. Either would be acceptable in my opinion.
The area of Warcry is fine, its a cone that goes out fairly far to anything thats looking at you (I've drawn aggro from something 30m out in front of me, the creatures happened to be looking my way, and I used Warcry on something in front of me in that direction). Though, if it has an effective range of that long, maybe you should be able to readlily excecute it from that range (max to actually not get the "Out of Range" is about 10m at most). The effect should be either much lenthened duration, to 30 seconds or so, or a much higher speed mod (perhaps 100 points worth of speed mod).
Taunt needs two improvements. First, it needs a range increase to 30m, as it used to be. Why do I have to be close to something to taunt it? I'm not making any contact with it. Secondly, it needs to have a much increased power. Perhaps 30 seconds of unconditional aggro from the target. Tanks rely on Taunt to keep the aggro, its not going to be damage thats doing it. It needs to be very effective at keeping the aggro on the tank and off the much harder hitting (in general) ranged professions.
And please get the animations back. Perhaps it can be a focus of the next publish. Melee combat looks so bland right now.
Message Edited by Electro5 on 05-29-2005 10:59 AM