Pistoleer Archive

Thread: Jaegen88, Devs, and Rest: Solution to the Disarm Skills

SolrFlare
Tue Oct 14, 2003 3:01 am
#1

I had this brief spurt of inspiration while trying to sleep and wanted to post this up now before I forget


None of us wants a skill that damages someones weapon. We don't want to be griefers and it really doesn't have any use to us as is. So, here is what I propose:


1) Both Disarm 1 and Disarm 2 now do no damage. But same cost to use.


2) Disarm 1 now has the following effect: it erases the next move off the targets attack queue, target experiences half the delay time of the erased move before being able to execute another attack.


3) Disarm 2 now has the following effect: it clears the entire queue of the target, target experiences the full delay time of the first erased move before being able to execute another attack.


4) Both Disarm 1 and Disarm 2 now have a 30 second timer before being able to be used again and the skills can not be stacked(ie you use one, you have to wait 30 seconds before using either again)


What you now have is the effect of actually disarming a player without damaging the weapon on unequiping it. This also adds some strategy into the pistoleer profession and gives a tool that would be useful in PvP and to a much lesser extent PvE.


The numbers and delay times would obviously need to be tested and tweaked....but I think this is the perfect answer and something that would give the Disarm skills a useful effect that wouldn't be considered as griefy as the current effects.


Finally, if the devs ever get around to implementing the "combo system" into combat, this would give Pistoleers are useful move that would compliment their supposed "speed advantage"...namely, a skill that would let them disrupt the combo effect of another player once.


Comments everyone? I think this is the way to go.




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Solr_Flare

Server: Chilastra
Character: Solarius Kerash
Profession: Master Ranger/Pistoleer
Holbach
Tue Oct 14, 2003 3:14 am
#2

The problem I see with this solution is that it favors those with a good internet connection, and/or a fast computer. The combat cues were originally designed so that someone could plan an attack and not have to worry about lag. The effects for disarm 2 that you have proposed would force people to play more along the lines of realtime, by not allowing someone to cue their combat commands (if they want to be successful at least).Aside from this, the workaround for such a move is so easy, that it would essentially give us another worthless special; not to mention that it would be irrelevant in PvE.


I applaud your original thought, however I'm not so sure that it would be a desirable course of action.




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God: I have no need for this hypothesis.

-La Place
SageX15
Tue Oct 14, 2003 3:22 am
#3

I personaly like it, although maybe the targets delay should last a bit longer, so as to make the attack worth using.



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So says Kenther Dedrick, of the line of Eld.
deadnewbie
Tue Oct 14, 2003 3:40 am
#4

Combat queue is stored client-side. This isn't going to work.



Imperial Minister of Information
EasyMcRhinopants
Tue Oct 14, 2003 4:12 am
#5

Also doesn't seem like it would do much vs auto-attack, or PVE.
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