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#221 | |
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Swordsman
Join Date: Jan 2012
Posts: 262
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The first hardly occurs: the chance of staircases being trapped varies in a manner which needs a fairly circuitous explanation on your recent behaviour of using stairs. The second is so central to the way the game plays these days that it's hard to notice it's an effect of this type: the forced descent. This one has the best explanation of any of these exceptions, although it's still a little odd. |
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#222 | |
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Swordsman
Join Date: Jan 2012
Posts: 262
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You can think of it as a shortcut to the central limit theorem (which ought to apply and solve our problems if forges came in smaller discrete chunks). |
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#223 |
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Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,774
Donated: $8
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Once again, I do have to try this "Sil" at some point. How's that tileset coming along ?).
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www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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#224 |
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Adept
Join Date: Jan 2008
Posts: 182
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It's mentioned a lot that parry would be broken if it doubled the evasion bonus of your offhand weapon as well... but would it actually be? Keep in mind that you're giving up a shield/two handed weapon, spending exp on parry which will thereby making future evasion skills more expensive to get (and evasion has soooo many good skills - sprinting, flanking, controlled retreat, etc etc)...
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#225 |
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Knight
Join Date: Apr 2007
Location: Surrey, UK
Age: 38
Posts: 725
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Interesting scenario. Just found Anguirel at 350 feet. Is the correct response to take Mind over Body...?
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#226 | |
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Swordsman
Join Date: Jan 2009
Posts: 482
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#227 |
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Adept
Join Date: Jan 2008
Posts: 182
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+N evasion only when doing a normal melee attack? Like an anti-dodging
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#228 | |
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Knight
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 631
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I personally think parry is just fine the way it is now... it's situationally great when you find an early Defender weapon. It's really only helpful in the early game, but it leads to Riposte which is awesome in the lategame. |
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#229 |
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Apprentice
Join Date: Jan 2012
Posts: 55
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Here's a thought to keep parry relevant longer without using the second weapon or making it too powerful too early. Either in place of the current version, or in addition to it, give a defense bonus equal to some fraction of melee score, adjusted by weapon weight. This works for me thematically, as parrying is basically hitting a weapon, rather than a monster. Something like [defense bonus] = floor([melee]/[n + weapon weight]) where n is whatever it needs to balance the skill's power.
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A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head. --The Seven Habits of Highly Effective Pirates |
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#230 | |||
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Swordsman
Join Date: Jan 2012
Posts: 262
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Thanks all for the suggestions. Some comments:
Quote:
There's also an issue of rewarding players for behaviour that's often good anyway. We wondered about Parry giving a bonus when you were fighting just one opponent, but since it's already really good to only fight one-on-one thought that could be a bit silly. Looking at it now, I wonder: perhaps it's okay to make these fights easier, as it's very hard to keep to only this type. Quote:
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Since Parry is available early in the tree, it should do something nontrivial when you get it, which might be hard to balance with this version while still being fair later. It could potentially be moved later in the tree, but there is something very natural about Parry --> Riposte. It might also suffer from the being too "samey" across different characters: more or less everyone puts points in melee. The spread on weapon weight does a good job of mitigating this, though. One could also go for something like Versatility, letting melee partially substitute for Evasion. I think this would have interesting gameplay, but also change the flavour as it would not be for Evasion specialists, and perhaps shouldn't be in the Evasion tree. Last edited by Scatha; August 9, 2012 at 15:05. |
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