Kick,Shield, Bash
Kick,Shield, Bash
Is bash so overpowered it needs multiple counters? Seriously. I personally dont understand it. What is the thinking behind it ? Is it supposed to give fleebie stabbers a option to mellee or what ? Someone enlighten me the rationality behind it. That is all.
Re: Kick,Shield, Bash
I believe the idea behind shield block is to encourage cowards (thieves) to actually try to melee sometimes instead of sitting in a room hiding, flee stabbing etc. It's pretty annoying though as a basher that there are artifacts that interrupt bashing, channeling abilities that make you sit, shield block, and kick. But there's so many people of dastardly nature on this game that they gotta give these cretins handouts or they quit because they suck and can't get free kills.
Re: Kick,Shield, Bash
Kick was supposed to be imped as a test trial and it simply remained without any player reviews or input that I am aware of, I'd love to see it go.
Re: Kick,Shield, Bash
Thieves are overly hand held and overpowered here in my opinion.
Re: Kick,Shield, Bash
Yes actually bash really is that powerful.
Re: Kick,Shield, Bash
Dunmar, IMHO you are to used to playing a mud where stab has been so dumbed down it is almost worthless.
At least here it is a viable play style. I myself think charge is op but that is my opinion*shrug*. I prefer to play stab, always have and always will. It isn't just the one shot kill, you can do that way easier on a charger than a stabber. I just happen to like the whole thief aspect of the char. be that as it may variety is what makes the game fun. If we were all abs bash/charge it would get old quick.
As far as Lamgwins post, who cares.
Just play and have fun, Cya on the field Bro.
At least here it is a viable play style. I myself think charge is op but that is my opinion*shrug*. I prefer to play stab, always have and always will. It isn't just the one shot kill, you can do that way easier on a charger than a stabber. I just happen to like the whole thief aspect of the char. be that as it may variety is what makes the game fun. If we were all abs bash/charge it would get old quick.
As far as Lamgwins post, who cares.
Just play and have fun, Cya on the field Bro.
Re: Kick,Shield, Bash
This is a joke right? No charge blicks. Unless you are sleeping that is.. I routinely would charge people from scratched to hurt with the top weaponsGrym wrote: It isn't just the one shot kill, you can do that way easier on a charger than a stabber. I just happen to like the whole thief aspect of the char. be that as it may variety is what makes the game fun. If we were all abs bash/charge it would get old quick.
Re: Kick,Shield, Bash
Actually you may be correct I have only been charged once that I can recall, I was afk at the time but from the log I was blicked. I could have been resting but I don't know because I didn't save my buffer.
Re: Kick,Shield, Bash
Umm , Even on wotmud stab was never downed to worthless. I have no idea where you got that from. Did you ever play wotmud ? Also it is a lot easier to land a stab then a charge. You see a charge coming but thats beside the point. In my opinion shield should go. There may be a way to counter it bye letting their timer complete or something then canceling your bash and starting another one? Idk I never tried it before im still newish here. If I really wanted to complain Id be talking about stab damage! It is retardly over the top full hp stabs to dead gtfo. That is freaking ludicrous. If you want play a class that requires no skill and has a 1 shot kill play a thief. If you actually want to have fun and pk play a warrior or a hunter.
Re: Kick,Shield, Bash
Here's the full log of when I charged you Grym
A Small Path in the Forest
As the path continues on a mainly north to south track, the hedge of bear pine
shrubberies bordering the path continue to appear well trimmed, but not at all
neatly. The towering pine trees and even loftier spruce trees almost blot out
the sky, but enough light trickles down through the branches to illuminate a
clearing ahead, to the north.
[ Exits: n s ]
You see almost fresh tracks of a trolloc leaving north.
You see almost fresh tracks of a humanoid leaving south.
A black warhorse is standing here, being ridden by you.
HP:Hurt MV:Excellent >
n
A Small Path in the Woods
The forest here seems less thick, the spruce and pine trees spaced further
apart. More light penetrates the branches of the encircling trees, allowing
some more visibility of the surrounding environment. Towards the west, not
much can be seen, but there seems to be some space for movement. Towards the
east, less room appears to be available to traverse, but a path can still be
carefully picked. Towards the northwest, however, the clearing is now easy to
see.
[ Exits: n e s w ]
You see almost fresh tracks of a trolloc leaving east.
You see half day old tracks of a trolloc leaving east.
A black warhorse is standing here, being ridden by you.
HP:Hurt MV:Excellent >
e
In the Woods
The woods here become very thick again. In addition, the bear pine shrubberies
occupy almost all of the available walking space, making it next to impossible
to move around. The only available exits are those leading back to the west
and north, into less thickly spaced woods.
[ Exits: n w ]
You see fairly recent tracks of a humanoid leaving north.
You see half day old tracks of a trolloc leaving north.
A black warhorse is standing here, being ridden by you.
*Grym* is resting here.
A trolloc of the Dhjin'nen tribe stands here.
An elite assassin trolloc is here, barely noticable.
An elite assassin trolloc is here, barely noticable.
HP:Hurt MV:Excellent >
2
You begin charging towards *Grym*.
HP:Hurt MV:Excellent >
= + You CHARGE *Grym*, who doesn't get the opportunity to see his body get torn in half.
*Grym* grimaces in pain.
You receive some experience points!
Your fame around the world has increased.
Your blood freezes as you hear *Grym*'s death cry.
*Grym* is dead! R.I.P.
Landing on a resting target appears to increase charge damage just like wotmud. Most charges I have landed havent been for much.
A Small Path in the Forest
As the path continues on a mainly north to south track, the hedge of bear pine
shrubberies bordering the path continue to appear well trimmed, but not at all
neatly. The towering pine trees and even loftier spruce trees almost blot out
the sky, but enough light trickles down through the branches to illuminate a
clearing ahead, to the north.
[ Exits: n s ]
You see almost fresh tracks of a trolloc leaving north.
You see almost fresh tracks of a humanoid leaving south.
A black warhorse is standing here, being ridden by you.
HP:Hurt MV:Excellent >
n
A Small Path in the Woods
The forest here seems less thick, the spruce and pine trees spaced further
apart. More light penetrates the branches of the encircling trees, allowing
some more visibility of the surrounding environment. Towards the west, not
much can be seen, but there seems to be some space for movement. Towards the
east, less room appears to be available to traverse, but a path can still be
carefully picked. Towards the northwest, however, the clearing is now easy to
see.
[ Exits: n e s w ]
You see almost fresh tracks of a trolloc leaving east.
You see half day old tracks of a trolloc leaving east.
A black warhorse is standing here, being ridden by you.
HP:Hurt MV:Excellent >
e
In the Woods
The woods here become very thick again. In addition, the bear pine shrubberies
occupy almost all of the available walking space, making it next to impossible
to move around. The only available exits are those leading back to the west
and north, into less thickly spaced woods.
[ Exits: n w ]
You see fairly recent tracks of a humanoid leaving north.
You see half day old tracks of a trolloc leaving north.
A black warhorse is standing here, being ridden by you.
*Grym* is resting here.
A trolloc of the Dhjin'nen tribe stands here.
An elite assassin trolloc is here, barely noticable.
An elite assassin trolloc is here, barely noticable.
HP:Hurt MV:Excellent >
2
You begin charging towards *Grym*.
HP:Hurt MV:Excellent >
= + You CHARGE *Grym*, who doesn't get the opportunity to see his body get torn in half.
*Grym* grimaces in pain.
You receive some experience points!
Your fame around the world has increased.
Your blood freezes as you hear *Grym*'s death cry.
*Grym* is dead! R.I.P.
Landing on a resting target appears to increase charge damage just like wotmud. Most charges I have landed havent been for much.
Re: Kick,Shield, Bash
All these anti-bash skills were added because people complained that nobody gets stabbed anymore. While that's true, it's because the average person is experienced in pk here and isn't gonna fall for a stab. That's not a fault of game mechanics but because of the target.
Then the argument was used that thieves can stick around and give pk if there are extra skills and the target isn't getting stabbed. But that just led to people running to mobs complaining about not being able to use their "main skill," and then winning because of the combo of attack, kick, and shield block. The end.
Then the argument was used that thieves can stick around and give pk if there are extra skills and the target isn't getting stabbed. But that just led to people running to mobs complaining about not being able to use their "main skill," and then winning because of the combo of attack, kick, and shield block. The end.
Re: Kick,Shield, Bash
Ah so I was resting ,that explains that.