Thief Discussion
Thief Discussion
Please post your thoughts on the current state of the thief class. I'm especially interested in ideas regarding backstab or potential new skills that may make the class more interesting/fun to play as, but if you think they need something more or less radical (or nothing at all!) feel free to share your thoughts as well.
Just moved from the other thread.Kiril wrote:How about shortening stab timer? Seems to me that, especially with the addition of channelers, stab has become nearly obsolete since a simple air scythe can botch one. Also, I have noticed in quite a few pk logs that bashers can just spam bash at a patty and with 99% notice, bash any thief who is attempting a stab on that person or any other person in the room. For example, 3 people are sitting at a gate patty, thief goes in and starts his/her stab and the timer gets up to the end...BASH. Thief gets bashed by a warrior who never engaged previously and thief is dead. At the very least make stab as long as bash timer. Another idea that I have talked about with Koradin I think, was that of enhancing the stab skill itself. By this I mean allowing someone to start a normal stab timer, then the player would be able to input a command at any point before the timer ends and initiate his/her sneak attack. The longer the timer runs, however, the greater the damage dealt upon a successful landing. Obviously the command that launches the "stab" attack would have to be entered at least a second or two after the initial "backstab target", so as to avoid an instant damage attack.
hide
backstab XXX
You silently approach your victim...
=
* + - = %
attack
Emerging from your hiding place, you quickly decide to strike at your enemy.
*XXX* shrieks as you thrust a lion-etched dagger into his/her side.<----Maybe 150-200 damage attack
hide
backstab xxx
You silently approach your victim...
=
* + - = % = - + * = % + - <------Actual end of timer, no new input required
After lying in wait for quite some, you execute a well prepared attack on your enemy.
*XXX* makes a choking sound as you slit his/her throat with a lion-etched dagger. <----Letting the timer run to the end results in a killing blow.
*XXX* grimaces in pain.
You receive some experience points!
Your fame around the world has increased.
Your blood freezes as you hear *XXX*'s death cry.
*XXX* is dead! R.I.P.
Also, the total timer would be longer than current stab timer(the one I put in the example was longer) and there would be maybe a couple more stages of when you could launch your backstab attack during the timer.
In addition, if the target of a stab is sitting, resting, or sleeping, the stab should result in a blick 100% of the time. That would also apply to the current stab system if it does not already.
I currently have a new combat skill intended for thieves in testing/polishing stages that may or may not make it to the live MUD. Here's a sneak peak:
"Precise Strike"
-Timer the same length as bash
-Damage equal to a melee roll * 1.5. ABS IS factored in
-Can be targeted at specific body parts. If none are specified, attacks a random body part.
-Stats taken into account for landing it include target's DB and attacker's OB.
Sample usage:
"Precise Strike"
-Timer the same length as bash
-Damage equal to a melee roll * 1.5. ABS IS factored in
-Can be targeted at specific body parts. If none are specified, attacks a random body part.
-Stats taken into account for landing it include target's DB and attacker's OB.
Sample usage:
I'm contemplating making it more effective when used with lighter weapons, and either giving it a chance at interrupting timers on hit or adding some kind of new effect. All details are subject to change. Please provide all feedback on the idea, including possible alternative names and messages.HP:Healthy SP:Full MV:Fresh - Victim: Healthy>
pstrike victim body
HP:Healthy SP:Full MV:Fresh - Victim: Healthy>
* - %
Your patience is almost gone when you stare back at Victim.
HP:Healthy SP:Full MV:Fresh - Victim: Healthy>
-
*
You swiftly attempt to penetrate the defenses of Victim, but miss completely.
HP:Healthy SP:Full MV:Fresh - Victim: Healthy>
You try to pierce Victim's arms, but he parries the attack.
You return Victim's pierce with a piercing look, hmmm...
HP:Healthy SP:Full MV:Fresh - Victim: Healthy>
pstrike victim body
*
You convince Victim of playing Punch and Judy instead of punching you.
HP:Healthy SP:Full MV:Fresh - Victim: Healthy>
- % -
*
You deftly weave through Victim's defenses, scoring a hit.
HP:Healthy SP:Full MV:Fresh - Victim: Scratched>
pstrike chase penis
@#$%$#$
Chase falls over in pain clutching his crotch...
anywho i like the idea will make fighting rogues less boring and if theres a landing % maybe have it so your strike fails to hit that target as well and hit another part... like if someones strictly aiming for an absers weak spot say head...have them hit the body moreso to avoid doing max dmg to a weak spot while bypassing the absorbtion..
@#$%$#$
Chase falls over in pain clutching his crotch...
anywho i like the idea will make fighting rogues less boring and if theres a landing % maybe have it so your strike fails to hit that target as well and hit another part... like if someones strictly aiming for an absers weak spot say head...have them hit the body moreso to avoid doing max dmg to a weak spot while bypassing the absorbtion..
I say make notice for ls thieves 50 mvs per room so I dont have to worry about getting stabbed anymore! 
Seriously ls thieves should have free notice, they should of had it years ago, maybe give them a ride malus to counter if need be.
Each class should have its perks, rangers ride a horse the furthest, warriors do warry things, thieves stab shit, channies die easily etc
Seriously ls thieves should have free notice, they should of had it years ago, maybe give them a ride malus to counter if need be.
Each class should have its perks, rangers ride a horse the furthest, warriors do warry things, thieves stab shit, channies die easily etc
This is a good idea, I'll take it into consideration.Kiril wrote:This topic might be kind of dead atm, but I think ls thieves should get free notice. The thief class is probably the only one that often needs to dismount, and let's face it, human moves are pretty lame. So free notice for human thieves would nice.
With 0 db kick should be landing about 2/3 of the time, so you probably just got unlucky.Karlin wrote:Just noticed that kick landed prolly 95% vs me an abser with 0 db 0 pb, seems a little high and makes me nearly useless against a single dodger.
Anyone else notice that it seems really high?
Fixed.Koradin wrote:Imp disengage bash = thieves are overpowered once again
Dodge bonus is still crucial for dodging skills like bash, precise strike, or kick. In melee its role was reduced not long before I became an immortal, and I think the reduction might have been slightly too much. It's entirely possible that in the near future I will make dodge a little better.Primal wrote:Is db any use anymore? Everyone seems to be in combo with the emphasis on parry and I can see why.
These new very effective thief tricks for blocking bash work just as well in combo gear, and dodge seems to get absolutely eaten even unbashed 1v1 until its well over 120.
Not sure what you mean.
Instead of taking a bash you take a melee round???
Or you attack their weapon to stop bash but take some dmg???
You are recently returned so you might not know that you can "shieldblock" if you have a shield and shield parry pracced. This runs a timer during which you have a chance of blocking bash and charges.
Instead of taking a bash you take a melee round???
Or you attack their weapon to stop bash but take some dmg???
You are recently returned so you might not know that you can "shieldblock" if you have a shield and shield parry pracced. This runs a timer during which you have a chance of blocking bash and charges.