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Thief Discussion
Posted: Wed May 20, 2009 1:09 pm
by Fogel
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.
Posted: Thu May 21, 2009 7:42 pm
by Kiril
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.
Just moved from the other thread.
Posted: Sun May 24, 2009 1:11 am
by Avaine
I'm not too crazy about the idea of an insta kill attack, not matter how long the timer, but I do like the idea of making a new skill where thieves can have a shorter timer but have it do less damage. (No, not ambush!)
Posted: Mon May 25, 2009 2:40 pm
by Ivonkta
New Potential Skill:
The ability to see in the dark, kind-a like Trollocs or the Night Vision Weave.
When I think of a thief trying to sneak around holding a lantern or a torch it makes me chuckle.
Make it a practicable skill, or just automatic like Trollocs.
Posted: Tue May 26, 2009 6:00 am
by Dimmu
Ivonkta wrote:New Potential Skill:
The ability to see in the dark, kind-a like Trollocs or the Night Vision Weave.
Just make a Trolloc thief if you want to see in the dark.
Posted: Tue May 26, 2009 1:36 pm
by Rhollor
Ivonkta is a trolloc thief...
Posted: Mon Jun 01, 2009 4:21 pm
by Fogel
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:
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>
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.
Posted: Wed Jun 03, 2009 1:49 pm
by Chase
Not so sure about targeting a certain part.. unless each body part has a different landing %. It wont matter if abs works because everyone will just target waist, hands, or head.
Posted: Wed Jun 03, 2009 3:15 pm
by Kombat
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..
Posted: Thu Jul 16, 2009 12:10 am
by Kiril
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.
Posted: Thu Jul 16, 2009 1:39 am
by Evilina
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

Posted: Thu Jul 16, 2009 11:42 am
by Fogel
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.
This is a good idea, I'll take it into consideration.
Posted: Thu Jul 16, 2009 6:17 pm
by Fogel
Kick has been rebalanced again. The landing rate should be a bit lower and the moves damage will scale with your target's moves (lower current moves = lower moves damage). As always, post comments and complaints.
Posted: Sat Jul 18, 2009 9:06 pm
by Fogel
As of next reboot, human thieves should no longer be charged additional moves for using notice.
Posted: Wed Jul 22, 2009 6:28 pm
by Kiril
Didn't work.
Posted: Wed Jul 22, 2009 9:20 pm
by Kisu
IMO lag after stab is too long, and timer is too long :<
Posted: Wed Jul 22, 2009 11:55 pm
by Fogel
Kiril wrote:Didn't work.
Fixed after next reboot. Precise Strike will also be working properly again.
Posted: Wed Jul 29, 2009 5:28 pm
by Karlin
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?
Posted: Wed Jul 29, 2009 6:34 pm
by Guest
<,< with 0db and 0pb i wouldnt be surprised...
Posted: Wed Jul 29, 2009 7:05 pm
by Koradin
Imp disengage bash = thieves are balanced once again
Posted: Wed Jul 29, 2009 7:58 pm
by Fogel
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?
With 0 db kick should be landing about 2/3 of the time, so you probably just got unlucky.
Koradin wrote:Imp disengage bash = thieves are overpowered once again
Fixed.
Posted: Thu Jul 30, 2009 9:10 pm
by Primal
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.
Posted: Thu Jul 30, 2009 9:56 pm
by Fogel
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.
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.
Posted: Thu Jul 30, 2009 11:47 pm
by Dakeyras
idea, bored waiting my switchover time.
roll with the blows or some such.
take a melee hit from opponents weapon interupting his bash, cost mvs.
Posted: Fri Jul 31, 2009 12:50 am
by Rhollor
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.