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#1
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Forum Member Posts: 524 Joined: 12-April 06 From: Netherlands ![]() |
The Riskbreaker is extremely interesting, but he seems more like a chore to keep alive. I have some ideas on how to play with him (I started a quick game to try out some things), but he could use a fun upgradeable ring and/or amulet that provides some protection options to take him out of the continuous baby-sitting bin. Without such a bonus, I believe that the riskbreaker will not be played. People should have an incentive to play him. Have people find the item in the early game, then have them upgrade it in the mid-game.
Perhaps the item should provide "Shield" thrice a day for when blur runs out after the so-manieth time the opponents cast "True Sight". Further bonuses might be something like +2AC, +2 saving throw vs spells, 10% resistance to fire/cold/magic damage. Later improve it to +3 and +15% or something.... minor bonuses add up through an entire game. |
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#2
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![]() Forum Member Posts: 14 Joined: 10-February 09 From: Okinawa, Japan ![]() |
My personal thoughts on the 2 handed deal are that if you are going to have a single class fighter, then 2handed weapons are probably where it's at. R/C, Ranger, F/M all tend to dual weild due to generally wanting the extra weapon to make up for weaknesses. Riskbreaker's getting 2handed makes sense partially just to put them back a hair. You don't put Kensai up front as meat shields, Riskbreakers won't be different. Big, nasty, mess your world up hits seem to be what it's about. The play style just makes more sense to me.
Also, any plans to add good scimitars or katana's with v6? There are a few, but they're rather limited and don't come anywhere near some of the other options at the moment. Same could be said for anything without a high end +5 option (clubs). |
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#3
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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
You don't put Kensai up front as meat shields, Riskbreakers won't be different. This is exactly why the lack of THW proficiencies is indeed a disadvantage for the kit. You can't put the riskbreaker in the 2nd row and use him in his full potentials. It's intentional; it's been supposed to work as a disadvantage and it does so. @matti Yes, the kit is improved in v6. While keeping its main disadvabtages, the kit is improved in its offensive abilities. The tests so far have shown that while the riskbreaker will still require lots of micro-management and baby sitting at low levels, he will eventually turn into a number 1 killer at high levels (though even at those high levels the kits intended disadvantages will remain meaningful, which is a good thing, otherwise, the kit would have been overpowered). -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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Lo-Fi Version | Time is now: 9th September 2025 - 01:09 AM |