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> Comments on Riskbreaker Kit, Topic split by Sikret
Vuki
post Feb 24 2010, 09:55 PM
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Innate abilities and spell should work in a different way. Spellcasting can be disturbed but innate ability should not be. IMO


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Sikret
post Feb 24 2010, 10:27 PM
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In the description of the Risk Decrement ability, we read:

QUOTE
When surrounded by lots of enemies and when most other warriors may fall or surrender in despair, a high level riskbreaker is more than capable to break the risk involved in the toughest situations.


So, the ability is mainly supposed to be successfully and effectively used when surrounded by enemies in tough situations. This can justify why we don't want it to be easily interrupted by the enemies. It's exactly the point of this ability to be usable when enemies are hitting you and the Riskbreaker should be able to activate it at once (casting time = 0).


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lroumen
post Feb 25 2010, 08:32 AM
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If you put it that way, sure.

QUOTE(Vuki @ Feb 24 2010, 10:55 PM) *
Innate abilities and spell should work in a different way. Spellcasting can be disturbed but innate ability should not be. IMO
That depends on how you look at an innate. If you say it's everything under F12, then many spells that are innates should be streamlined too.
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Vuki
post Feb 25 2010, 09:29 AM
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In my opinion a fighter HLA is an innate ability. For example Greater Whirlwind or Critical Strike. No magic is involved during the process, they can use it because their great experince in fighting. The same should be true for all non-casters HLAs and special abilities. Of course some spellcaster's abilities could fall also to this category.

My understanding is not related to the game or the game engine itself, it is based on role-play theory.


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matti
post Feb 25 2010, 10:03 AM
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I agree with Vuki.



QUOTE(lroumen @ Feb 25 2010, 09:32 AM) *
If you put it that way, sure.

QUOTE(Vuki @ Feb 24 2010, 10:55 PM) *
Innate abilities and spell should work in a different way. Spellcasting can be disturbed but innate ability should not be. IMO
That depends on how you look at an innate. If you say it's everything under F12, then many spells that are innates should be streamlined too.


Yes. All innate abilities (spells, HLA's, etc. - all of them) should be uninterruptible, imo.

If a mage is casting a spell from memory, he/she might be, of course, disrupted. But, if the same spell is cast as a innate ability, casting shouldn't be disrupted in any way (unless the caster is killed during the process).
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Kerkes
post Feb 25 2010, 10:32 AM
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Riskbreaker's abilities can be interrupted in IA5, which is indeed (imo) not a good way to handle "Risk Decrement" because it is supposed to be used in "high-risk situations" anyway..
As for innate abilities of fighter types such as Hardiness, I don't know. They can be interrupted, but I never managed to interrupt Hardiness cast by the enemy. So, for the sake of non-cheesynes I'd say that abilities should be cast instantly.
This kit really looks very powerful now....makes all fighter classes quite obsolete, at least on paper.
imagine this in vanilla.... tongue.gif
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matti
post Feb 25 2010, 01:57 PM
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Total overkill in vanilla. I understand Sikret's decision to not realese riskbreaker kit as a standalone. In IA this is an exellent kit, not overpowered at all. At first I was very sceptical about riskbreaker, but I changed my mind completely. Imo, riskbreaker's abilities are better fitting to IA world than for exemple, kensai's abilities. Too bad that enemy is able to interrupt him/her.
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Sikret
post Feb 25 2010, 02:55 PM
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Warrior HLAs such as Hardiness and GWW already have a casting time of zero. However, Barbarian Rage and Berserker's Enrage have a casting time of 1 and can be interrupted with a good chance by the enemies if the character is engaged in close combat. Do you suggest to change their casting time to zero as well? The only side effect of changing the casting time to zero is that when activating the abilities, you won't see the barbarian (or the berserker) moving his hands as if he is casting something; the (en)rage will be activated at once and you will just see the icon on your character's portrait. Personally, I'm inclined towards changing their casting time to zero as well.


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Mjolnir88
post Feb 25 2010, 05:04 PM
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For roleplay reasons a barbarian/zerker would be more inclined to rage after being hit. Each hit is just pissing them off even more.

IMO and from a roleplay/"realism" point of view enrage/rage should not be interrubtible.
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Kerkes
post Feb 25 2010, 06:42 PM
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Hmmm...if hardiness has casting time of 0, and can still be interrupted (and it can) I don't think modifying Enrages would make a significant difference, people usually use it as a pre-buff anyway.
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Vuki
post Feb 25 2010, 06:59 PM
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QUOTE(Sikret @ Feb 25 2010, 03:55 PM) *
However, Barbarian Rage and Berserker's Enrage have a casting time of 1 and can be interrupted with a good chance by the enemies if the character is engaged in close combat. Do you suggest to change their casting time to zero as well? The only side effect of changing the casting time to zero is that when activating the abilities, you won't see the barbarian (or the berserker) moving his hands as if he is casting something; the (en)rage will be activated at once and you will just see the icon on your character's portrait. Personally, I'm inclined towards changing their casting time to zero as well.

Yes, I agree. I cannot imagine that a Berserker's Enrage / Barbarian Rage can be stopped by a hit. It is not magic at all, it is just the manifestation of their anger.


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matti
post Feb 26 2010, 07:26 AM
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QUOTE(Kerkes @ Feb 25 2010, 07:42 PM) *
Hmmm...if hardiness has casting time of 0, and can still be interrupted (and it can) I don't think modifying Enrages would make a significant difference, people usually use it as a pre-buff anyway.


Imo, enemy's chance for disruption will be lowered quite significantly with casting time=0. Besides, it would be a really nice little tweak, gameplay and roleplay wise.
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blackkensai
post Feb 27 2010, 03:54 PM
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QUOTE(Kerkes @ Feb 25 2010, 06:32 PM) *
Riskbreaker's abilities can be interrupted in IA5, which is indeed (imo) not a good way to handle "Risk Decrement" because it is supposed to be used in "high-risk situations" anyway..
As for innate abilities of fighter types such as Hardiness, I don't know. They can be interrupted, but I never managed to interrupt Hardiness cast by the enemy. So, for the sake of non-cheesynes I'd say that abilities should be cast instantly.
This kit really looks very powerful now....makes all fighter classes quite obsolete, at least on paper.
imagine this in vanilla.... tongue.gif

This reminds me of my bad-luck days. Both the hardiness and stoneskin cast by my team members was interrupted by enemies more than once.(loaded the game several times)
During orcs horde battles.
So changing the cast time to 0 just lowers the chance.
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