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BatMUD Forums > Ideas-wanted > Re: Try to tune down the amount of RNG in combat?

 
 
#1
04 Feb 2017 13:17
 
 
I feel that all skills should have a fixed cast/use duration, not sure why
there is even a (random) factor in these. It just puts a lot more reliance on
luck.
For example, sabre fence can take between 1 to 4 rounds to start (random)/24 -
that's too much randomness I feel. I think it would be a lot better to fix it
at 2 or 3 rounds, idk if this would be a buff or nerf to the guild, but it
would definitely remove the RNG factor. Same with many other classes.
Or is there a very valid reason for the randomness? A bit newish to Batmud, so
maybe I don't know everything about this...
Sincerely,
Kurdock

 
Rating:
-2
Votes:
2
 
 
Kurdock
23d, 10h, 28m, 18s old
Level:
40
 
 
#2
05 Feb 2017 14:44
 
 
Kurdock wrote:
I feel that all skills should have a fixed cast/use duration, not sure why
there is even a (random) factor in these. It just puts a lot more reliance on
luck.
For example, sabre fence can take between 1 to 4 rounds to start (random)/24 -
that's too much randomness I feel. I think it would be a lot better to fix it
at 2 or 3 rounds, idk if this would be a buff or nerf to the guild, but it
would definitely remove the RNG factor. Same with many other classes.
Or is there a very valid reason for the randomness? A bit newish to Batmud, so
maybe I don't know everything about this...
Sincerely,
Kurdock
It's bat logic! But you could rationalize the randomness for a skill such as
sabre fence by
simply stating that the bard is observing his opponents tactics and waiting
for an opportunity to strike.

 
Rating:
1
Votes:
1
 
 
Saigere
2y, 258d, 12h, 49m, 1s old
Level:
96
 
 
#3
05 Feb 2017 14:47
 
 
Saigere wrote:
Kurdock wrote:
I feel that all skills should have a fixed cast/use duration, not sure why
there is even a (random) factor in these. It just puts a lot more reliance on
luck.
For example, sabre fence can take between 1 to 4 rounds to start (random)/24 -
that's too much randomness I feel. I think it would be a lot better to fix it
at 2 or 3 rounds, idk if this would be a buff or nerf to the guild, but it
would definitely remove the RNG factor. Same with many other classes.
Or is there a very valid reason for the randomness? A bit newish to Batmud, so
maybe I don't know everything about this...
Sincerely,
Kurdock
It's bat logic! But you could rationalize the randomness for a skill such as
sabre fence by
simply stating that the bard is observing his opponents tactics and waiting
for an opportunity to strike.
Sorry, not bard, sabre.

 
Rating:
1
Votes:
1
 
 
Saigere
2y, 258d, 12h, 49m, 1s old
Level:
96
 
 
#4
05 Feb 2017 14:59
 
 
Saigere wrote:
Saigere wrote:
Kurdock wrote:
I feel that all skills should have a fixed cast/use duration, not sure why
there is even a (random) factor in these. It just puts a lot more reliance on
luck.
For example, sabre fence can take between 1 to 4 rounds to start (random)/24 -
that's too much randomness I feel. I think it would be a lot better to fix it
at 2 or 3 rounds, idk if this would be a buff or nerf to the guild, but it
would definitely remove the RNG factor. Same with many other classes.
Or is there a very valid reason for the randomness? A bit newish to Batmud, so
maybe I don't know everything about this...
Sincerely,
Kurdock
It's bat logic! But you could rationalize the randomness for a skill such as
sabre fence by
simply stating that the bard is observing his opponents tactics and waiting
for an opportunity to strike.
Sorry, not bard, sabre.
Trust me, you don't want skill speed tied to a stat and amounts that only
highbies can achieve comfortably (wound) or as a compromise skills that have
set rounds but dysfunctionally complex damage calculation (reaver strikes and
reaving skills).

 
Rating:
3
Votes:
3
 
 
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7y, 52d, 21h, 35m, 50s old
Level:
102