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BatMUD Forums > Guilds.aelena > Thrust & CQC

 
 
#1
22 Dec 2019 15:06
 
 
As I have become instant fan of Thrust as seeing how awesome move it is,
however due the long duration of the skill in hectic combat environment as the
BatMUD is, it could use some guild theme refit, improvement in a sense it
would fit better in the fighting style as a scalpel wielding cultist who has
lightning fast reflexes (due being dex/wis based) who are well coordinated in
their own combat style in melee, a few suggestions if not utterly
and completely laughable:

1) Having thrust currently take 2 rounds, 2 to activate (requires combat to be
initiated) and then 4 to find an opening in the foe's defenses (if successful)
and during this time (after activation) the thrust could use some more fitted
guild themed combat mastery based on how you actually do yours to employ
some features of those, like having that thrust's total defense stance
activated the cultist could then be more on avoiding hits and then if
opportunity
knocks while in that stance to have opportunity to slice or some other
maneuver while in that stance.
2) Mastery kind of thing could then be extended to familiar + cultist co-op
with each other, to what extend only those visionary seers and wizards could
only tell as they have the sky spot to see it if such kind of thing could fit.
That could extend the familiar to be a bit more all-around oriented than just
a current organ bag and theme companion and no need to carry a shovel. Also
could extend how the familiar's status abilities would be used in such
techniques.
3) Please also if possible add in 'familiar status' some sort of status bar to
show progress.

My few cents,

- Gzi

 
 
 
Gzi
114d, 14h, 58m, 21s old
Level:
45