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Posted: Wed Aug 29, 2012 12:52 am
by Kiel Reid
I agree 100%.

Posted: Wed Aug 29, 2012 7:21 am
by Smitty19
That's the whole point of Final Haven, the struggle of the group to survive by working together for a greater cause, not the Lone Wolf Mentality, of only looking out for yourself.

Posted: Wed Aug 29, 2012 9:23 am
by Crist0
I love def matrix. I combine it with taunt and use it on monsters that swing 1 crush. It ties up a monster so they can't hurt anybody. Gives everyone time to charge. It's terrible if you're by yourself, but I'm never by myself. :D If I could swing 1's with it, I'm sure I'd use it more.

Posted: Wed Aug 29, 2012 9:30 am
by Dallid
Your're too deep in mechanics, Ark. You don't have to enact Defensive Matrix to stand your ground. Slisk almost never did.

I've made my own thoughts on metaphysics well known in the past, but the overal game and rules perspective is very much open to individual interpretation - which in turn supports almost any character concept.

Posted: Wed Aug 29, 2012 3:30 pm
by Ark
i am well aware of how well working with people can go. im usually fighting with someone.

example: Matt as Vox and me as Ark were fighting a tsunotaur raider, at least 100 soak and swung for a base of 2 that only swung more as it neared death, then it could fight whilst it bled out, it was weilding two weapons (and played by JJ so was no slouch) vox was weilding two weapons, i was useing one.

i had a charge up skill so vox would keep him angry while i charged, i would hit and run using my skill and hitting a few times for three, vox would contine to break in and out of combat weilding one weapon defensivly.

(we do this alot, one weapon down one up. the reason for breaking in and out of combat is because the first few hits are the most tactical, after that it becomes a slug fest, and tough NPC will always out last you)

after a few minutes of this we would switch, i would fight with the monster while he would rest.

-numbers usually win
-teamwork is rewarded
-defense is mitigated more by enviornment then offense

i think the -1 damage so that a few specific builds could swing 1 would be cool, or you would have to rage and give up parry but i dont know if the skills conflict off the top of my head. but if you devote a path and a discipline to making this work, i dont see why not.

edit:
by the way, in one istance (rogue crit strike) we say you cannot balance a skill against other skills or people, and in another (def matrix) its balanced against other skills and people. . .hmmm :wink:

Posted: Thu Aug 30, 2012 1:59 pm
by Ark
hate to double post

i do relise that even the ability to do one damage whilst under the effects of defensive matrix could be overpowering in little situations. (some people able to swing damage whilst taking none, it would be rare, but it would happen)

i think this stems from the fact that everyone, even NPC's hate doing nothing, its a very bad feeling that nobody likes and nobody enjoys. and i dont think any skill should have the oppurtunity to negate all damage.

so my proposed idea is a slight change to defensive matrix: in both cases the downside is that you cannot use charge up or life point activated skills, but can still swing damage normally.

1)- change it from -1 down to 0, to -1 down to 1. it remians usefull all the time but at no point are you simply immune to damage.

2)- drop rage to an advanced skill, move defensive matrix up to a master level skill and change it to -2 down to 1. (a monster swings 1 it does 1, 3 it does 1, 4 it does 2, 5 it does 3, etc.

this does two things, 1 the warrior is always taking some damage, and 2 the skill is always usefull. i think complete negation of damage should come from actual players (block attacks, use a shield, etc.) and not just gained through a skill.

Posted: Thu Aug 30, 2012 7:39 pm
by GM_Chris
Ark how do you feel about the parry skill?

Posted: Thu Aug 30, 2012 7:55 pm
by Ark
GM_Chris wrote:Ark how do you feel about the parry skill?
its a fantastic skill that the warrior is ballanced against. the crutch holding it up.
as someone who is very paranoid i like it, you never know if you might get hit with a 5 vorpal or 5 crush, etc. useless against small lethal numbers such as constant 1 vorpal and 1 crush, the latter being far more lethal. it does not protect against magic wich is fine. the cost is reasonable.

its easilly countered by smart players or NPC's, hit in the back, poison, small lethal numbers as i said before. i could use it multiple times in one fight or go an entire event without using it depending on curcumstances, but the same can be said for most skills.

if i had to classify different skills by threat, it protects against alot of mid level threat attacks that you could probobly soak up anyway but this saves soak (crit strikes, 5 vorpal, 5 crush, etc) the big killers are still going to get you (sleep and knockout, big booms etc) and things to little to even make using parry worth it to stop (1 vorpal, 1 crush, normal damage)

its good, it fills a niche, but its not the end all be all of skills.
it also does not negate all damage, you take 1 vorpal.

Posted: Fri Sep 07, 2012 12:29 pm
by Marcus
When I play a warrior I love it. It allows me to take a "1 vorpal" to resist damage that would take other PC's so far into the negatives that they would be un-saveable. I have personally parried a "100" damage call in-game with it that snuck past my fists.

It also turns any vorpal disease or poison call into a 'resist' if you don't have one of them already. You can also use it as a 'resist magic' against any Empath using their channel through a weapon. There have been times where I have parried monster NPCs swinging "10 crush" because I was on a plot without a craftsman to repair armor, but could regenerate/get healed instead (and I also have tons of life to spend).

I would call it a skill that is normally good, and situationally awesome.

Posted: Fri Sep 07, 2012 3:54 pm
by Wyrmwrath
some people able to swing damage whilst taking none, it would be rare, but it would happen
rare? any main combat PC worth thier spit would seek out such power, unless there was some concept/RP reason thier character would refrain.

1)- change it from -1 down to 0, to -1 down to 1. it remians usefull all the time but at no point are you simply immune to damage.


uhm....ya lost me. splain?

2)- drop rage to an advanced skill, move defensive matrix up to a master level skill and change it to -2 down to 1. (a monster swings 1 it does 1, 3 it does 1, 4 it does 2, 5 it does 3, etc.

this does two things, 1 the warrior is always taking some damage, and 2 the skill is always usefull. i think complete negation of damage should come from actual players (block attacks, use a shield, etc.) and not just gained through a skill.
doing so would essentially chump parry, since with the damage 90% of the NPCs swing your changes are essentially unlimited parry that can be taken off CBR and armor first.