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View Full Version : A concern - and a chance to be creative


AvariceX
08-21-2007, 09:59 AM
Ok we really don't know much about the Chosen yet except that he's a tank so this is all speculation. From the TT we also know that not having any ranged attacks (other than spellcasters) is characteristic of Chaos armies. We also know that the game will mostly be focused on group-combat rather than one-on-one but there will inevitably be one-on-one situations. We won't always be a phalanx guarding Thermopylae pass (or more appropriately; guarding the spellcasters behind us), and when that happens we need to be able to close a fight.

What ways do you think the Chosen will have to finish runners? What's to stop a Bright Wizard from surrounding us in flame while he skips away with his life? Be creative, I don't want to see "1.5 second cast magic lightning hammer of doom". I'll edit this with my own idea later, I haven't had my breakfast yet.

Edit:
Ok here's mine:

"No Escape": (not the best name, sue me)
Tackle the target, pinning them to the ground with your main hand weapon. The target is immobilized and has his/her miss chance increased by 15%, but you may only attack that target and only with your off-hand weapon or shield. Also does X damage over Y seconds to the target.

Visualizing that in my mind it seems really cool, but the concept of it might be a little too complicated.

Grimfell Gromgear
08-21-2007, 10:05 AM
Chosen need cloaks!

Surely, that can be of help somehow... those awesome, awesome cloaks...

Um, I think I got distracted there...

Alright, how's about this then, and I'm thinking it should be a Morale ability.

Cowards Bane

For the next X seconds, all attacks against moving targets are critical hits (or do X more damage... but it'd have to be a lot. Something really noticeable), and any hit on a target will debuff the targets movement speed by... oh let's say 15%

Basically, you hit it when they're getting low on health, and see if they want to try and run away from you. Give them the option to attempt a dash, but let them know the odds are in your favor of catching them (without smart ability/CD use), and if you do you're gonna be beating on them mercilessly.


It'd also help stick those annoying positional fighters in place when you got to a 1v1.

Aenigma
08-21-2007, 10:39 AM
Chosen need cloaks!

I could not agree more!

And the Coward Bane looks really awesome, I hope a Mythic employee sees this.

Axxar
08-21-2007, 10:49 AM
I'm guessing there's going to be abilities that break roots and so on, but I think tanks will be more cumbersome than the melee dps careers and won't have as much speed or as many options to reach their target quickly. The best way to deal with casters might be equipping a big axe and hide around a corner, whack them over the head as they pass by and try to stay close to them. I've seen some Black Orc beta abilities that prevent people from moving away from him, but they have limited range so he needs to be fairly close to use them.

But then again, there's always charging by them on your Chaos steed while impaling them on your shield spikes.

AvariceX
08-21-2007, 11:18 AM
I like that Coward's Bane idea :D

Ok here's mine:

"No Escape": (not the best name, sue me)
Tackle the target, pinning them to the ground with your main hand weapon. The target is immobilized and has his/her miss chance increased by 15%, but you may only attack that target and only with your off-hand weapon or shield. Also does X damage over Y seconds to the target.

Visualizing that in my mind it seems really cool, but the concept of it might be a little too complicated.

AlienOverlord
08-21-2007, 12:13 PM
Actually more info on the remaining Chaos classes is something I'd like to see come out of Liepzig as well as all the elf news.

Nilhien
08-21-2007, 05:39 PM
From what I have seen on other tanks you will have immobilizing abilities. Eg reduce movement by 40, 50%. It would not surprise me if the dark gifts that chosen get affect runners.

http://www.warhammeralliance.com/forums/showpost.php?p=408735&postcount=17

I am not sure if this post has anything factual or not, but there are some ranged abilities there, that I could see deal with runners quite well.

Mad Squig
08-21-2007, 06:52 PM
From what I am seeing, the Chosen are going to be a royal pain to deal with. With some of the abilities listed, its going to be a nightmare to keep us from popping one of there buddies and spawning a Horror.

Granted we have no idea the life span of these Horrors will last in combat but man. Those Horror Adds are not going to be fun to deal with.

Norick13
08-21-2007, 07:25 PM
What ways do you think the Chosen will have to finish runners? What's to stop a Bright Wizard from surrounding us in flame while he skips away with his life? Be creative, I don't want to see "1.5 second cast magic lightning hammer of doom". I'll edit this with my own idea later, I haven't had my breakfast yet.



Well, I would assume that we'd have a snare/stun/knock down of some sorts that you have to be smart enough to save till the end of the fight.

Also, I think it's started somewhere (Axxar made a post) about attacks being slow, by powerful. So, basically when you fight a bright wizard hope you crit?

This game is designed around group combat, not 1v1 encounters...frankly...as it should be. Not every class should be able to beat every class (discounting the obvious instances where this won't be true).

It's one of the reasons they are making armor/classes look so distinct in this game, well one of the reasons. You have to make decisions about combat, not just run around like chicken with it's head cut off. :roll:

As for what should keep the bright wizard from skipping away? Your magus/zealot/marauder running along with you. I mean after all, what good is playing a tank in RvR (or in general) if you don't have someone to protect?

(Sorry for sounding like an for most of the post, but you need to look at this game as group based, and not one on one.)

edit: As for a the stun/snare/knock down?

"Step of terror" A quick, powerful step forward that knocks your target down for 2 seconds, causing them to drop their weapon for 3 seconds. The Attack also has the chance to deal extra damage if a shield is equipped.

I think that would be a cool/balanced move :mrgreen:

Nilhien
08-21-2007, 10:44 PM
I personally like the boon of tzeench idea. You get a powerful ranged attack that you can only use every so often (20s) and inhibits your movement for a bit. Sounds pretty balanced to me. Good for melee char. Also fits with the lore of tzeench.

The horror (if true) is just a bonus.

Ledrith
08-27-2007, 08:03 PM
Can't think of a name for this but my idea is...

Throw your weapon hitting the legs of your enemy knocking them down for 15 seconds.
20-30second reuse timer, does 50% normal damage and has a range of 15m

Axxar
08-27-2007, 10:25 PM
This game is designed around group combat, not 1v1 encounters...frankly...as it should be. Not every class should be able to beat every class (discounting the obvious instances where this won't be true).I disagree that not every class should be able to beat every class. That imo would be the perfect balance, and mean that skill decided the outcomes of all encounters rather than random chance. However it's not possibly to make a 100% balanced game. I think Mythic are doing their best to keep all careers at roughly the same power level and making sure they can all fulfill the roles they are meant to fill. I don't think it's as simple as saying it's "balanced for group combat" or "balanced 1 vs 1". The former tends to mean "no balance at all really" and the second tends to be some lofty, unreachable goal.

Seventh Child
08-28-2007, 08:24 AM
How about the Chains of Torment from DoW? :p

Norick13
08-28-2007, 10:08 AM
I disagree that not every class should be able to beat every class. That imo would be the perfect balance, and mean that skill decided the outcomes of all encounters rather than random chance. However it's not possibly to make a 100% balanced game. I think Mythic are doing their best to keep all careers at roughly the same power level and making sure they can all fulfill the roles they are meant to fill. I don't think it's as simple as saying it's "balanced for group combat" or "balanced 1 vs 1". The former tends to mean "no balance at all really" and the second tends to be some lofty, unreachable goal.



Well, it's difficult to say, because skill of the player is always a factor...even when people say, "Okay assuming people are the same skill," it doesn't really work like that because someone is always better. Obviously the more skilled player should win...

Newber
08-28-2007, 03:31 PM
Snaaaaaaaaaaaaaaakes

Plants your weapon in the ground, summoning snakes from the the abyss to constrict your target's feet. This reduces its movement speed by 90% for X seconds, and disarms you for Y (Y < X). The snakes drain Z hitpoints per second from your target to you.

Inspired from Tenacious D: The Pick of Destiny, where Satan says "snaaaaaaaaaaaaakes" and snakes pop up from the ground and constrict the wizard. Awesome.

lockout19
08-28-2007, 05:21 PM
"Soul Charge"

Player toon becomes and empty body while the soul is released (you controll your soul but your body is still attackable) Movment speed is increased by 60% and when you pass through an enemy target you do X amount of damage and cause the target player to become scared making him/her flee for Y amount of time. All attacks tward you do no dammage. After 30 seconds you soul returns to you body ( if your body is killed during soul form your soul will fade away.)

Seventh Child
08-28-2007, 09:03 PM
Snaaaaaaaaaaaaaaakes

Plants your weapon in the ground, summoning snakes from the the abyss to constrict your target's feet. This reduces its movement speed by 90% for X seconds, and disarms you for Y (Y < X). The snakes drain Z hitpoints per second from your target to you.

Inspired from Tenacious D: The Pick of Destiny, where Satan says "snaaaaaaaaaaaaakes" and snakes pop up from the ground and constrict the wizard. Awesome.

Snakes and a Chain

A ranged magic attack that plants a "Snakes" debuff on the player. The debuff lasts for a few seconds and at the end of it's duration the player is rooted to the spot by snakes and a chain that sprout from the ground. To remove the debuff or the root effect the target must type, in full and proper english: "Enough is enough I'm sick of these motherf---ing snakes and this motherf---ing chain."

Damienx247
08-29-2007, 09:35 AM
Snakes and a Chain

A ranged magic attack that plants a "Snakes" debuff on the player. The debuff lasts for a few seconds and at the end of it's duration the player is rooted to the spot by snakes and a chain that sprout from the ground. To remove the debuff or the root effect the target must type, in full and proper english: "Enough is enough I'm sick of these motherf---ing snakes and this motherf---ing chain."


Nah, Ravens. Snakes are more Nurgle's bag with the venom and stuff.

Newber
08-29-2007, 01:06 PM
Nah, Ravens. Snakes are more Nurgle's bag with the venom and stuff.

I guess that's why marauders get crab claws, right?

Snaaaaaaaaaaaaaaaakes.

harrogath
09-03-2007, 04:14 PM
i would bet that chosen get some kind of magic attack/snare because champions of tzeentch are ALL wizards... at least they are in the TT

Warpstone
09-03-2007, 05:50 PM
Make this a high lvl ability or something that needs a lot of Favour/Dark Gift power.

Wings of Tzeentch
Have minimum range, but the Chosen creates etheral wings which allows him to fly up and dive upon his target doing a AOE knockdown and a high dmg strike against the target.