View Full Version : Mutation Taking Weapon slot
Klitch
02-02-2007, 09:36 PM
Oh yes, it IS another post about mutation!!
Anyways, i've heard nothing that might possibly support my idea here, but what the hell, i wanna share.
In my very humble and Orcy opinion, i think it would be best if the Marauder's mutations, at least the weapon ones, were actual items. What i mean is, the mutations wou;d not a temp buff but instead a weapon in the same sense that an axe would be.
An "itemized" mutation would be a Marauder only weapon, the item that you would pick up could be an icon or symbol or something of that nature so it would fit fluff wise, "this symbol has been blessed by the power of the chaos gods, be careful how you handle it..."
This way the player could have a better choice of what his/her mutation would be, and the mutations would be able to scale just like a regular items. Equipping the icon/symbol/whatever would mutate the arm, just as equipping a weapon would have your avatar pull out the weapon. This way the player can also control how "long" the mutation lasts.
Your thoughts?
Kutulu
02-02-2007, 09:48 PM
Hm....
I can see your reasoning behind it, but I just don't think I like that idea. I'd much rather see the mutations as spells - and that when activated, that "weapon slot" would be unusable - and any weapon that might have been there would go back into inventory...
Or...
Has it been let on that their "primary" weapon hand ever looks like a hand at all? Maybe at least one hand has some degree of mutation at all time... just becoming more impressive with certain temporary spells...
And maybe when you do cast those spells - they may have a certain length of time that they last before you need to recast the spell - but, it may be a fast cast spell that you could cast in combat... also, it may be a spell that is "maintained" - and that you can end on command...
So many possibilities....
Shapechanger
02-02-2007, 09:51 PM
I like it that you get the mutation you get. You cant swap out a crab claw afterall.
What I would like to see are items that would go in this slot which are 'modifiers'. I think its important to do as well, so that it scales properly with excellent weapons.
Dont want the marauder being stuck with the WoW Druid Catform syndrome, where their damage is scaled and cant be affected by the weapons others can get.
Stingray
02-03-2007, 01:09 AM
I'm thinking they will act like a much cooler Vampiir (from Mythics other MMORPG DAoC). Vampiirs could arm a weapon in one hand, but nothing in the other because they used that hand to cast spells in combat. So I'm thinking Marauders will have one weapon they use, but when they start fighting their other arm mutates into a second weapon.
Notice how in the pictures of the Marauders one hand is holding a weapon while the other is mutated... also note its the same arm for each one holding a weapon or being mutated...
Dont want the marauder being stuck with the WoW Druid Catform syndrome, where their damage is scaled and cant be affected by the weapons others can get.
This was my first thought. Really, when the Marauder was described by Paul, a WoW Druid is the first class that came to mind. Having a pet bar, of sorts, for the various mutations. Throw in the mutation becoming the actual weapon and it is looking quite comparable to cat form, with the obvious exception of the mutation only affecting part of the body.
Nerror
02-03-2007, 08:26 AM
From what we've seen so far, the mutations are dynamic, meaning that they can change with the press of a button. Maybe there's a timer on it, and maybe they can't be changed in combat, we don't know that yet.
But at the press of a button, the marauder's arms turns into something else (mutates). That's pretty clearly what Paul says in the video (http://www.warhammeronline.com/english/media/video/files/Marauder-exclusive.html). From the picture we can see that one arm is normal and one is mutated, but Paul also clearly said both arms can mutate at the press of a button (probably tier related), so my guess is that the arms can be turned "normal" again.
Considering they are going for melee style chains and combos, like DAoC, I am guessing the marauder will have a choice between, say, 4 different mutations, on one arm, both, or maybe even a combination. The type of mutation detemines which melee styles are available. The marauder can then specialise in a certain type of mutation, and become really good at doing damage with it, but can still switch to a different mutation if he so wishes.
Another good reason why they'll have normal arms, or non-permanent mutations if you will, is beer. It's hard to hold a keg of beer and drink from it with both arms mutated into crab claws. And what do you do after drinking lots of beer? You go pee a lot. There's no way they can unbutton their pants with crab claws, and I just don't see Chaos Marauders walking around pissing their pants! Finally, there's the sex issue. It's just not fun raping an empire farmers daughter having crab claws as arms. Not being able to hold a breast, or other choice part of the female anatomy, in your hands during the sex act is boring. Clearly Mythic has thought of that and will make the Marauder's mutations dynamic and non-permanent. :rolleyes:
Arceaus
02-05-2007, 04:40 AM
From what we've seen so far, the mutations are dynamic, meaning that they can change with the press of a button. Maybe there's a timer on it, and maybe they can't be changed in combat, we don't know that yet.
But at the press of a button, the marauder's arms turns into something else (mutates). That's pretty clearly what Paul says in the video (http://www.warhammeronline.com/english/media/video/files/Marauder-exclusive.html). From the picture we can see that one arm is normal and one is mutated, but Paul also clearly said both arms can mutate at the press of a button (probably tier related), so my guess is that the arms can be turned "normal" again.
Considering they are going for melee style chains and combos, like DAoC, I am guessing the marauder will have a choice between, say, 4 different mutations, on one arm, both, or maybe even a combination. The type of mutation detemines which melee styles are available. The marauder can then specialise in a certain type of mutation, and become really good at doing damage with it, but can still switch to a different mutation if he so wishes.
Another good reason why they'll have normal arms, or non-permanent mutations if you will, is beer. It's hard to hold a keg of beer and drink from it with both arms mutated into crab claws. And what do you do after drinking lots of beer? You go pee a lot. There's no way they can unbutton their pants with crab claws, and I just don't see Chaos Marauders walking around pissing their pants! Finally, there's the sex issue. It's just not fun raping an empire farmers daughter having crab claws as arms. Not being able to hold a breast, or other choice part of the female anatomy, in your hands during the sex act is boring. Clearly Mythic has thought of that and will make the Marauder's mutations dynamic and non-permanent. :rolleyes:
? urinating? crab claws? You sir, are going to be a GREAT chaos player with a mind like that. :p
34 Dinariis and an attachable crabclaw, only missing one or two screws, blessed by the divine power of IKEA.
I like the idea, but I gotta agree with reply no. 1, I'd rather see it as abilities or spells. The player shouldn't be able to controle which mutations to get either, since mutations generally dont blend well with anything. Except batwings, which we probably worn't see much off.
Imagine though, if the Mutations was obtainable symbols, should a player then be able to swap between them?
Baron Khaine
02-05-2007, 07:31 AM
In the video paul says you will have a row of buttons, so that you can "warp" to get mutations, they don't sound temporary, more like a WoW Druid where you have numerous modes of attack and can swtich between them at will. He also mentioned there being seperate attacks for seperate mutations, once again like the WoW Druids.
skunkfart
02-14-2007, 01:53 PM
Yeah, obviously if you have a tentacle for an arm, you're not gonna be too good of a sword-fighter, but I don't like the idea of having a bunch of "items" like tantacle, claw, etc. In my inventory and swapping between them. I don't think that's what you meant anyway.
mad_caddie
02-16-2007, 04:55 AM
i don't see what all the fuss is about, you only have to look at those two drawings of the marauders to see they carry a weapon in their left hand as well. they're dual wielders with an awesome right hand mutation and a standard smash your head in with an axe/mace in the off-hand. simple.
Baron Khaine
02-16-2007, 11:45 AM
Not gonna happen, the mutations are temporary as quoted here
Q: Chaos mutations; are they permanent or temporary? Do they vary by career?
A: There will be some temporary mutations, such as the marauder may grow a crab claw for an arm. As far as permanent mutations are concerned we are still talking about different ways to approach a solution.
As said in this interview
http://www.war-rvr.net/index.php?option=com_smf&Itemid=53&topic=1266.msg18006;topicseen#new
Khane_
02-19-2007, 04:17 PM
I'm hoping that the mutations aren't nerfed like druid forms in World of Warcraft and that they actually improve, or possibly your current weapon fuses with your flesh so that marauders dont nerf weapons. As for me I'm trying to decide between Magus, and Marauder.
I'm hoping that the mutations aren't nerfed like druid forms in World of Warcraft and that they actually improve, or possibly your current weapon fuses with your flesh so that marauders dont nerf weapons. As for me I'm trying to decide between Magus, and Marauder.
what I'm hoping is that the mutations act more like a buff with AWESOME visuals and certain skills. Let me explain:
sort of like the WoW druid shifting, each Mutation will grant you some sort of abililty(ies) or powers or buffs or whatever. HOWEVER, unlike WoW your damage is STILL affected by the weapon in your hand. so if you have a crappy weapon your mutations are going to be crap, but as your weapon upgrades so does your mutations. Perhaps even scale the effect down slightly so it's not the full effect of the weapon, but instead a percentage of the original weapon.
Dysfinn
02-20-2007, 05:13 AM
Sounds more like WoW Shamans who drop totems to me. Except the totems are relics of Chaos Gods which imbue one of your body parts with Chaos power, thus, creating a mutation. Sounds good, but the mutation needs to increase in power scaled by level, or have enhancement by other chaos items kept on the Marauder's person.
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