Zodiac107
Goblin Squad Member
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Possibly once we have Monks. Programming animations that have to synch you to another avatar is tricky, so we can't promise anything until we've had time to investigate.
Still, the possibility seems to be on the table wich is enough for me... Theres still years until the final product is out, so its still good news.
T7V Jazzlvraz
Goblin Squad Member
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It's been years, so I no longer remember which, but one of the editions of D&D made Grappling, Trip, and Sunder so effective (or perhaps powerful?) that my tabletop group gave up trying to control the min-maxers among us and voted to abandon D&D and start fresh in some other game system entirely :-/.
EDIT: Aha! Disarm as well.
Stephen Cheney
Goblinworks Game Designer
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For now, Sunder is an attack that applies the Razed debuff (and acid attacks are also a large source of this debuff), which temporarily reduces physical armor.
We're unlikely to include Disarms or weapon Sunders, as they profoundly limit the target's available actions in a much longer term way than other controls (or, if they're short, are just slightly modified "can move but not take actions" control). That is, it's cool in a tabletop game, where you can pull a backup weapon, grab an improvised weapon or use the environment, or otherwise do something creative, but a video game makes it much harder to react to suddenly not having your weapon.
| Kobold Catgirl |
What if they affect the weapon's Decay rate? It's more of a long-term effect, in that case, but it won't immediately ruin things for the target.
In that case, it's more the "rust monster factor": It doesn't make you more likely to win, but it makes people more likely to want to avoid you. Probably handy for bandits and wartime assassins.
DeciusBrutus
Goblinworks Executive Founder
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For now, Sunder is an attack that applies the Razed debuff (and acid attacks are also a large source of this debuff), which temporarily reduces physical armor.
We're unlikely to include Disarms or weapon Sunders, as they profoundly limit the target's available actions in a much longer term way than other controls (or, if they're short, are just slightly modified "can move but not take actions" control). That is, it's cool in a tabletop game, where you can pull a backup weapon, grab an improvised weapon or use the environment, or otherwise do something creative, but a video game makes it much harder to react to suddenly not having your weapon.
I'm reminded of a Kingmaker game wherein the paladin was repeatedly disarmed, but never actually hindered, because he had so many weapons to hand.
Perhaps an ability that disabled (or forced) switching to the secondary weapon/implement would be mechanically interesting without being excessively powered.
| Artemis Moonstar |
Might a suggest a look at the game 'Vindictus'? They've a grappling mechanic in their system. Granted, it's for foes, but it is a very, very fun system. If Grappling is implemented, I would love to see Vindictus-styled smashing of enemies into breakable objects, into walls, other enemies, etc.
For PVP, the animations might be tricky, but it should be doable if you've got a script/effect that locks the distance between characters. A similar deal to EVE's option to orbit a target at a specified distance?
I know that I plan on trying PFO, but I'm still leery of the EVE skill system (I'd much prefer one like EVE: Dust 514 where I don't have to worry if I can't get on to set up the skill queue due to vacation or something. Unless I've missed some PFO news). Grappling, being one of my favorite styles of combat in anything ever, will certainly give the game a lot more appeal, lol.
Proxima Sin of Brighthaven
Goblin Squad Member
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Perhaps an ability that disabled (or forced) switching to the secondary weapon/implement would be mechanically interesting without being excessively powered.
I hate that prospect. If you're in melee with a bow swap equipped (et. al.) you're probably better off just not being able to attack for a round and "getting your thing back" to resume attacks than suddenly being forced into a set of skills you didn't want.
Proxima Sin of Brighthaven
Goblin Squad Member
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where I don't have to worry if I can't get on to set up the skill queue due to vacation or something
To avoid confusion for any newish people reading, active characters accumulate xp whether the user is logged in or out, that's all. Any training must be done while logged into the game; after a long vacation you'll just come back to a pile of xp.
TEO Alexander Damocles
Goblin Squad Member
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I despise grappling in tabletop pathfinder. If you make a decently competent grapple based character, you can pin just about anyone inside a round or two. Its disgusting, and there is very little that you can do in response. Plus, grappling would seem like just a long term stun, which is not fun for anyone.