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View Full Version : class idea LIBERATOR


Code187
05-11-2010, 01:44 AM
first i say it might be spellet wrong :P

the Liberator class is a monk/rouge combo. the whole idea is this
person will go find lost items, and live like a monk in many ways.

skills/feats/abilitys :
spot-find-see,secret
low ac high dodge
use unarmed ( fistweapons-kneespike-spikesboots and so on )
lockpick
disarm trap
div-kicks
div-punch
+ some cool spells maby healing, harden skin, dodge boost, invisible ( havent figured them out yet he he )

well anyway it is just some idea i just got and maby some here can help with addons the my idea

Renevent
05-11-2010, 12:20 PM
It seems like this class is aimed at a different type of game...more like Neverwinter Nights or something like that.

Aside from that, the class sounds kind of generic and the name you chose doesn't seem to match with what the class is.

Personally unarmed characters are sorta boring to me, but what I would like to see is a maybe a class that uses power fists and utilizes some magic with it as well.

alexei
05-11-2010, 02:52 PM
I just got to comment here.

the Liberator class is a monk/rogue combo. the whole idea is this
person will go find lost items, and live like a monk in many ways.

I'm afraid you have to ask medierra to add quest 'finding lost item'.

use unarmed ( fistweapons-kneespike-spikesboots and so on )
fistweapons-kneespike-spikesboots? Maybe evil medierra have answer for that.

lockpick
disarm trap
I'm not sure if there is locked chest box or door in GD.

div-kicks
div-punch
This would be hard to implement. You have to ask medierra for that but I can answer too. Kick and punch will need new character animation. They might couldn't afford to have that, currently and making the best GD with minimal acceptable and fixing what TQ lacked is more important at the moment. This is also goes for many thing like two-handed weapon and some other thing that you might wonder why TQ doesn't have that when Diablo 2 have it.

You might want to read all medierra post (http://www.grimdawn.com/forums/search.php?do=finduser&u=1). It will give you rough idea of the situation. You will know better what's going on.

eisprinzessin
05-11-2010, 06:14 PM
I've actually added in the ability to set unarmed as a skill qualifier, although I don't think an fist-fighting class will be part of the initial release. Since I'll only have time to do a few masteries, I think I need to stick with themes that revolve around more standard gameplay. I could easily see a class like this happening down the road though.
I agree with the previous posters, that GD will probably not include something like spot-find-see,secret. First, many people will play single player. Second, even if they've selected the Liberator mastery, they might not activate this skill, as it is not essential for battle. It would result in a lot of work, from which only a fraction of gamers will benefit.

Two variations:
- disarm/un-equip skill: an item drops before you have killed the enemy
- corrosion debuff: item does not protect you while the debuff lasts
This can become very dangerous, if an enemy successfully casts this against you, and you don't meet requirements for some other items then.

medierra
05-12-2010, 05:48 AM
I agree with the previous posters, that GD will probably not include something like spot-find-see,secret. First, many people will play single player. Second, even if they've selected the Liberator mastery, they might not activate this skill, as it is not essential for battle. It would result in a lot of work, from which only a fraction of gamers will benefit.


Some interesting ideas here but, as other have pointed out, they could be difficult to work into the existing gameplay. In particular, I think detection type skills are better left to party-based RPGs where you can easily add a rogue to the group to make sure that skill set is covered. Although, even then, I always hated in Baldur's Gate and NWN how I felt like I HAD to include a rogue. I usually tried to play through those games with a part of only 1-2 chars both for the challenge and because I hated having to keep track of and manage a 6 player party. So often times it ended up being my main char plus a rogue henchman who just leeched XP from me but was necessary to unlock chests and survive traps.

Code187
05-16-2010, 06:20 PM
well :-) if you like to cleen up alittle you may delete this thread compleate.