Well, here's hoping. Anything that can make a character look more unique is good, right?
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11-03-2011, 23:01 #151
11-03-2011, 23:43 #152
Oh wow, watching those skill videos, it looked so much fun. I'm making a Thief now, for sure. I'm sorry for questioning your coolness!
12-03-2011, 01:19 #153
The thief does seem really fun to play and we have more info now that the profession has been officially revealed. My only gripe is the weapon selection. I mean, the thief can only use 6 weapons in total. Even taking into account the fact that a skill depends on both items you hold in your hands, that seems less than a lot of other classes. I think they could also have given the thief axes, maces or a torch offhand.
12-03-2011, 07:27 #154
I don't want to watch the justin.tv stream again, but IIRC the Thief hardly had any problems with Energy due to his initiative bar replenishing very fast, when he stepped out of combat for a short while. Balance issue compared to other classes?
12-03-2011, 08:01 #155
I think it works well since they're not relying on their energy pool for their profession's primary weapon-based skills, and since they're squishy, having more energy available to dodge/roll away from an attack makes the 'evade' mechanic a lot more tactical, while leaving them with a real advantage as that is basically *all* they use their energy pool for (aside from heals, etc.).
I think I may end up preferring this to maxing out an attribute like dexterity and having an evade skill that triggers based on a roll of the dice, for example.
That initiative can be spent and recharges at a rate of 1 pip/second seems to be where they might be able to adjust/balance the amount and frequency of enter/spend/retreat imbalance that might creep in over time, if that becomes a problem. "Thieves seem to be too fast and have an unfair advantage when it comes to spamming skills - let's adjust the recharge rate for initiative to 1.5~2 seconds/pip and see how that affects things.
Anyway, it's just different. I see initiative as being a little bit like adrenaline in reverse (it doesn't take time to initially build up, but once it's gone you'll have to wait a bit to get it back).
tl;dr - I'm not immediately concerned about any kind of unfair advantage since they're using their energy pool for something that actually seems to compliment their play style quite effectively while having their own limitations built-in.
Last edited by thulsey; 12-03-2011 at 08:02. Reason: typos
12-03-2011, 09:19 #156
12-03-2011, 09:30 #157
Mercenaries can be any profession. One could, in fact, be a mercenary assassin without being redundant. Or a mercenary thief, soldier, wizard, chef, what have you.
I am also finding the profession's name, 'The Thief,' to be problematic. It's a rogue, through and through. Stealths around and attacks from the shadows? Check. Ranged and melee attacks? Check. Picks pockets? Check.
Thief is but one role they play. If they want to avoid the cliche of the term 'Rogue' in various RPGenres, go with a more synonymous term that sums up *all* the good stuff.
Like 'The Rapscallion' or 'The Scoundrel,' heck, 'The Scamp,' even.
So far I see a profession name that sounds an awful lot like a one-trick pony when in fact it's far from it.
12-03-2011, 12:10 #158
I'm not a fan of the profession name either.
Forgot which video it was, but energy did drain quite fast with all the evading and judging around, so energy potions might be necessary for the thief. The player kept using them as well to replenish.
Or it was that he just had a small pool to work with due some circumstances? (Level, traits, whatever)
12-03-2011, 13:23 #159
12-03-2011, 13:43 #160
And team-based pvp might be more engaging if you had each member able to spec around defending themselves against specific types of attacks.
That said, with half your skills coming off of your weapon choice, I'm not sure how you'd even begin to prep for that.
Can't wait for more info on pvp to emerge, then we will know a lot more for sure.