Armsmen have a future ..........

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Bleri McThrust
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Joined: Tue Dec 03, 2002 5:17 pm

Armsmen have a future ..........

Post by Bleri McThrust »

Borrowed from VN Boards...................

1.61B

At long, long last, here are the final touches and tweeks for the realm of Albion. This should bring the Armsman up to par with other classes in Albion and their counterparts in other realms.

CLASS ENHANCEMENTS

--Extended autorelease timer for Armsmen.
We recognize that a class's contribution in battle is not always comensurate with the realmpoints received for an encounter with an enemy. Sometimes, especially in larger battles, an Armsman's contribution may be great even though they are often the first to die. This leads to Armsmen receiving no "reward" for their efforts put forth, or worse, Armsmen who lurk at the back of the fray, hoping to collect some realmpoints from more useful group members.

This was never the intended function for Armsmen.

Unfortunately, with current coding limitations, it is not possible to offer realmpoints to fallen players. However, we have now extended the autorelease timer to twenty minutes for Armsmen to enable them to fully appreciate and reflect upon what they are missing.

--Extra realmpoints for ressurection
Clerics, Friars and Paladins ressurecting Armsmen will now receive a 50% realmpoint bonus. Note, this is above the recently-established realmpoint rewards granted to resurrect-abled classes. This should make resurrecting Armsmen before more useful classes at least an attactive option.

--Realm Abilities
Extensive testing has shown that certain Armsmen abilities have had a negligible effect on class viability. Armsmen will now automatically receive Ignore Pain at level 30, Purge at level 40, and Soldier's Baracade at level 50.

Please note, we will be seriously evaluating the remaining Realm Ability selections and designing new ones to replace those now granted as standard abilities.

Some possibilities include:
Wheelbarrow--the ability to carry an extra 200 weight units
Bullet time--the ability to see incomming spells, projectiles and blows in slow motion (note, this will not affect an Armsman's ability to counter such attacks)
Quickscroll--the ability to more quickly recall damage messages from enemy attacks

--Take A Dive
The developers have considered adding the ability to "feign death" in game for some time. Chief in our concerns in implementing this ability has been determining which class could best be served by feigning death, but not at the cost of unbalancing other classes. Almost as important in consideration has been to preservation of the unique character of whichever class was awarded the ability to play dead.

Once per 30 minutes Armsmen will have the unique ability to Take A Dive. In appearance, this is no different than a realm death. Armsmen will still require a ressurection or release to resume gameplay. However, after Taking A Dive, Armsmen will suffer no ressurection sickness, nor will any enemy combatants be awarded realmpoints for the 'kill'.

ARMSMAN SPECIFIC ANIMATIONS, EFFECTS AND SOUNDS

These are not ability enhancements, but we hope they will make the the Armsman class a little more fun to play. Enjoy.

--New random death sounds and quotes.
"Urghh!"
"Oweee!"
"Ack!"
"Mooooo!"
"Chargeeerrraaahhhgghh!"
"Time to dieeeerrrggghhh!"
"A pox on both your housesurrgggghhhh!"
"I wasn't readiiiiiiurrrgggh!"
"For King Arthuuuurrrrggghhh!"
"Enemies whereeeeergggghhh?!"
"Mezzed! Wait, stunned! Wait, nukeeerrrghhaa!"
"Motherfuuuurrgggghhh!"

In addition, Armsmen will now automatically shout, "Heal me!" when damaged.

--New event specific death animations.
"Faceplant"
"Critnuked"
"Stunnuked"
"Chainnuked"
"Low resists"
"First-killed-in-a-charge"
"Last-killed-following-a-mez"
"Blocked-once-before-killed"
"Almost-got-a-kill-there-before-nuked"

--New armsman-only "beg for mercy" animation.

--New armsman-only "make the pain stop" animation.

--New "pity" emote added for non-Armsman classes. Armsman targetable only.

--New armsman-only "nod of empathy" emote. Warrior targetable only.

--New particle effects for successful cold, heat, energy, matter, spirit, body and void magical attacks vs. Armsman-only.

--New shiny metalic "meltdown" effect when targeted by three or more "pure caster" classes. (Requires DirectX 8.1 or above)

CRAFTING

--Armsman available primary crafting specializations (Armor and Weaponcrafting) will now cost one third more time and money to reach "Legendary Grandmaster" level. This should both encourage Armsmen to participate in Realm versus Realm activities and reduce an imbalance in the number of Armsmen Armor and Weaponcrafters.

ALTERNATE CHARACTERS

20th level characters! Upon reaching level 50, Armsmen will be able to start a useful character at level 20! Other classes will soon have this ability, but we wanted to offer it to Armsmen first to say we recognize your importance as a class and thanks for hanging in there!
Bleri McThrust - Pole Armsman DAoC
Playing Skyrim

Steam id - Bleri / bpbill
Kongregate Id: bpbill
http://www.kongregate.com/?referrer=bpbill
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