Has this been suggested (did a quick search couldn't find anything)?
Might be unbalancing though.
How about dual wield doing the main weapon damage (first weapon equipped) + 10% of the secondary weapon equipped (second weapon equipped)?
With monks/ninjas (or maybe the other classes) their first attack would use their primary weapon (first weapon equipped) followed by their secondary (reset at the end of each combat timer, ie out of combat)?
This is instead of the current random weapon choice.
Dual Wielding Idea
Dual Wielding Idea
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
I love sheep.
I love sheep.
Re: Dual Wielding Idea
Does that mean my first action as a Slayer hides with my main dagger then I stab with my secondary? Revelation had that (I feel like I'm stealing so much from that game, but Rodeo, Kawasaki and CG all know how good the mechanics were there). Macro's were something along the lines of:
target [1];attack attack - Basic target mob, attack mob hotkey.
stopattack [t] - Basic stop attacking command.
target [1];stopattack [t];skill Impale - Mid-combat impale hotkey.
target [1];spell Hellfire - newk!
target zanzoken;skill Quick Cast;spell Frost of Eternity - pvp wizzie hotkey
target MeatShield;spell Light of Heaven - heal
target MeatShield;skill Bind Wound;say /gm BOUND - bind hotkey
say /follow Playername - stalker hotkey
target [1];say /pet kill - pet users version of basic attack hotkey
item body;spell Mark of Aran - using the chest piece item's spell, then casting a buff hotkey
c/p those.
If you wanted to hide then impale it would be: stopattack [0] /say /weaponswap Blackheart Dagger;skill Stealth followed by say /weaponswap Gilded Marine Spear;skill Impale
I know we're going not going for anything that complicated here, but it's just to serve as an example of what it would/could entail.
target [1];attack attack - Basic target mob, attack mob hotkey.
stopattack [t] - Basic stop attacking command.
target [1];stopattack [t];skill Impale - Mid-combat impale hotkey.
target [1];spell Hellfire - newk!
target zanzoken;skill Quick Cast;spell Frost of Eternity - pvp wizzie hotkey
target MeatShield;spell Light of Heaven - heal
target MeatShield;skill Bind Wound;say /gm BOUND - bind hotkey
say /follow Playername - stalker hotkey
target [1];say /pet kill - pet users version of basic attack hotkey
item body;spell Mark of Aran - using the chest piece item's spell, then casting a buff hotkey
c/p those.
If you wanted to hide then impale it would be: stopattack [0] /say /weaponswap Blackheart Dagger;skill Stealth followed by say /weaponswap Gilded Marine Spear;skill Impale
I know we're going not going for anything that complicated here, but it's just to serve as an example of what it would/could entail.
Re: Dual Wielding Idea
Hide in same square, give 1 sec delay, then attack
Prob is almost every monster in game will find you /hide, stupid frogs even.
Prob is almost every monster in game will find you /hide, stupid frogs even.
Re: Dual Wielding Idea
Adramelk wrote:Does that mean my first action as a Slayer hides with my main dagger then I stab with my secondary? ...
I was trying to think of a logical way to remove the random weapon selection for dual wielders. If you could dual wield your focus for attack would be on your best weapon - you would want to be using your most damaging weapon.
Now reading what you said...
An alternative idea for Assassin/slayer, no +10% damage for backstab - you always backstab with your best weapon, then follow through with a normal attack with your secondary weapon (does not cost an extra stamina (it still needs to land independently from the backstab) - it is just part of the backstab process).
*Added: This has also made me think of an alternative for when an assy cant backstab (or an alternative to backstab). An extra attack with their secondary at 50% damage with each normal attack (no +10% damage).
With other attacks (other dual wield classes - or assassins not backstabbing):
I was thinking, 4 stamina would work like - primary, secondary, primary, secondary *new round* primary, secondary, primary, secondary *new round* etc
3 stamina would work like - primary, secondary, primary *new round* secondary, primary, secondary *new round* etc
Each new combat (combat timer runs off) restarted the process from the beginning.
The other idea was (non monks):
Primary weapon every time with +10% damage from the secondary weapon.
Another alternative idea:
Primary weapon all the time, no +10% damage, but a random chance for an extra attack from the secondary weapon with each attack (normal attack - no flurries), I see this one as a nope, never gonna happen type thing (also then what would you do for monks? probably keep the same)

PS. Bring back Ranger dual wield!
PPS. There is no harm in taking good ideas from other games imho

Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
I love sheep.
I love sheep.
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