This kinda falls into building aggression(agro) on mobs/bosses that making a knight be able to Taunt them to keep them attacking them along with a Bash Skill to Stun the mob.
I think with these additions knights could play a big part in tanking instead of being mediocore damage.
Making more knights tankish
Re: Making more knights tankish
I was thinking about this today. Not sure how the code is set for monster targets but I'll throw out an example of what I was thinking using my own experience coding.
Let's say you have 3 people in a party and a single monster attacking them. The monster code says it chooses a number (1-3) and attacks said person. A Knight (and maybe Paladin) could have an ability or even make it innate where they count as extra attack options for the monster. For instance, the 3 person party is made up of a Knight, Cleric, and Sorcerer. The Knight uses an ability that makes him appear as 8 targets. So the monster attacks the Knight on 1-8, the cleric on 9, and the sorcerer on 10. The ability lasts for a set duration and the cooldown timer lasts a little longer. A character could even have an ability that increases their chance to be the target by 50 or 100 in this example.
The major problem I see with this is if a large party has a group of knights that use their ability against a group of monsters. Suddenly having the monsters think there are 5000 targets in the square with them might overload the code. That could be a lot of computations for the system depending on where the targetting is in the coding.
While this wouldn't change pvp, this would make Knights VERY popular in OaD parties.
Let's say you have 3 people in a party and a single monster attacking them. The monster code says it chooses a number (1-3) and attacks said person. A Knight (and maybe Paladin) could have an ability or even make it innate where they count as extra attack options for the monster. For instance, the 3 person party is made up of a Knight, Cleric, and Sorcerer. The Knight uses an ability that makes him appear as 8 targets. So the monster attacks the Knight on 1-8, the cleric on 9, and the sorcerer on 10. The ability lasts for a set duration and the cooldown timer lasts a little longer. A character could even have an ability that increases their chance to be the target by 50 or 100 in this example.
The major problem I see with this is if a large party has a group of knights that use their ability against a group of monsters. Suddenly having the monsters think there are 5000 targets in the square with them might overload the code. That could be a lot of computations for the system depending on where the targetting is in the coding.
While this wouldn't change pvp, this would make Knights VERY popular in OaD parties.
If you look like prey you will be eaten
Re: Making more knights tankish
Kruell wrote:I was thinking about this today. Not sure how the code is set for monster targets but I'll throw out an example of what I was thinking using my own experience coding.
Let's say you have 3 people in a party and a single monster attacking them. The monster code says it chooses a number (1-3) and attacks said person. A Knight (and maybe Paladin) could have an ability or even make it innate where they count as extra attack options for the monster. For instance, the 3 person party is made up of a Knight, Cleric, and Sorcerer. The Knight uses an ability that makes him appear as 8 targets. So the monster attacks the Knight on 1-8, the cleric on 9, and the sorcerer on 10. The ability lasts for a set duration and the cooldown timer lasts a little longer. A character could even have an ability that increases their chance to be the target by 50 or 100 in this example.
The major problem I see with this is if a large party has a group of knights that use their ability against a group of monsters. Suddenly having the monsters think there are 5000 targets in the square with them might overload the code. That could be a lot of computations for the system depending on where the targetting is in the coding.
While this wouldn't change pvp, this would make Knights VERY popular in OaD parties.
That's actually a easy way of donig it, the random chance and add their name twice. When a mob attacks it generates IDs of people who it can attack (bar things like then picks a random ID. Could have it based off something though (a stat) plus level to generate more 'copies' of itself to the list.
I like the idea though. /taunt then eventually

Re: Making more knights tankish
How about something like this. Instead of a mana bar, they have a "Valor" bar. Up to 4 max, gaining 1 maximum valor each time you gain an attack. Valor regenerates at a SET rate so lets say 10-15 seconds per valor. You could add in a few Knight abilities. One of them being the taunt, costing (X valor) to increase their chances to be hit. You could also give Knights a special dmg attack for using (X valor) as well. What do you think? At 25 they would have 4 valor cap maximum, each valor regenerates at 10-15 seconds each. So if you're attacking, use 2 valor to taunt, it will use up 1 stamina point and you will begin to regenerate another valor 10-15 seconds later . Using Valor would also cost an action, kind of like how SEARCHING or CASTING A SPELL does.
It also adds a degree of skill to the class, giving them options to "bank" points and use them at vital times.
What do you think?
It also adds a degree of skill to the class, giving them options to "bank" points and use them at vital times.
What do you think?
Re: Making more knights tankish
The problem is having a knight that actually hits consistantly with good enough hp for the role, granted a dwarf right now with +1 end and 16 chr would be like 1725hp they can't hit for crap. Which is understandable for the exp cap.
Re: Making more knights tankish
Tanks aren't always about hp! You just have to determine which is more important to you, a lot of hp and less evasion/chance to hit, or more evasion/chance to hit and less hp.
Re: Making more knights tankish
I disagree. A tank with shit HP is a shit tank, the only reason they ever survive is they have a healer that's really on the ball, or if their DPS is willing to risk drawing aggro to bring things down ASAP. Harder bosses generally require an on-the-ball healer and DPS to overcome a shit tank.
Heave ho, thieves and beggars, never shall we die...
Mahariel | 25 Brigand
Starlyte | 20 Cleric
Starstryke | 25 Stalker
Mahariel | 25 Brigand
Starlyte | 20 Cleric
Starstryke | 25 Stalker
Re: Making more knights tankish
So then halfling Knights wouldn't be viable at all? or Dark Elf? They way that they balance out their survivability is through evasion. I agree about a healer though. That is definitely the most important part. High hp makes it easier to heal because you have more fluff, but you may bring more dmg and dodge more often with higher agility, it's just that the healer is going to have to be able to watch health bars so they can heal the "spike" dmg.
That's the beauty of games though, being able to play different ways and having them be viable. I think the goal period is just to make the Knight feel more significant than say...a barbarian who may rage and do more damage and almost has as much hp.
Just thoughts.
What do you think could make the Knight class more unique?
That's the beauty of games though, being able to play different ways and having them be viable. I think the goal period is just to make the Knight feel more significant than say...a barbarian who may rage and do more damage and almost has as much hp.
Just thoughts.

Re: Making more knights tankish
Honestly a knight should just flat out have superior ac/hp to everything else their damage is subpar regardless of how much strength or how good the weapon is, because their exp is the lowest. Not to mention the fact their hit rate generally sucks compared to other melee classes.
Re: Making more knights tankish
Rodeo wrote:This kinda falls into building aggression(agro) on mobs/bosses that making a knight be able to Taunt them to keep them attacking them along with a Bash Skill to Stun the mob.
I think with these additions knights could play a big part in tanking instead of being mediocore damage.
I started to prepare to add this for Knights. Will see how it works after I deal with Paladins/Clerics couple spells they need.
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