
(well I'm not sure about dropping the requisite bypass for shields.)
Skirmisher could work well as being a mobile shield user, with weapon choices being knife and sling (and whip).
Which is pretty close to what it is at the moment.
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I've never heard a good reason for why anyone should NOT get instant quickswap.Razakai wrote:Could give it the TW-style quickswap option in that case. Let it switch between using sling/dagger instantly, talents that do both ranged and melee hits if you have the right weapon set equip.
Hasn't that been true since 1.3?Doctornull wrote:(As a side-note, you might be interested to know that 1.4 TW does not have quickswap. Hitting 'q' costs you a turn. You're expected to hit a talent and then cancel, instead.)
Maybe? I know for damn sure it's true now, so that's what I'm talking about.twas Brillig wrote:Hasn't that been true since 1.3?Doctornull wrote:1.4 TW does not have quickswap.
There's nothing wrong with having some talents auto-quickswap, but it was very dumb to remove quickswap from the TW.HousePet wrote:Could have some talents that did quick swap in addition to their main effects.
I have said nothing on the subject.Doctornull wrote:There's nothing wrong with having some talents auto-quickswap, but it was very dumb to remove quickswap from the TW.HousePet wrote:Could have some talents that did quick swap in addition to their main effects.
I agree with a lot of this. Giving Archer Acrobatics plus a locked Skirmisher tree with the better shield/sling type talents would result in no real loss to the game. People that liked Skirmisher can build a sling Archer with the new tree, and Archer would be in a stronger position as it's currently a weaker class. Some of the individual sling talents are fairly cool, but those could be used to replace existing, weaker Archer talents. Giving Archer Hurricane Shot instead of, lets say, Inertial Shot etc.bpat wrote:Skirmisher is not a complete class. It has four unique categories, one of which is a glorified Combat Veteran (Tireless Combatant), one of which is boring and overpowered and really has no business existing at all (Called Shots), one of which is the least reliable defensive category in the entire game (Buckler Training), and the last of which has a bunch of uninteresting talents that look very similar to ones from the Archer class (Slings). The locked categories are just Poisons and Traps which have no thematic relation to the class and are probably only there because the designers ran out of ideas for new talents so they gave them the same stuff as Archer. I don't know why it was released in it's current form, but it should either be completely overhauled or just merged with Archer.
I think a rework would probably have to chop the vast majority of their talents and trees and keep nothing but the concept of 'agile fighter with dagger/shield/sling'. Would be pretty much a ground-up rework, I wouldn't envy having to do that sort of thing.bpat wrote:If reworking, I like the idea of dagger swapping. I think Buckler Expertise is bizarre, unreliable, and boring so it should either be entirely redesigned or be completely removed and replaced with a dagger offhand tree. Called shots should probably be removed or reworked because it's evil and will probably never hit a balance sweet spot where it's useful but not overpowered in its current iteration. Bombardment should probably be buffed since it's the most interesting talent the class currently has by far, though we'd have to figure out how to make rares not instakill you with it.
Bulwarks are pretty mobile. They have Combat Techniques and Battle Tactics and could get Field Control if they wanted. They lack Mobility compared to the Marauder, but Mobility only has one actual mobility enhancing talent. I don't think mobile shield user is itself a conceptual gap.HousePet wrote:We do have a conceptual gap for a mobile shield user. Is it worth retaining Buckler Expertise in some form? Or just use normal shield categories? They could be changed to have str or dex requirements instead of just being str.
The only relevant layouts are those that include sling. Skirmisher is not going to steal the rogue's role and knife/shield is a combat style pretty much exclusive to Roman heavy infantry. For a generous definition of knife.HousePet wrote:We have 4 possible weapon layouts to consider:
Dual Knife (Currently Rogue.)
Sling and knife (Doable with Rogue, except you don't get sling mastery. Also doable with Archer, but none of your talents use the knife.)
Sling and shield (Currently Skirmisher.)
Knife and shield (Doable with Bulwark, but since you are building str you would just use a bigger weapon.)
The Rogue and Archer need to stay because they do things it's not reasonable for the Skirmisher to do, those being dual knives and bows respectively. The Skirmisher doesn't need to stay because everything it does can be folded into one or the other. The archer desperately needs mobility whether it keeps slings or not.HousePet wrote:People seem to like the concept of Skirmisher, and it does have a stronger theme than Rogue or Archer, so I guess it should stay.
I don't think heavy archery/slinging is viable at all. The archer needs to move into the mobile role for the sake of having viable bowmen that aren't temporal wardens. Both light and heavy melee and shield are covered by the Bulwark.HousePet wrote:So then question then is which class to assign each layout to. But that is a trap. Weapon layouts don't need to be class specific. So both Rogue and Skirmisher should be playable with Sling and Knife.
...and I'm waffling due to lack of sleep.![]()
Short version:
Why not both?
Keep a Skirmisher class as a mobile sling/knife/board fighter. Heavy boarding is covered by Bulwark. Heavy slinging can be done by Archer. Rogue could do with some sling categories. Rogue is more of a dirty fighter, so it would be different enough from a Skirmisher sling+knife to be sensible to allow for.