(read) My improval to the one class that needs changes:

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Posted by Ipsisimus on December 8, 2000 at 08:36:17:

Every other class besides shaman/healer has recieved
some kind of alteration besides thieves (some, but not
worth mentioning), so I thought about what would make
thieves more thief-like, instead of the one-trick
ponies and assassins they really are (Don't get me
started on how assassins in CF aren't assassins, but ninjas in disguise).

I've come down with a very detailed update to the thief
class, after a bunch of time and thought. Comments/suggestions/flames welcome.

Thieves will specialize into a few different paths of
what type of thief they wish to be:

Bandit(Offensive/Trail-based)
Robber(More Thiefish/town-based)
Nightblade(Magic thief/time-based)

Bandits would be what you consider the bandits of the
medieval times - jumping people on roads, killing then
taking, etc.

Suggestions for skills : Give them the warrior dagger
specs (thieves should have some of those), some type
of "set ambush" on a trail (with more bandits, you do
more damage and prevent casting from shocking people,
etc), the ability to rob someone of something during
combat, and more. Make them more based on killing, then
looting then stealing.

Robbers would be the masters of thieves in town, using
cunning and not backstab to get something.

Suggestions for skills: Shadow mastery (a hide where
only robbers can see each other, not duegars, other
types of thieves and assassins), the ability to rob
someone of an article of clothing quietly(high amounts of lag), increase affects of blackjack so at higher levels they can strip you of your clothing, give the power of shove but make it some affect of hiding behind someone, and allow robbers to call upon some mobs of younger thieves to help "jump" someone.

Nightblades would be the typical mage-thief combo. They're abilities would range from taking items, creating confusion, etc.

Suggestion for skills: Let Nightblades recieve the old spell of globe of darkness (normal light doesn't work in the room), grant a minor version of "command" (you make someone go west, but without them knowing - this could be abused, trying to think of something better),
disguise spell (changes looks into a battlement guard
walking around, etc), a way to leave the "where" list so others can't see them even if they could in town, some minor maledictions, etc.

A huge general change I would make is that thieves work
better in numbers. Increase morale, damage, or one
thing that would make it more appealing to be in a full group of thieves. One non-thief would make this
affect go bu-bye, but you can think of things like an
improved sense of communication would allow better
results, etc.

Also add in thieves cant, a way of communication only
between thieves. (Here's your major roleplay)

As you can see, my changes to the thief class give some
choice to the player as to what they want to be, in
which situations. Yes, I can see some balance issues,
but the idea still stays the same of thieves having a
specialization in which way they want to learn things.
Hell, make the guildmaster send them to different towns
in Thera and meet other "teachers" for these new specs,
etc. I think this would make thieves EXTREMELY more fun
to play, instead of the classic "blackjack-bind-backstab" class that is filled with nothing very thiefish at all.

There ya go.

Ipsisimus

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