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Posted by Ipsisimus on December 8, 2000 at 08:39:01:

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