1.6 Objectives & Outline + Draft Notes

cashmoneyflow
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Re: 1.6 Objectives & Outline + Draft Notes

Post by cashmoneyflow » Sun May 03, 2015 6:37 pm

Coolwatersx wrote:Here's a hint:

http://morloch.shadowbaneemulator.com/i ... ch_History

(Bards couldn't ever take DK).

Happy now?
yeah....I never thought they could either. When I first read this I was like...damn I missed out ok n dk all these years?

Coolwatersx
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Re: 1.6 Objectives & Outline + Draft Notes

Post by Coolwatersx » Sun May 03, 2015 7:36 pm

Probably he's just new and made a fighter bard on the short phase where all of the new lore was in play. Those don't exist now (or anytime in SB live history).

gradeyshane
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Re: 1.6 Objectives & Outline + Draft Notes

Post by gradeyshane » Mon May 04, 2015 10:56 am

Sorry to derail but the DK on bard made me all nostalgic for my ten minutes of fame on a Fury that could see invisibility (the new CC staff is the suckage in comparison).

cashmoneyflow
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Re: 1.6 Objectives & Outline + Draft Notes

Post by cashmoneyflow » Mon May 04, 2015 1:27 pm

gradeyshane wrote:Sorry to derail but the DK on bard made me all nostalgic for my ten minutes of fame on a Fury that could see invisibility (the new CC staff is the suckage in comparison).
What?

Coolwatersx
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Re: 1.6 Objectives & Outline + Draft Notes

Post by Coolwatersx » Mon May 04, 2015 1:43 pm

cashmoneyflow wrote:
gradeyshane wrote:Sorry to derail but the DK on bard made me all nostalgic for my ten minutes of fame on a Fury that could see invisibility (the new CC staff is the suckage in comparison).
What?
Another victim of sound reason.

The Vorg gear last phase had some ... interesting mods. That staff made a well played Fury king of the solo hill. Unsat was mean on his with that staff.

Doomslappa
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Re: 1.6 Objectives & Outline + Draft Notes

Post by Doomslappa » Mon May 04, 2015 4:29 pm

well can ya at least give em better staff skills.. or a class dagger or something..

Coolwatersx
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Re: 1.6 Objectives & Outline + Draft Notes

Post by Coolwatersx » Mon May 04, 2015 4:49 pm

Doomslappa wrote:well can ya at least give em better staff skills.. or a class dagger or something..
Bards have good weapon powers compared to almost all hybrids.

These are the mage powers:
Mage Bard
Bow Powers: 5
Archery Powers: 5
Dagger Powers: 25
Dagger Mastery Powers: 25
Staff Powers: 5
Staff Mastery Powers: 5
Sword Powers: 25
Sword Mastery Powers: 25
Blade Mastery Powers: 25
Blade Weaving Powers: 25
Unarmed Combat Powers: 10
Unarmed Combat Mastery Powers: 10
Sun Dancing Powers: 10
6 lines (3ish weapons) at level 25 ... on a mage.

The rogue powers are even better:
Bow Powers: 10
Archery Powers: 10
Crossbow Powers: 5
Dagger Powers: 35
Dagger Mastery Powers: 35
Staff Powers: 5
Staff Mastery Powers: 5
Sword Powers: 30
Sword Mastery Powers: 30
Blade Mastery Powers: 30
Blade Weaving Powers: 30
Throwing Powers: 5
Unarmed Combat Powers: 25
Unarmed Combat Mastery Powers: 25
Sun Dancing Powers: 25
And add level 25 UA powers, which is pretty damn good.

Bard is the only casting rogue (not counting Vamp racial drains) that can even take throwing. Ranger is not a real caster, GoT aside. Rogue Bard is also the only rogue with any Throwing powers.
Bard is the only mage that can take throwing.
Bard is one of only 2 mages that can take Archer.

I think Bards are in a good place, personally. I've seen a lot of threads proclaiming the contrary, but my Bards are extremely powerful right now.

That said, if any weapon power mods were made to Bards, I'd prefer to see their Bow and Throwing powers slightly bumped.

tooshifty
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Re: 1.6 Objectives & Outline + Draft Notes

Post by tooshifty » Thu Nov 12, 2015 4:30 am

When you post the patch u might want to post a link for the sb client. All your sb downlaods dont work atm.

tooshifty
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Re: 1.6 Objectives & Outline + Draft Notes

Post by tooshifty » Thu Nov 12, 2015 4:35 am

Coolwatersx wrote:
Doomslappa wrote:well can ya at least give em better staff skills.. or a class dagger or something..
Bards have good weapon powers compared to almost all hybrids.

These are the mage powers:
Mage Bard
Bow Powers: 5
Archery Powers: 5
Dagger Powers: 25
Dagger Mastery Powers: 25
Staff Powers: 5
Staff Mastery Powers: 5
Sword Powers: 25
Sword Mastery Powers: 25
Blade Mastery Powers: 25
Blade Weaving Powers: 25
Unarmed Combat Powers: 10
Unarmed Combat Mastery Powers: 10
Sun Dancing Powers: 10
6 lines (3ish weapons) at level 25 ... on a mage.

The rogue powers are even better:
Bow Powers: 10
Archery Powers: 10
Crossbow Powers: 5
Dagger Powers: 35
Dagger Mastery Powers: 35
Staff Powers: 5
Staff Mastery Powers: 5
Sword Powers: 30
Sword Mastery Powers: 30
Blade Mastery Powers: 30
Blade Weaving Powers: 30
Throwing Powers: 5
Unarmed Combat Powers: 25
Unarmed Combat Mastery Powers: 25
Sun Dancing Powers: 25
And add level 25 UA powers, which is pretty damn good.

Bard is the only casting rogue (not counting Vamp racial drains) that can even take throwing. Ranger is not a real caster, GoT aside. Rogue Bard is also the only rogue with any Throwing powers.
Bard is the only mage that can take throwing.
Bard is one of only 2 mages that can take Archer.

I think Bards are in a good place, personally. I've seen a lot of threads proclaiming the contrary, but my Bards are extremely powerful right now.

That said, if any weapon power mods were made to Bards, I'd prefer to see their Bow and Throwing powers slightly bumped.
Giving bards good staff powers allows for a viable def caster bard. ATM that build is too hard to push for what you get in return. Bards take more effort to play than other toons, but are insanely versatile.

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