Thursday, July 9, 2009

Knight Wish List

Been a while since I done one of these, and I'm just looking at the Knights as they exist, not the long awaited rewrite.

Let's see...

Turn Undead
The bane of my enemies, and I'm sure my fellow Knights will hate me for this, but... it's too powerful. I have NO problem with the power it has over undead. That's what it's for. It's a VERY limited power as it's target 'audience' is a very small part of the overall game. However I think 5turn undead is a little silly. I'd love to see it completely reworked, but in the meantime a cooldown timer would go a long way, doesn't have to be long, 10 or 20 seconds should suffice from it being used more than once in a combat.

Yeomen
Very limited now since their ability to join affiliations has been reworked due to the spec system they now follow. But still useful for filling out the Band. Be nice if there was a way to see groups being able to assign them different roles. Scouts, Rearguard, Bannerman. The Bannerman would be a non-combat role. Something similiar to a permanent inspiration aura (it doesn't have to be a large bonus), combat mode always defensive and when he rides in it would say something like 'Bannerman Coricus rides in holding the Banner of the Band of the White Cross'. For me it's just one of those cool things.

Squires
No issues with squires at all. Hard to get them to Knight now, but I think that's a good thing.

Mounts
Still waiting for the day more exotic mounts are available to Knights. War-pegasi, drakes, lions I don't know. Something. And I feel like their should be something akin to the ranger bond. In legends, the Knight's mount is often a part of that legend. But when we go through a horse once a reboot, kinda difficult.

Knights themselves
Getting charge up and running again would be nice and I think there's something to be said for them being members of the Pantarchic Church. There's something there that could be exploited more though I'm not entirely sure what.

Camelot
I was thinking long and hard about the defense of Camelot and... I had a nice idea. Prior to Merlin buggering off to parts unknown he set up an anti-magick field around Camelot. (He has the key and can turn it off on his return). This wouldn't stop ALL wierd attacks, like psychic stuff wouldn't be affected, holy and unholy abilities wouldn't be affected either.

Disclaimer: As usual, these are just ideas, don't expect any of them to be taken up, nor will I be miffed if they're ignored.

2 comments:

  1. Does turn undead ever make undead flee the room. I think that would be a good alternative to outright killing them. Even high level undead might find it repulsive enough to withdraw from the confrontation.

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  2. It does actually. I see that a lot more with my squire than I do myself. Just remember turn is based on charisma and/or willpower (a dev can correct me on this) and Gav is an amberite. So his turn is (and should be) quite a bit better than a human knight's would be at the same level.

    That isn't the problem. I turn and I'm able to do some damage, but not enough to outright kill him. All I do is 5turn and he's a dead undead. And that isn't right.

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