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  1. #1
    Grand Member Online status: Graycient is offline Reputation: Graycient the Undefeated Graycient the Undefeated Graycient the Undefeated Graycient the Undefeated Graycient the Undefeated Graycient the Undefeated Graycient the Undefeated Graycient the Undefeated Graycient the Undefeated Graycient the Undefeated Graycient the Undefeated
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    Dagger Throwing Skill

    Kinda tired of needing consumables when we should have had such a skill long ago. Plus a trait to turn it into an improved dagger throw (+40% ranged damage, +10m range) wouldn't be too shabby either.

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    I agree, to an extent.

    Fully agree with improving the skill or trait.

    Realistically, you only get one throw with a dagger or throwing axe, so they need to be consumable from that perspective. I think it'd be great if they were recoverable.

    Quote Originally Posted by Graycient View Post
    Kinda tired of needing consumables when we should have had such a skill long ago. Plus a trait to turn it into an improved dagger throw (+40% ranged damage, +10m range) wouldn't be too shabby either.

    Whatcha think? Madness or goodness?

  3. #3
    Member Online status: Godonstilts is offline Reputation: Godonstilts the Neutral
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    Quote Originally Posted by Any_Names_Left View Post
    Realistically, you only get one throw with a dagger or throwing axe, so they need to be consumable from that perspective. I think it'd be great if they were recoverable.
    By that logic, Hunters should have consumable arrows. Though we all that would cause chaos. Sometimes 'reality' mechanics have to be left aside for the sake of playability.

  4. #4
    Member Online status: jb_marsh is offline Reputation: jb_marsh the Neutral
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    Quote Originally Posted by Godonstilts View Post
    By that logic, Hunters should have consumable arrows. Though we all that would cause chaos. Sometimes 'reality' mechanics have to be left aside for the sake of playability.
    As should a Warden's Javelin skills...
    Hmmm... a burglar skilled at throwing daggers...
    I would love to have a dagger throwing skill for my burglar, maybe it could only work if you use a dagger as your main hand weapon? Maybe a new early class skill? It could provide some nice positional and stealth damage options and maybe a new way to start a conjunction?

  5. #5
    Senior Member Online status: Geindir is offline Reputation: Geindir the Neophyte Geindir the Neophyte Geindir the Neophyte Geindir the Neophyte Geindir the Neophyte Geindir the Neophyte Geindir the Neophyte
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    Angry

    Quote Originally Posted by Any_Names_Left View Post
    Fully agree with improving the skill or trait.

    Realistically, you only get one throw with a dagger or throwing axe, so they need to be consumable from that perspective. I think it'd be great if they were recoverable.
    I suppose you could... Loot your dagger from the corpse? It's a thought anyway....

  6. #6
    Grand Member Online status: Graycient is offline Reputation: Graycient the Undefeated Graycient the Undefeated Graycient the Undefeated Graycient the Undefeated Graycient the Undefeated Graycient the Undefeated Graycient the Undefeated Graycient the Undefeated Graycient the Undefeated Graycient the Undefeated Graycient the Undefeated
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    By that logic, Hunters should have consumable arrows. Though we all that would cause chaos. Sometimes 'reality' mechanics have to be left aside for the sake of playability.
    Well, no, I'm just talking about something anyone who knows how to handle a dagger can do. Throw. They could always do what they did with the Reaver: Disable you for a couple seconds as if you were going to retrieve it. That way you'd only need the one. The Burglar is VERY lacking in ranged.

    Besides if this game were realistic enough I'd be able to grab a bone from my enemy and beat the heck out of another enemy with it, or pick up a rock from the ground and throw it at my enemy. Throwing objects is something anyone can do, regardless of their profession (as far as IRL is concerned).

    I suppose you could... Loot your dagger from the corpse? It's a thought anyway....
    If we do go and get it back perhaps it would be best if they made the skill do lots of damage... or decent damage, but impossible to block, parry or evade.
    Last edited by Graycient; Aug 06 2012 at 02:09 PM.
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  7. #7
    Century Member Online status: Filnar is offline Reputation: Filnar the Neutral
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    Quote Originally Posted by Godonstilts View Post
    By that logic, Hunters should have consumable arrows. Though we all that would cause chaos. Sometimes 'reality' mechanics have to be left aside for the sake of playability.
    Hunters do not have to burn consumable items to pew pew...

    It's actually unrealistic to think that hunters can sit there and not run out of arrows.

  8. #8
    Junior Member Online status: Horrt is offline Reputation: Horrt the Neutral
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    I would love to see something like this. It would even give us a usable ranged option when the mounted combat goes live.

    Be nice to see them fit in the ranged slot, be non-consumable, have a few stats, and maybe be displayed similar to a quiver.

    Daggers, hand axes, tomahawks(not sure what they would be called in Tolkien's world).

    Maybe an initial skill that hits for low damage, and then an improved skill(Pommel Throw) that would provide a short ranged stun...
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  9. #9
    Member Online status: Laforza is offline Reputation: Laforza the Neutral
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    You can only toss your dagger if it's in the offhand...and it can bounce to nearby targets while also applying a small snare affect...wait that's GW2.
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  10. #10
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    Quote Originally Posted by Laforza View Post
    You can only toss your dagger if it's in the offhand...and it can bounce to nearby targets while also applying a small snare affect...wait that's GW2.
    You wish that was here, yeah? :P
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  11. #11
    Century Member Online status: TheCrossbow is offline Reputation: TheCrossbow the Wary TheCrossbow the Wary TheCrossbow the Wary TheCrossbow the Wary TheCrossbow the Wary
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    I suppose if you really want a re-usable dagger throwing ability you can currently trait for it with Small Annoyances. And, it does add a nice little root/damage debuff.

    However, I would like to see perhaps a more common skill added into the burglar skills that would allow you to throw daggers without needing to trait for it.

    If it was me, I would add a couple skills that throw daggers (like Loremasters get a couple staff melee skills) and add a new type of items that would fit into the "ranged" slot. And, actually, you wouldn't be limited to just daggers. You would have a choice of small throwing items (Daggers, Darts, Throwing Stars, etc). On top of this, depending on the item you wield in your ranged slot you would have a decent chance to apply an effect (Daggers might root, Darts might slow, Throwing Stars might debuff Block/Parry/Evade, etc).

    Additionally, I'd like to see the ability added for Burglars to be able to tip the thrown items in, perhaps, a Poison? The poison would have it's own debuff. And, if a Bleed/DoT skill is used on the poisoned target, the Bleed effect would be increased. (You know, the guy is poisoned so his bleeding wounds are more pronounced and take longer to stop bleeding.)

    Also, if the thrown item is used while in one of your 3 stances, it will apply a bonus effect relative to the stance. I'm thinking it would add a 5% bonus of some sort. Maybe +5% damage if thrown while Stealthed... +5% strength to debuffs from Tricks while in Mischief... +5% strength to Gambles?

    I'm just kind of brainstorming but *small* thrown items in the hands of a burglar could add additional things without being completely OP?
    Dagranhad - 85 Burglar | Aldgarea - 85 Lore-master
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  12. #12
    Senior Member Online status: DertyHulk is offline Reputation: DertyHulk the Wary DertyHulk the Wary
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    Unfortunately

    Quote Originally Posted by TheCrossbow View Post

    Additionally, I'd like to see the ability added for Burglars to be able to tip the thrown items in, perhaps, a Poison? The poison would have it's own debuff. And, if a Bleed/DoT skill is used on the poisoned target, the Bleed effect would be increased. (You know, the guy is poisoned so his bleeding wounds are more pronounced and take longer to stop bleeding.)
    I believe that this goes against the lore that Freeps use poisons. I fully agree that it would be neat, but prolly won't happen. Maybe they could do something along the lines of a caustic powder or something? dunno.....

  13. #13
    Century Member Online status: TheCrossbow is offline Reputation: TheCrossbow the Wary TheCrossbow the Wary TheCrossbow the Wary TheCrossbow the Wary TheCrossbow the Wary
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    Quote Originally Posted by DertyHulk View Post
    I believe that this goes against the lore that Freeps use poisons. I fully agree that it would be neat, but prolly won't happen. Maybe they could do something along the lines of a caustic powder or something? dunno.....
    That may be so that the Free Peoples don't use poisons, but that doesn't mean a class built around "not playing fairly" and is essentially designed to be an assassin wouldn't use some sort of toxin or other chemical. I mean, we already throw dust in the eyes and use skills that open bleeding wounds.
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  14. #14
    Senior Member Online status: Cliford is offline Reputation: Cliford the Wary Cliford the Wary Cliford the Wary
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    Quote Originally Posted by TheCrossbow View Post
    That may be so that the Free Peoples don't use poisons, but that doesn't mean a class built around "not playing fairly" and is essentially designed to be an assassin wouldn't use some sort of toxin or other chemical. I mean, we already throw dust in the eyes and use skills that open bleeding wounds.
    Long time ago someone in Turbine decided, I will no longer be support class (Like Bilbo), and will be be dps-assassin class, eru damn ninja
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  15. #15
    Member Online status: ShameOnYou is offline Reputation: ShameOnYou the Neophyte ShameOnYou the Neophyte ShameOnYou the Neophyte ShameOnYou the Neophyte ShameOnYou the Neophyte ShameOnYou the Neophyte
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    RE: Poison

    I would argue that the distinction between Good and Evil is at the heart of The Lord of the Rings story. The reasons for justifying the use of poison remind me of Boromir's argument that it would be better to USE the power of the Ring for the Free Peoples instead of just throwing it away. But Elrond and Gandalf (and Tolkien) were very clear on this: the flaws in human nature make it inevitable: you cannot bargain or compromise with Evil and win. The only solution is to destroy it. And this is what was so important about the choice that Frodo had to make. In its own way it mirrors the choice that we all have to make when we decide how we are going to live our lives.
    Last edited by ShameOnYou; Oct 18 2012 at 02:50 PM. Reason: added a colon for grammar

  16. #16
    Century Member Online status: TheCrossbow is offline Reputation: TheCrossbow the Wary TheCrossbow the Wary TheCrossbow the Wary TheCrossbow the Wary TheCrossbow the Wary
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    Quote Originally Posted by ShameOnYou View Post
    I would argue that the distinction between Good and Evil is at the heart of The Lord of the Rings story. The reasons for justifying the use of poison remind me of Boromir's argument that it would be better to USE the power of the Ring for the Free Peoples instead of just throwing it away. But Elrond and Gandalf (and Tolkien) were very clear on this: the flaws in human nature make it inevitable: you cannot bargain or compromise with Evil and win. The only solution is to destroy it. And this is what was so important about the choice that Frodo had to make. In its own way it mirrors the choice that we all have to make when we decide how we are going to live our lives.
    I'm sorry but the use of a dagger tipped in some kind of toxin or chemical is in no way close to that. There are already quests in the game which involve poisoning/spoiling food. Sure, what we do may not be called disease/poison in game mechanics, but it is still meant to weaken the opponent in some way.

    My suggestion was that Turbine could give burglars some sort of chemical (like what Hunters/Wardens already have) which could be added to those thrown daggers and would take advantage of the various "bleeding" effects that burglars can use. And, the extra effect placed on those bleeds would change depending on your stance.

    Just a simple suggestion... I don't really care if it is called poison or some other name.
    Dagranhad - 85 Burglar | Aldgarea - 85 Lore-master
    Officer of Rechazar Nazgul

  17. #17
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    Burglar

    Dagger throw

    250-400 base damage
    Off hand damage type
    Effect has 12s duration
    Skill has 30s CD
    30m range

    From QK: +5% incoming damage
    From gambler: +20% damage from burglar bleed skills
    From mischief: 10s root with 35% slow for 10s upon removal of root

    No stance gives no bonus and is just a light hitting attack

    Maybe? Don't really know why I even bothered with that since burglars haven't gotten much love in a while anyway.

  18. #18
    Century Member Online status: TheCrossbow is offline Reputation: TheCrossbow the Wary TheCrossbow the Wary TheCrossbow the Wary TheCrossbow the Wary TheCrossbow the Wary
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    Hmmm. Well Burglars get a dagger throwing abilty for mounted combat. Turbine could clearly give us something similar for non-mounted combat.
    Dagranhad - 85 Burglar | Aldgarea - 85 Lore-master
    Officer of Rechazar Nazgul

  19. #19
    Junior Member Online status: Xeraphim is offline Reputation: Xeraphim the Neutral
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    Why not?

    Even if this were added as a staple skill, I don't see how this would unbalance the Burg. This has long been many individual's chief gripe with the class. It has been lacking for a VERY VERY long time.

    I remember going through the DD raid and having multiple boss fights where there was NOTHING for the burg to do because there were no ranged attacks available.

    If they did something like the warden's javelin that would be MONEY, but even something a touch less would still be great.

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