Mercenary Layman

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Do you think adding a mercenary layman branch is a good idea?

Yes it is!
18
55%
No I dont think so.
15
45%
 
Total votes: 33

Greneth

Re: Mercenary Layman

Post by Greneth » 23 Apr 2011 16:01

Laurel wrote:the special (mattack) would have to be less powerful than jab or battack - those guilds could be deserted with lay mercs option
Personally I dont even see the need to add a special attack, just have the layman give the option of increasing skills. Nice little drawback in my opinion.

Draugor

Re: Mercenary Layman

Post by Draugor » 23 Apr 2011 16:07

Laurel wrote:the special (mattack) would have to be less powerful than jab or battack - those guilds could be deserted with lay mercs option
Just put it on a 7 link BM damage? That aint complete crap, and BM on 10 links still hurt alot more

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Cherek
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Re: Mercenary Layman

Post by Cherek » 23 Apr 2011 17:00

Obviously it should be balanced like any other layman so its neither too powerful or too weak, so not everyone flocks to this guild, but still good enough to be a viable choice.

About special attack damage, I think the idea with layman mercs should be the same as occupational mercs. They are versatile, with a special attack that works with all weapons, or no weapon. So thats their strength. The actual power output should indeed be less than militia or blademaster who specialize in one weapon only.

If you were to get skillpoints too I think it should only be for non-combat stats or it would be risk becoming too popular. But a few non-combat skill stats would be pretty neat anyway, would give this layman guild something unique too, than just a special attack, and it would make it a little more attractive even if the special attack damage is a little less than some of the best damage output laymans.

I am curious why those 5 who voted no thinks its a bad idea? Speak up please.:)

Johnny
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Re: Mercenary Layman

Post by Johnny » 23 Apr 2011 21:49

Mattack isn't insanely powerful so I believe just a skill cap at sup pro would be good enough.

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Cherek
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Re: Mercenary Layman

Post by Cherek » 23 Apr 2011 22:09

Johnny wrote:Mattack isn't insanely powerful so I believe just a skill cap at sup pro would be good enough.
Yeah, I felt that too, that it could be easily adjusted by setting the maximum skill for laymans.

Laurel

Re: Mercenary Layman

Post by Laurel » 23 Apr 2011 22:18

why do that? does AA lay branch cut smash/smack skill by 50%?

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Cherek
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Re: Mercenary Layman

Post by Cherek » 23 Apr 2011 22:38

Laurel: Dont know anything about AA. About mercs, I said it easily _could_ be adjusted with the skill variable, without requiring much code.

Whether it should be at sup guru or lower the AoB should decide.

How Johnny decided sup professional was a good skill cap I have no idea. :)

Celephias
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Re: Mercenary Layman

Post by Celephias » 23 Apr 2011 23:00

Laurel wrote:why do that? does AA lay branch cut smash/smack skill by 50%?
I believe in another thread Petros indicated as much, but perhaps I misread/misunderstood.

Zar
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Re: Mercenary Layman

Post by Zar » 23 Apr 2011 23:02

Celephias wrote:
Laurel wrote:why do that? does AA lay branch cut smash/smack skill by 50%?
I believe in another thread Petros indicated as much, but perhaps I misread/misunderstood.

I understood him as AA special does half damage for layman members (with the same skill level)

Celephias
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Re: Mercenary Layman

Post by Celephias » 23 Apr 2011 23:07

zar wrote:
Celephias wrote:
Laurel wrote:why do that? does AA lay branch cut smash/smack skill by 50%?
I believe in another thread Petros indicated as much, but perhaps I misread/misunderstood.

I understood him as AA special does half damage for layman members (with the same skill level)
You are correct Zar - the skill level is not halved, but the damage is. Sorry for the imprecision and thanks for the correction.

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