Title should be fairly self explanatory. I don't know how practical it is, or how much coding it would require, but I think it would be a pretty good RP perk without in any way affecting PK balance.
restrings for skills / spells
I can see SO much potential for abuse here...
Blademaster's onslaught (which is actually a critical strike restrung) MANGLES you!
It's good to know that what you see your opponent doing is what they are actually doing. If you want a custum emote for your actions, you can make a macro where typing "bash Bob" makes you "emote lets out a roar and runs right at Bob!" then bash.
Restrings have to be imm approved anyway - don't see how much Abuse there would be in that situation.
Its not a bad idea at all, frankly.
Though it would create more confusion to newer players as to what is being cast against them.
I like it though, you could change...say...magic missile to be a barrage of shots from a mechanical dark knights chest cannon.
I know on my current I would like to have one thing restrung, just so it appears as something different that is more fit to my characters RP.
You know, I was thinking of the same thing the other day. I like the idea even though there is potential for abuse. We should strive to be a more mature playerbase anyway.
Though it would create more confusion to newer players as to what is being cast against them.
It'd create confusion amongst EVERYONE as to what is being cast/used against them. It matters in PK to be able to tell at a glance what your opponent is doing, as opposed to needing to read everyone's custom string and spend a few seconds trying to figure out what it means.
Frankly, I just don't see the point of this. You can already add in very easily your own little emotes through macros or aliases or fast typing. Why bother changing the text of the actual effects when it'll cause confusion?
And new players won't have a clue as to what is the actual skill/spell and what is a restring. Part of the draw of playing a class is having seen it in action and thinking "That looks cool, I want to do that!" However, if you've seen three DKs and each has a different restring for magic missile, new people aren't going to have a clue what skill/spell it is that they saw in action.
It'd create confusion amongst EVERYONE as to what is being cast/used against them. It matters in PK to be able to tell at a glance what your opponent is doing, as opposed to needing to read everyone's custom string and spend a few seconds trying to figure out what it means.
Frankly, I just don't see the point of this. You can already add in very easily your own little emotes through macros or aliases or fast typing. Why bother changing the text of the actual effects when it'll cause confusion?
And new players won't have a clue as to what is the actual skill/spell and what is a restring. Part of the draw of playing a class is having seen it in action and thinking "That looks cool, I want to do that!" However, if you've seen three DKs and each has a different restring for magic missile, new people aren't going to have a clue what skill/spell it is that they saw in action.
pali does have a very good point here.
Indeed that idea is a splendid idea. I thought a while ago about doing this for defenses (dodge could be backflip, or sidestep ect.) But as pali mentioned it doing it on specific skills and spells could be a problem.....However....doing for defenses and/or auto/combat attacks might be a different storoy.
I had an idea then I forgot it after reading Pali's post and getting owned.
Well, maybe that is part of the problem we're facing as a group in this game?
We all know what each spell falls under for saves, we all know what each skill does and how to counter act it. We all know what abilities each cabal has and what they do, how to best suit a character to them, etc. I think this is why Blademasters are so popular. No one knows anythign about them (well, now they do), everyone has to solve their puzzle.
Maybe what we need to make this game challenging again is some mixup? I had a lot more fun playing FL when I didn't know the chance to bash was determined by what factors, other than the obvious (size, skill)... when I learned that holding onto a lot of weight made it easier I was shocked.
But, I love this idea. I remember watching WC do this with aliases and emotes. so, "c 'burning hands' x" would be WC utters strange words and his hands ignite in a fiery blaze just before lunging at you! then the normal burning hands text.
But if this all got thrown out of whack, we'd have to think about what's going on again. Just like this plot is making players think again, "Oh, now I have to worry about x, y, and z." we'd have to think in other terms again, "Oh, what is he doing?" IT'd be like Meditation of Blades or something.
a-g
wow, why couldn't I have explained it like that... I think thats what I was thinking sorta kinda... I love you man!![]()
But' date=' I love this idea. I remember watching WC do this with aliases and emotes. so, "c 'burning hands' x" would be WC utters strange words and his hands ignite in a fiery blaze just before lunging at you! then the normal burning hands text.[/quote']
Again, I simply do not see a point to restringing the actual text to be those custom emotes when you can do what WC did and just use the emote system already in place, especially since a number of restrings would make it difficult for people who aren't as familiar as the rest of us with the MUD to figure out what's going on.
I'd be far more in favor of changing around the normal text based on class, so that a warrior and a DK bashing doesn't look the exact same, if all you want is a bit of mixing up of how things look.
Hehe, restring fireball...
MrInvoker's pimpblast ===DISINTEGRATES=== MrFeral!
Fun for destroying the usefulness of spellkill and predict.
Though I do like this for dirt kick:
Twinblades spits in your eyes!
You can't see a thing!