My post was in retrospect to was Mya said.
The charge would be like paladin charge, lagging only ONCE per tick.
After the initial lag, the minotaur would then be able to charge over and over and over like usual for damage without the re-occuring lag. And I am unsure how the minotaur charge dmg is compared to other (giant) warriors. If it the same damage, I suggest we then add the zerker effect onto the warrior charge (via swing axes multiple times while your in the air).
Minotaurs vs giant sized warriors is a severely uphill battle, maybe the only difference being perhaps weapon lore and cabal choice/rank. I've played many mino warriors and can say this with truth. The mino while being a complete mage killer, has many short comings compared to much stronger warriors.
He said to change it to be like Paladins.
Only the first charge lags, but he can keep charging for damage.
Every single class that has charge, can charge for damage after the first charge that lags.
Paladins' first charge lags for something like 4 rounds...
After the initial lag, the minotaur would then be able to charge over and over and over like usual for damage without the re-occuring lag.
Again, that is how normal charge works. NOTHING stops a fire giant warrior from charging over and over, without applying the lag (I would question it's effectiveness though, since you can simply open with murder).
Every single class that has charge, can charge for damage after the first charge that lags.
Paladins' first charge lags for something like 4 rounds...
Yes, true, so the minotaurs charge should be similiar to the paladins charge, yet stronger than most other charges. After all, your a large bull charging your enemy with horns. No other race warrior should charge for the same dmg. And why not have the minotaurs first charge lag for something like 4 rounds? So a mage cant do anything for 4 rounds, but they're open to almost every curable in the game and more viable options of consumables.
You've got to be kidding me... you want to give minotaurs the ability to lag you for half a tick, every tick? So if I time my charge well, I will be able to lag them for ~8 rounds?
Lol, wake up dude.
I am tired of arguing with this guy. If the immortals still haven't made their opinion on changing mino charge, then I don't know what could possibly make them to.
3 rounds, and the dmg should be higher than that of any of warrior/zerk
This ain't no haggle dude.
As we all agreed, minos need more edge against other warriors, and need to lose A LOT of strength against mages.
I believe my and tassins' suggestions combined give exactly that.
Minos out of all giant races have no vulns, so they already have an edge against mages, on top of that, they can charge with any weapon.
Make the mino charge lag for 1 round the mino himself and 2 rounds the victim. Put 1 hour timer on it and make the charge bypass all kinds of counters and we are set.
I'm done on the subject.
So, your saying it would be impossible to counter a mino charge? I like that idea, but I also would like to throw in the axe swings when using axes like the zerks do. Maybe reduce the amount of swings (as its a possible 6 swing).
Apparently the code was written to simply allow charge with any weapon (or not weapon).
The lag associated with it (and lack of timer) was coded in at a later date by virigoth (for some reason).
well, remember they were supposed to be the de facto zerker race when they were created. On AR they never surpassed Stone Giants for that privilege and then Crypt had Ogres made specifically for the purpose of being badass zerks when FL was created. So Minos, by and large, have been out of place since their creation. Any adjustments over the years have mostly been to make them semi-viable.
I have never seen a mounted paladin charge that lags for 4 rounds. I can give log after log after log that shows it consistently lags for 2, and 2 only.