Re: Changes: Departing, dying, giving! - Paladin Bonding Responses on 08/31/2016 12:03 PM CDT
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This was a great idea as a response to the recent Changes: Departing, dying, giving! announcement. In an effort to collect other ideas, I started this thread.
-Nikpack



> and while it would be nice for bonding to get some place in the world it's not like it was something used that often, anyway.

I wonder if you could take this in another direction. Let paladins move with something at their feet once they have the bonding glyph, or have them "auto-invoke" thrown weapons without the 1 second RT or needing a bonding potion.
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Re: Changes: Departing, dying, giving! - Paladin Bonding Responses on 08/31/2016 01:35 PM CDT
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>>or have them "auto-invoke" thrown weapons without the 1 second RT or needing a bonding potion.

Bond Armaments says high - we've had that for like...ever.

Samsaren
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Re: Changes: Departing, dying, giving! - Paladin Bonding Responses on 08/31/2016 02:21 PM CDT
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> Bond Armaments says high - we've had that for like...ever.

It's been a few years since I played a paladin, but I thought you still had to invoke or that was slow. I'm talking about something specifically for thrown weapons that causes it to immediately return to the hand (even if they lodge) after their thrown. No RT. If that's already represented then cool. It was just a random thought.
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Re: Changes: Departing, dying, giving! - Paladin Bonding Responses on 08/31/2016 05:34 PM CDT
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It pulses, however using hurl it's about the same speed.

Samsaren
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Re: Changes: Departing, dying, giving! - Paladin Bonding Responses on 08/31/2016 10:57 PM CDT
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The at-feet follow idea is kinda neat, but I don't know how useful it would be to me.

Glyph of Bonding was a meh ability even before the depart changes. Not sure that we'll ever see any interesting death abilities because all the cool stuff falls squarely in the domain of clerics IMO. I'd rather see interesting ways of reducing engagement (takes way too long to get to melee for a melee-focused guild); cheating death, like a death save that's traceable on others and functions with autoglyph; or ways of giving our mundane attacks more oomph or using our shield and other armor pieces in interesting ways. Even if the armor skills never do any more than factor into damage calcs, it would be really cool to have abilities that let us do interesting stuff with our armor powered off the guild skill.

I'm still fond of the idea of giving armor "life" through glyphs like I've talked about in other threads. Well, not really life... I mean, making it more of a sort of autonomous extension of the paladin, like glyph bond making the paladin immune to tingle when traced on gauntlets; having a glyph that senses DFA when traced on the helm (introduced shield into the defense); making a shield store and reflect some of the damage it absorbs; buffing shield offense stats. I mean, we have weapons that scream "Justice" so why not?
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Re: Changes: Departing, dying, giving! - Paladin Bonding Responses on 08/31/2016 11:48 PM CDT
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> The at-feet follow idea is kinda neat, but I don't know how useful it would be to me.

I was thinking of a minor convenience of added inventory space. It would essentially be a free "backpack" of sorts that allows you to hold any size items. A few long weapons, several bundles, a few bows that didn't have to be on the shoulder, and not needing to pick up your thrown weapons if you needed to make a hasty retreat.

> I'd rather see interesting ways of reducing engagement (takes way too long to get to melee for a melee-focused guild

That's a funny idea. Trace bonding on something to have them teleport back to melee range if they try to retreat. Or trace it on yourself to have anything pulled to melee if they face you. It would be easy to script out though, if you're thinking about PvP, roundtimes not withstanding.

Another idea is to maybe have it "bond" the shield to the arm rather in a way that feels more natural. (ie: remove the arm-worn penalty for paladins), or bond your armor to your skin to reduce hindrance and provide DFA protection (although that feels more like a spell).

Lots of options, really.
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Re: Changes: Departing, dying, giving! - Paladin Bonding Responses on 09/01/2016 12:11 PM CDT
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Glyph of Warding still has the ability to prevent aiming/targeting, right? That functionality could probably be expanded on a little bit.

If we want Glyph of Bonding to still be an aid to the dead, it could allow departing to put you right back at the room of the grave. I also like the preventing retreat/flee/advance idea, like the Cleric spell Soul Bonding.

Perhaps Bond Armaments could have an offensive use that prevents the target from dropping/stowing their current weapon choice, similar to how curses work. That could be tactically useful under certain circumstances, especially with the way new damage barriers sound like they're going.
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Re: Changes: Departing, dying, giving! - Paladin Bonding Responses on 09/01/2016 01:09 PM CDT
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>If we want Glyph of Bonding to still be an aid to the dead, it could allow departing to put you right back at the room of the grave. I also like the preventing retreat/flee/advance idea, like the Cleric spell Soul Bonding.

Crusader's Challenge has that functionality, but it's underwhelming due to the SvS contest, bugs and lack of messaging to know when it's available or fails in some cases.

The bond weapon idea is another good one and one we don't have. Now... It would be inferior to CoZ due to its limited functionality, but it does suit both clerics and paladins IMO (all of CoZ's functionality does, really).

It's worth bringing up that Raesh presented a really cool idea a while back re: active armor. I took that to mean, in an abstract sense, abilities that did different things depending on the armor you have on. Depending on how it'd work, it could open up some cool choices for us.

That said, I can't imagine wearing cloth/leather/bone without an evasion and ranged weapon buff as well as better debilitation and damage options. Otherwise, we'd be sort of like glass cannons without the cannon and more glassy than mages and thieves since we can't hide or buff all three avoidance defenses. We need more engagement abilities as slower plate wearers and some sort of answer for DFA.

Letting my imagination run with it, I suppose you could do something like break up glyphs into defensive, offensive, debilitating and utility and have them work off of the armor skill that makes the most sense...

• Defensive could be powered from plate skill and would give users in leather an evasion buff, users in chain damage reflection, brig users a parry buff and plate wearers anti-DFA.
• Offensive would be powered from light armor skill and give leather wearers a ranged buff, chain wearers a bonus to smite damage(?), brig users a critical hit buff or something; player wearers might buff their shield's offensive stats.
• Debilitating would be powered from chain and give leather wearers the ability to reduce opponents' defenses/armor, chain wearers the ability to kill a spell prep on skill check, brig wearers the ability to lower opponents' offense and plate wearers a better version of glyph ward for targeting
• Utility would cover brig skill and give leather wearers the ability to counterattack, chain wearers the ability to reflect some magic damage, brig wearers the ability to wield a 2-hander with a held shield and plate wearers the ability to reflect a portion of physical damage.
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