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Old Mar 19, 2006, 01:05 PM // 13:05   #21
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Quote:
Originally Posted by Sergio Leone
The name really doesn't seem to fit to me. I like the idea but if you want to keep that name I don't think the skills match at all! I think a new name is in order, otherwise very interesting idea. I just don't understand if this will be an upclose warrior like thing or a distanced thing? If it is upclose the armor won't suffice. I guess there are a few things I'd adjust otherwise good idea.
The name fits fine IMO. The style is very Muay Thai in its physicality. Muay Thai is big on Pitfighting style situations. Upclose and personal. The armor is lower than Ranger armor,so I would rather a 70AL,but that is debateable. Otherwise,its a concept I would like to see explored more. I like having a melee warrior who uses his fists. Also,the weapons can also go into a more wrapped hands situation,like in Muay Thai,with elemental skins.Wraps that do elemental dmg and the skins reflect said element in question. Good presentations,like flaming handwraps and such. Just my thoughts.
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Old Mar 19, 2006, 01:38 PM // 13:38   #22
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I have already made a comment on this concept,and it hasn't changed.However,what's with the "change the name" guys? A pitfighter is exactly what this guy is.Period.Bloodsport,the Van Damm movie(like a million others he was in) is based on PITFIGHTING.Def Jam,Fight For NY,the console game,was based on rappers involved in PITFIGHTING.Streetfighter,low and behold, is a game based on...you guessed it,PITFIGHTING.And life hasn't been the same since Street Fighter 2,now has it? This is not rocket science. You don't like the name,we get it,but the character class is too awesome to call "savager" or "mercenary". Their are savagers or some crap in CoH,and mercenaries,as fun as it is to be a merc,are just warriors/soldiers for hire. The Pit Fighter can be interjected into any soceity setting,since pitfighting has occured in every civilization on record. Pitfighting,for those who don't know,is an underground contest between trained combatants,usually to the KO or to the death. Submissions are not recognized in a pit.Broken bones are.Tap outs are for UFC octagons and WWE rings.Brutality is the Pit Fighters bread and butter. Edged weapons,like another has already said,don't usually show up in a pit,due to the nature of the pit fighter's employment( Slavery,indentured servitude,etc),but in a GW situation,they are allowed due to secondary professions.Spellcaster secondaries will be as useful for a pit fighter as they are for an assassin,being inventive would make it awesome,but being generic would make you a target. No MS for a Pit Fighter,no Searing Heat,and no Rodgart's spells,unless the ele in his group is paired off to stay near him,and its a combined effort.The Pit Fighter is a well planned and conceived concept. It would be an awesome addition,name and all.If scarabs can pop up in Prophet's path,then Pit Fighters can be bred in Tyria and Cantha.
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Old Mar 19, 2006, 02:05 PM // 14:05   #23
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cool, original idea, like the nightmares, would they cancel stances?
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Old Mar 19, 2006, 02:36 PM // 14:36   #24
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I really like this idea... lots of great skills, but not overpowering. I, like a lot of other posters, love the idea of Nightmares. Extremely powerful if used at the correct time, but the -5 degen balances it out.
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Old Mar 19, 2006, 07:05 PM // 19:05   #25
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Quote:
Running this guy in my head sees him doing a lot of penetration work
This line got my vote....
If you mental image is a grease up-sweaty 90% nake beefy guy runing around wrestling other in a tight lock grip.... well.... so be it.

anyhow

how about a skill of :

Tender Care:
For T seconds, your attacks deal +8-18 damage to foes. But if you kill your foe in this duration, you take X damages your self.
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Old Mar 19, 2006, 10:46 PM // 22:46   #26
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Soul Shaker: Yeah, Punch Drunk/Killer's Fury is kinda evil...maybe I'll have to boot KF up to Elite status to avoid that particular combination. Heh...I can just see a por Elementalist after being hit with a Punch Drunk and having three Pit Fighters beat it senseless for the next two minutes. Still, Condition removal is ever-present these days.

Actionjack: Tender care from a savage, merciless fighter trained to kill without conscious thought? Heh, I get the idea though. perhaps something of the like in Haunted Memories.

And as for the penetration bit...you need more hobbies, Jack :-P.

Yanman: Nightmares aren't Stances and thus don't cancel them out, so you could run both a Nightmare and a Stance at the same time. You can't use more than one Nightmare at a time, though - Nightmares cancel. And for those wondering, there is a limit on IAS for Pit Fighters as well, even though Killer's Fury breeches the stated Anet limit. Ye can't combine Killer's Fury and A Desperate Battle and wind up with 75% IAS - Killer's Fury IAS doesn't stack. Heh...KF is just me sopping my injured pride at not being able to throw punches very fast.

Darkpower Alchemist: Thanks for the support man. Heh...just so ye guys know, name isn't open for debate. Savager or Mercenary or whatever isn't waht I designed the Pit Fighter to be. And truth be told, even a Monk could be a mercenary :-P. As for armor, I've been seriously considering bumping the base AL up to 70 myself. It'd basically be reflecting the Pit Fighter's sheer toughness, even though their armor really isn't. I'll definitely look into it, especially with some of Arcanis' ideas for new armor sets.
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Old Mar 20, 2006, 01:16 AM // 01:16   #27
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Wow. Very nice idea. I like it because its very original. I would definatly play one, though it wouldnt fit in Cantha. Perhaps in the 3rd or 4th campaign? I dont have too much to comment cuz I havent read all the skills, but so far I give it an A++ .
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Old Mar 20, 2006, 03:52 AM // 03:52   #28
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Quote:
Originally Posted by LaserLight
Soul Shaker: Yeah, Punch Drunk/Killer's Fury is kinda evil...maybe I'll have to boot KF up to Elite status to avoid that particular combination. Heh...I can just see a por Elementalist after being hit with a Punch Drunk and having three Pit Fighters beat it senseless for the next two minutes. Still, Condition removal is ever-present these days.

Actionjack: Tender care from a savage, merciless fighter trained to kill without conscious thought? Heh, I get the idea though. perhaps something of the like in Haunted Memories.

And as for the penetration bit...you need more hobbies, Jack :-P.

Yanman: Nightmares aren't Stances and thus don't cancel them out, so you could run both a Nightmare and a Stance at the same time. You can't use more than one Nightmare at a time, though - Nightmares cancel. And for those wondering, there is a limit on IAS for Pit Fighters as well, even though Killer's Fury breeches the stated Anet limit. Ye can't combine Killer's Fury and A Desperate Battle and wind up with 75% IAS - Killer's Fury IAS doesn't stack. Heh...KF is just me sopping my injured pride at not being able to throw punches very fast.

Darkpower Alchemist: Thanks for the support man. Heh...just so ye guys know, name isn't open for debate. Savager or Mercenary or whatever isn't waht I designed the Pit Fighter to be. And truth be told, even a Monk could be a mercenary :-P. As for armor, I've been seriously considering bumping the base AL up to 70 myself. It'd basically be reflecting the Pit Fighter's sheer toughness, even though their armor really isn't. I'll definitely look into it, especially with some of Arcanis' ideas for new armor sets.
Hmm...yeah, the AL increase sounds right but it just doesn't really seem right to represent their toughness. They should be physically tough with or without armour, but the HP is all the same annoyingly enough...
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Old Mar 20, 2006, 02:44 PM // 14:44   #29
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Lol you wrote so much that it feels mean to say something against the "Pit Fighter," but we already have a melee profession and with Factions coming out we will have 2...

Instead of focusing on thinking up new professions, I think people should come up with "expansions' to the old ones. For example, A new elementalist element.

Good Job though, BTW.
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Old Mar 20, 2006, 10:41 PM // 22:41   #30
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I think the idea has a lot of merit.

It reminds me a lot like the Pit Fighter career in Warhammer Fantasy Roleplay, except it's been fleshed out for GW.

It would be really interesting to have another stand up melee profession. The Assassin is an in/out melee profession. So, I would definitely like to play a Pit Fighter.

Great Job!!!!
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Old Mar 21, 2006, 02:08 AM // 02:08   #31
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Yeah, its great. PLEASE Anet, chapter 3? PWEASE, PWEASE!?!?!?????
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Old Mar 22, 2006, 07:04 AM // 07:04   #32
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wow thats cool, no criticism just encouregement this'll be awesome in act 3
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Old Mar 22, 2006, 10:36 AM // 10:36   #33
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Quote:
Originally Posted by Locust Toybox
Lol you wrote so much that it feels mean to say something against the "Pit Fighter," but we already have a melee profession and with Factions coming out we will have 2...

Instead of focusing on thinking up new professions, I think people should come up with "expansions' to the old ones. For example, A new elementalist element.

Good Job though, BTW.
But think of it like this: there's so far, 2 melee classes, 1 physical ranged class and 5 casters. Now, 1 more melee class wouldn't hurt with the amount of casters we have...and the physical ranged...uhh...what to put there?
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Old Mar 22, 2006, 03:07 PM // 15:07   #34
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My comments:

If possible, try to "change" all "Spells", "Enchantments", "Hexes" into something non-spell. Because if your Pit-Fighter casts spells, a Mesmer or Necro(Soul Leech) can counter him.

I think these skills are underpowered and deserve a buff:

Quote:
Killer’s Retribution [E]: 10e, (instant), 60r. Stance.
For 5-10 seconds, the next attack that strikes you deals double damage. That foe is then hit with a Killing Blow that deals double the damage you received in return and Killer’s Retribution ends.
Its an elite, lower Energy Cost to 5, make the recharge time to be 15 seconds. Now that's what I call a Killer's Retribution.

Quote:
A Desperate Battle [E]: 5e, 3s, 60r. Nightmare.
Remember your most desperate battle. For 5-15 seconds, you attack 33% faster, deal +6-15 damage, and cannot be interrupted while attacking.
Oh come on, its an elite! Drop the 60 seconds recharge time, make it 30 seconds.

Quote:
A Better Life [E]: 5e, 3s, 60r. Nightmare.
Remember your childhood and birth home. For 5-15 seconds, you cannot be struck by enemy attacks.
What about unblockable or unevadable attacks? It completely negates them, correct? If that is the case then this skill is good, but 60 seconds is still too much, I suggest that it be lowered to 45 seconds.

Quote:
A Friend Slain: 5e, 3s, 60r. Nightmare.
Remember the first time you killed a friend. for 10-20 seconds, half of all damage dealt to nearby allies is redirected to you.
I just don't like 60 seconds recharge time. Make it 45 seconds.

Quote:
A Glorious Victory: 5e, 3s, 60r. Nightmare (Haunted Memories)
Remember your best pit victory. For 10-30 seconds, whenever a nearby foe dies, you regain 30-120 Health and 5-17 Energy.
Recharge time 45 seconds.

Quote:
A Horrible Sickness: 5e, 3s, 60r. Nightmare (Haunted Memories)
Remember the first time you grew very ill. For 5-20 seconds, you recover 75% faster from Conditions.
30 seconds recharge time.

Well there you go, keep it going. Make 75 skills and you got a class ready for ANET to implement!
Cheers!
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Old Mar 22, 2006, 08:03 PM // 20:03   #35
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Thanks for the comments Tuoba. Heh...Nightmares, being a totally new concept, are difficult for me to balance because I can't really playtest them at all. Right now the 5e, 3s, 60r thing is kinda standard for me, despite some things like A Mage's Terror which I (for some reason) cut in half. That and it reflects that, to the Pit Fighter, remembering this stuff is harsh, and can't be done too frequently without driving the guy nuts. Well, more nuts than he is. Still, I may have to adjust a few of my Elite tag skills. Killer's Gaze and Killer's Retribution both could use a bit of work, though I doubt Retribution will go lower than a 20s recharge. Seriously, the ability to, possibly, catch an Executioner's Strike or other such beefy blow and reflect it back quadrupled in force deserves a bit of constraining. One of those sixty-damage axe smashes lands and the launching Warrior gets back a 240-damage punch. You're right, it does need a shorter recharge, but 15r is pushing it :-P

I will work on rebalancing skills, but college makes time short...>_<. Might take a while. In the meantime, keep up the critiques! Every little bit helps.
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Old Mar 22, 2006, 08:40 PM // 20:40   #36
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u got my vote sounds great!and i just like the entire idea the it, and id agree with the whole the gloves give a % chance of giving a condition cus if they spent there whole lives in a bloody pit with broken bones,glass and mud/dirt and blood everywere it makes sence,there gloves/knuckles would be infested with diseases

i like also how u incorperated aum skills that use a corpse adds the melle fighter/necro thing going like wat they did the the ritualist,monk/ele/ranger, all in one class

sounds great! i like if ANet passes on this there making a huge mistake,maybe not squeeze it into factions but save it for chapter 3.

the day i see a post from ANest saying they will accept this as a new class i will be a happy man
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Old Mar 24, 2006, 10:24 AM // 10:24   #37
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dude that is so cool keep goin it might be in act 3
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Old Mar 29, 2006, 10:23 AM // 10:23   #38
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Edit 3 (3/30/06)
Increased base AL to 70
Added Armor Set - Terrifying
Added Skills: Bloodspatter (Bloodsport), Killer's Remorse (Haunted Memories), Horrifying Totem (Bloodsport), A Strength Unknown (Haunted Memories), A Bloody Slaughter (Haunted Memories), Massive Dropkick (Fistfighting), Scoundrel's Blow (Fistfighting)

Heh...took me forever, but hey! There was an FPE to do, and college work, and that weird, unnatural thing people call Life!

Anyways. Only seven skills this update, and not a one in Deadly Aura (>_< bad Laser, bad!), but my loyal fans get a new armor set to make up for it - Terrifying Armor, credit to Arcanis the Omnipotent for inspiration. And I gave you a skill that allows you to sock your opponents in the crotch XD.

Note on Terrifying armor - the only thing that stacks in that armor is the chance for the extra damage. A full set of Terrifying will get you a 100% chance for +5% extra weapon damage, not +20% (which would be broken as hell). Also, the -5AL per piece for Terrifying is localized, not global, so you're not losing 20AL total just to get that little boost. Personally, I think it's a workable, if somewhat outlandish, idea. But hey, that's what you guys are for!

Time to criticize again, folks.
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Old Mar 30, 2006, 06:59 AM // 06:59   #39
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Everything is getting a thumbs up from me still. Glad you worked my attackers armor idea into the Terrifying Armor.
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Old Mar 30, 2006, 09:01 AM // 09:01   #40
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I don't know why you elaborate on it the way you do. If Anet decides to put it in, they would want to brainstorm and make it their own. So writing out all these little details seems pretty pointless.

Concerning the idea, I don't particularly like it. I'd rather see something more exotic, unique. We already have a brutish warrior class. Even if this has it's own flavor, it's too close to the W, IMO.

Last edited by Tric; Mar 30, 2006 at 09:04 AM // 09:04..
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