A post in that other poll thread gave me an idea. It's very raw and unbalanced as an idea at this point, but the concept is interesting and I don't like wasting ideas. I'm a writer, what can I say, it's part of my nature :P
So, what about a UC/DD synergy? Something like:
If you train
-FB+UC: in melee your UC has splash. (Direct hit classified as physical, splash as magical.)
-CoC+UC: UC gains additional damage, classified as magical damage in melee.
-SG+UC: UC gains vorpal properties. Might gain more with a new UC item?
-MM+UC: UC attacks from the rear?
All of these hybrids would have to sacrifice a certain amount of ranged damage in exchange for more power in melee, due to the dilution of XP for the UC skill. Jig might need to get the DD junctioned into him, I'm not sure how that would boost/nerf the idea in that case.
the DD would override the UC, a dramatic change would be required for any of these to work...
You can do bow/DD and that would work. GW invented (I think) the ToA ELB + CoC combination and it worked for me well way back.
QBRanger
September 22 2009 4:07 PM EDT
That would be a nice idea.
However novice is correct in his assessment.
Also, as you dilute the xp on a minion, you become less effective.
Right now UC needs 4 things to train: UC, str, dex, hp.
Perhaps one can use a RoS to get the other 3, but most do not. One can use a ToA for str/dex but you use the ability of the CGI.
Further dilution with a DD spell further weakens an already fairly weak and limited skill.
I would like to see the damage part of UC better balanced before we go into unchartered territories.
I was thinking that this synergy could be achieved by training a certain amount of DD relative to your UC level, as to not take too much away from it. That way you'd sacrifice a small chunk of damage/pth for additional effects that could, depending on the situation be more useful than hitting more/harder.
But yes, it would necessitate tweaking of the code, and you are right in saying that some things have a higher priority on the to do list for UC. However, I'd like to see UC not being tweaked only on the damage/pth front, because that makes it "just another weapon." A boring one, too. UC would be made a lot more fun if it could be customizable to a certain extent, either with synergies or items.
Interesting concept, i would like it if this is available but it will probably take a lot of coding before it could be introduced and UC will probably need a boost before a synergy.
QBJohnnywas
September 22 2009 5:43 PM EDT
I ran a CoC/Archer once. It was fun, but the XP dilution was simply too much. A single mage, or an archer were more powerful pound for pound. Additionally the hybrid is vulnerable to both AMF and EC; mage shield and exbow are both effective against it. Your choices are hard choices, more damage with belegs(or Helms in this case) or protection against AMF with Noldorins.
So while I think this is a great idea, in reality it would be quite hard to run successfully.
That's not to say it couldn't work, just that it would take a bit more effort.
How about a ToA wearing EXBow - CoC/SG Archer/Mage. ;)
Cube
September 22 2009 11:15 PM EDT
As said already, game mechanics would need to be made quite different. However, I imagine it's doable. And of all the crazy ideas I've heard for UC before, I like the aspect of choice in this.
If you have to choose one, I like this one the best.
"MM+UC: UC attacks from the rear?"
Rogues do it from behind. ;)
Ba dum tss!
I see why it'd be awkward now. Your points make sense. But the same amount of choice could be achieved with UC-interacting items, then.
Anything but a boring numerical buff?
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