Gemelli QUACK QUACK QUACK Beware the FGC

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Join Date: 16th May, 2005 Posts: 3,605

Disco Bandit revamp discussion The new Disco Bandit skills are out! Bandits should be able to see them at the guild trainer now. And also to acquire them for meat, if you are so inclined.



There are a few things that we changed about how the existing skills work, but the majority of this revamp focuses on adding new systems and mechanics.



Here's a quick and dirty rundown of some of the changes that bandits in the Kingdom will see:



Dance Dance Revamplution



We suspect that there are folks out there who enjoyed memorizing and/or automating the various disco combo sequences. But we also suspect that there are far, far more people who will not be sad to see them go. So: RIP, old disco combos.



Instead, a Disco Bandit can now learn a new skill at L3 that allows her dance moves to build up Momentum. Momentum does not care about the order of your dances. When you do a dance move, you gain a point of momentum for your current fight, plain and simple. The more momentum you have, the more effective your DB combat skills will be through the end of the fight. (Some of the other new skills in the tree will give you additional in-fight benefits as your momentum builds.)



To keep this from getting silly-broken and crazy-confusing, we adjusted most of the DB combat skills so that they are now usable once per fight each. Now: as someone whose very first hardcore perm was Disco Face Stab, I can appreciate that this news might be startling for some folks. Fear not! We've offset this by lowering the costs of the existing dance skills, balancing their effects, and adding a brand new Disco Dance 3 skill as the new gold standard in monster power shrinkage.



Knifework



"It seems like everywhere I go, people are enjoying knives." --Bart Simpson



Disco Bandits (and off-class folks who perm the appropriate DB skills) will now be able to enjoy knives. If you don't already have a knife, a knife will be provided for you.



Having a knife in your inventory will now improve your stabbing, knifing, and shanking efficacy, as of course it should.



If you learn Tricky Knife Work, any knife you equip will hit and deal damage based on your moxie (as long as it's higher than your muscle). You can also learn shanking and kniving skills as complements to the old, classic stabbing technique.



Don't thank me; thank the knife.



Is That All?



That is not, in fact, all. Other changes/additions that should add utility for DBs and non-DBs alike are:



* Disco Napping is now consolidated into a single castable skill with an improved (and improvable) ability to clear debuffs. (Free rests granted from the original skills should not be changed at all.)

* Sensitive Fingers: A passive pickpocketing performance promotion. Proper.

* Disco Smirk/Leer: Two new mutually-exclusive facial expressions that you can adopt to demonstrate your character's dramatic range.

* Deft Hands: A passive improvement to the damage done by combat items.

* Disco Fever: Changed from an esoteric, much-maligned passive into a self-buff, similar to Rage of the Reindeer.

* Cocktailcrafting: One 10 MP summon is now all you will need to get all of your mixing ingredients for the day. Yeah, you heard me.



Tabled for Later



We have not yet rejiggered the Rave skills, or enchantments on the DB nemesis gear, from the nemesis quest -- those are on the table, just on a slightly-farther-away leaf. (Most likely, we'll look at the nemesis rewards across all of the classes after we've got the base skill revamps done.)



Kung Fu Hustler is also being examined with suspicion and reproach, but we've opted not to do anything with it just yet.



That disco dance trophy is temporarily not gettable. It will be gettable in some form down the road.

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Tripping the Fog Fantastic :: Tour de Louvre :: The Wumpinator :: Well, I Think It's Booty

__________________ Last edited by Gemelli; Tue, Oct 22nd, 2013 at 04:06 AM .