Jump to content

New Skill Guess -- Ninja


PraetorDei

Recommended Posts

I offer an alternative skill -- ninja.

Reasons for:

A. It would be possible to create an entire game around the concept of ninjas -- and obviously there are various anime series that have done so -- AND there are games that do so -- but it is not popular among MMORPG games..

B. One of the VERY earliest MMORPG games (Avatar) had a ninja skill -- circa 1980 (yes 30 years ago now). So it is doable.

C. The ninja skill would be a combat skill -- offering multiple swings. More swings the higher the level. Would have specialized weapons only usable by ninjas, would have specialized (lightweight) armors. Would be able to throw knives and stars.

D. If introduced it would alter the combat triangle and make it a combat square. This would be a MAJOR game changer. Offsetting the melee heavily armored fighter by giving multiple attack swings but being essentially unarmored. Not able to throw as far as rangers can shoot -- but able to throw more often in the same time period. And perhaps having a "dice throw" against the mage "bind" spells, and a "dodge" against thrown spells (also a "dice throw") to make it harder to pin down -- thus dangerous to mages as well.

 

Reason against: Naruto. Obviously.

Link to comment
Share on other sites

Is this a joke?

Dragon drops: 82 (2 claws)

Dagannoth kings drops: 73

Barrows item count: 51

GWD drops: 54 (5 hilts: 1x bandos, 3x saradomin, 1x zamorak)

Whips: 4

Sigils: 1x spectral (FFA), 1x arcane (FFA)

Link to comment
Share on other sites

Hmmm....perhaps I should not have called it a "ninja skill" -- I think as I pointed out too many people make mental associations with "Naruto" etc. However. As I mentioned with the ancient game of Avatar it was a combat skill. The key attribute was "multiple swings" associated with essentially no armor.

 

For example, in a melee with a heavily armed and armored fighter you would think being unarmored would be fatal. But the skill received more swings at higher levels. Thus while the fighter gets one swing -- this skill gets several. Thus all other things being equal, the higher damage received (unarmored) was offset by the higher damage given (multiple swings).

 

Another factor would be -- light weight, therefore longer run distance.

Use of the skill would be controlled by weapon usage. Wielding the weapon would "unequip" shield, helmet, platebody and platelegs (for example if armored up as a fighter). This effect is already seen when wielding a bow (unequips both sword and shield if previously equipped).

Thus the multiple swings would be controlled by the weapon wielded.

 

As for throwing knives -- this is already a ranger skill, yes? Difference would be these would again be equivalent to multiple swings -- throw two in the same period of time, then three, then four -- depending upon skill level. Difference from ranger would be that it would count for the new skill rather than for the ranger skill, and again would be controlled by the item. -- and of course shorter range than the bow.

 

It is the combination of multiple swings (or throws) in combination with being essentially UNARMORED that made this an interesting skill to build (in ancient Avatar). It was, as I recall, VERY HARD to build especially at the lower levels -- thus this would make it a challenge for players who are already higher level (95+) fighers, mages, or rangers and who want to build a new and different combat skill. Key reason so hard at lower levels -- you might not get to the 2 swing weapon until you reach level 30 -- so you have to make the first 30 levels using a 1 swing weapon WHILE UNARMORED -- no helmet, no shield, no plate body or plate legs. Oh and I forgot -- no boots and no heavy gloves or gauntlets either. It was for this reason (in old Avatar) that no one tried to build this skill until they were already moderately advanced because the extra hit points were required merely to survive building until the ability to wield multiple swing weapons started to make it a bit easier. Otherwise you spent most of your time dead.

 

I think it would be very hard to introduce a new COMBAT skill unless an approach like this would be taken. Otherwise -- the only type of skills that can be added are non-combat skills or some kind of combat supporting skill. So mock this if you want to but I suggest it would be a very very challenging skill to build. I would be interested in seeing comments related to building a new and different combat skill. If you think this is a dumb idea OK that's fine. I have seen it done before though and it did work.

Link to comment
Share on other sites

I think this is a decent idea, but I would prefer that it be incorporated into the currently not very useful agility. I.e. higher agility level = faster attacking speed, etc. A stand-alone ninja skill would not be very viable since it would overlap with agility and other combat skills.

 

Also, what about drawing out the ideas? You can't expect others to suggest and post the weapons/light armor for you.

Link to comment
Share on other sites

I wouldn't exactly call it the "Ninja" skill, because it sounds really bland. I would call it the shuriken skill (however you spell it).

 

The icon for the skill would look just like a shuriken star.

douvdFX.jpg


 


Blog


Trimmed | Master Quester | Final Boss


Boss pets: Bombi | Shrimpy | Ellie | Tz-Rek Jad | Karil the Bobbled | Mega Ducklings


120s: Dungeoneering | Invention

Link to comment
Share on other sites

See that is the kind of thing that might be doable while the game is in developement, but I think we can all agree that were it to be implemented now it would ruin the game.

polvCwJ.gif
"It's not a rest for me, it's a rest for the weights." - Dom Mazzetti

Link to comment
Share on other sites

See that is the kind of thing that might be doable while the game is in developement, but I think we can all agree that were it to be implemented now it would ruin the game.

How would that ruin the game? I personally think it's a nice idea, and as Quelmotz says, it ties in well with other skills like Agility.

 

You guys are just like those people who rant in the RSOF just for new things being implemented.

douvdFX.jpg


 


Blog


Trimmed | Master Quester | Final Boss


Boss pets: Bombi | Shrimpy | Ellie | Tz-Rek Jad | Karil the Bobbled | Mega Ducklings


120s: Dungeoneering | Invention

Link to comment
Share on other sites

See that is the kind of thing that might be doable while the game is in developement, but I think we can all agree that were it to be implemented now it would ruin the game.

How would that ruin the game? I personally think it's a nice idea, and as Quelmotz says, it ties in well with other skills like Agility.

 

You guys are just like those people who rant in the RSOF just for new things being implemented.

 

Thanks for supporting my suggestion.

 

My reason for tying it into agility is that (at least according to what I've read) agility is not very useful as a skill, since it just makes you run longer. AFAIK the time spent training agility could have been used to make money and buy energy pots or whatever they're called.

Link to comment
Share on other sites

See that is the kind of thing that might be doable while the game is in developement, but I think we can all agree that were it to be implemented now it would ruin the game.

How would that ruin the game? I personally think it's a nice idea, and as Quelmotz says, it ties in well with other skills like Agility.

 

You guys are just like those people who rant in the RSOF just for new things being implemented.

 

Thanks for supporting my suggestion.

 

My reason for tying it into agility is that (at least according to what I've read) agility is not very useful as a skill, since it just makes you run longer. AFAIK the time spent training agility could have been used to make money and buy energy pots or whatever they're called.

Agility also gives you shortcuts which save lots of time in the long run. as a f2per have you walked to edgeville from GE? With agility you can do it in half the time.

Link to comment
Share on other sites

See that is the kind of thing that might be doable while the game is in developement, but I think we can all agree that were it to be implemented now it would ruin the game.

How would that ruin the game? I personally think it's a nice idea, and as Quelmotz says, it ties in well with other skills like Agility.

 

You guys are just like those people who rant in the RSOF just for new things being implemented.

 

Thanks for supporting my suggestion.

 

My reason for tying it into agility is that (at least according to what I've read) agility is not very useful as a skill, since it just makes you run longer. AFAIK the time spent training agility could have been used to make money and buy energy pots or whatever they're called.

Agility also gives you shortcuts which save lots of time in the long run. as a f2per have you walked to edgeville from GE? With agility you can do it in half the time.

 

Shortcuts are useful I admit, but they fall far short of the usefulness of many other skills.

 

On a side note, why would you want to walk from the GE to Edgeville frequently anyway? There's a bank at Edgeville, so you can always deposit your stuff then take it out there or whatever. And nowadays you can PK anywhere, so I don't see why you often need to walk to Edgeville from the GE.

Link to comment
Share on other sites

To explore this.

Suppose the weapons were (of course) katanas.

The 2 swing katana would be level 30

The 3 swing katana would be level 60

The 4 swing katana would be level 80

The 5 swing katana would be level 95

 

Any katana, when wielded, would strip any armor from slots -- helmet, body armor, pantlegs, shield, gloves, and boots.

 

Key features are -- unarmored but multiple swings.

Expanding the agility skill might be an approach.

Then this skill would really be something that higher level players with high defense and high agility would pursue.

Just to make it more interesting, the katanas should be very expensive -- make them available in stores but the 2 swing store price at 1M, the 3 swing store price at 10M, the 4 swing katana at 50M, and the 5 swing katana at 100M. Don't make them available as drop weapons. Don't make them tradeable. Also require that each one requires first finishing a quest before they can be acquired.

 

Thus this skill becomes an actual CHALLENGE!

 

Now what do you think?

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.