Climb Tool Minuses in Combat

Started by RagingPurpleGiant, December 05, 2016, 09:26:32 PM

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RagingPurpleGiant

The climb tool tends to be an easy escape in PvP, and also as a very effective weapon in PvP to stall the battle until buffs wear off. By climbing up and down the same cliff in combat it's very easy to create a situation in which the fighting only begins again when and if the climber desires it to.

While I like the climb tool and don't mind it's use in combat I'd appreciate if there was some significant penalty to the checks when the climber is taking damage during the attempt.
<elmo>: i have to say for me your glory days have been on EFUR RagingPurpleGiant1

zDark Shadowz

Kind of seems like to me the climb tool in PvP should be used in as much moderation as area transitions.

Great for a tactical starting advantage, and getting away from people, when fleeing in one direction, but..

Using the same cliff to jump up and down repeatedly, given its nature of disengaging from combat and an effective 'loading' time as one climbs up & down after them by tool - that equates to the same issues caused by people flipping through area transitions during PvP in my eyes. It needs to be used responsibly.

Maybe a 'ruin climber' chat command to pull down someone in the process of climbing away from you might work. Would need to be an easy chat command to keep it quick enough, and doesn't work if the target is already on another elevation (to prevent people using the command to stop chasers from following)

Examples
A attempts to climb up cliff without rope/ladder
B pulls him off cliff, causes knockdown effect (2 rounds) on A.

B attempts to climb down cliff to escape
A dislodges his grip like a Mufasa / Scar standoff, B falls off cliff with KD effect (2 rounds) with possible auto-follow, A using B as a cushion for landing.

Might be a bit annoying to work in though scriptwise.

Failing that, I agree with the above, climb penalty check if being attacked, though that won't be too useful against people with 35+ climbing skill, but then again those would be the people more likely to pull off the repeated stunts ICly anyway.

granny

I think that the solution would be more on fixing of the summoner climber's side than on nerfing the escaping climber. Myself usually being a summoner player, I find it to be disheartening that the summons won't follow you when you climb up and down cliffs, even more because you can't use <> during combat.

On a side note, once I guess that probably our last encounter was part of the reason you made this post, it is good for you to consider that sometimes the tactics you think your enemy is using aren't necessarily the ones they're actually employing.

RagingPurpleGiant

Not a post about your character. I've had a lot of encounters where this has been an issue.
<elmo>: i have to say for me your glory days have been on EFUR RagingPurpleGiant1

Vlaid

I kinda like the idea for combat penalties to the climbtool, as it is basically a free action that isn't delayed by you having done something already that round.

Penalties to the climbing tool but not to the climbing claw would probably be good. Climbing claw requires a round to use and also requires to have one in your inventory which takes up weight.

Combat penalties to the climb tool would also highlight the skill of more skilled climbers such as monks, rogues or those with high tumble/dex/strength. All around would be a positive change to make the use of climbing tool in combat more of a feat for more skilled climbers rather than viewed dimly as borderline abuse by some.
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Talir

Increased the DC by 10 points when in combat. All climbing with tools or player tools are affected.