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1 Alt Thieves Ideas


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#1 Justice

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Posted 08 August 2021 - 02:55 AM

Ok here it goes. I know most can agree that thieves on the 1 alt server, putting it lightly is a very lack-luster class. So I've been thinking of solutions to help them out a bit. 

 

I'm sure I'll catch flak here but bare with me.

 

The 1 alt server has had many new equipment and weapons added to help boost other classes such as fighters/zerks/ranger/druids. So here's some suggestions/ideas to help boost thieves and maybe bring back the interest and want of playing this dead class.

 

With crafts such as Dragonclaw Scythe and Dragon's Breath having mods on many different mobs/bosses, shouldn't we have an option for theives? Such as the Har'oloth Velve that's a craft on the multi alt server. 

 

Base damage: 29, Can be worn by: thieves, Description: Beyond the forges of the deep lies the taste of venom that goes beyond death. It does not matter which deity an assassin follows so long as they provide a steady stream of victims for which the bodies may be turned to their cause. Enveloping the Velg'larn with the essence of the place where light never falls, nothing of the surface world can resist the afterlife's appealing allure, and what it provides is but sweet victory to the Ilythiiri., Level needed to equip it: 35, Magical: Yes, Vamparic: 0.2, Armor: 0, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 1, Wisdom modifier: 0, Charisma modifier: 0, Poison chance: 0.2, Poison/30s damage: 30, Monster damage table: drow:1.25, spider:1.25 Mana leech: .

 

What if this was added to the 1 alt server with maybe a lower base damage but more monster damage table.

Idea for items required to craft:

- Ilythiiri Keeshe

- Dagger of the Winds

- Emerald Dagger

- Orcsbane

- Diamond Edge

- Dagger of Spirits

- Stat mod amulets of sort for strength, dex or con or even 2 or all 3.

- Boiling Blood

- Silent Leather

 

The monster damage mods would come from training weapons and "lore" type ideas in the thief realm. 

Mods such as Beetle, crab, dragon, scarab, spider, ettin, goblin, orge, orc, troll from the Diamondedge and Orcsbane. So what about adding mods such as wurm, scorpion, viper from weapon such as Dagger of Spirits. Mods for theif and the likes from Emerald Dagger. Mod against drows coming from the Ilythiiri Keeshe. I'm sure I'm missing other possible mods as well.

 

The vampiric rating coming from Dagger of the Winds but boosted with another item such as boiling blood and Vampire Blood Potions.

 

I know this sounds like a lot but for an endgame weapon for a lack-luster class I feel this is not too farfetched. May seem overpowered a bit but take a look at the Dragonclaw Scythe and Dragons Breath!

 

Now onto the equipment side of thieves. I know I'm taking influence from the multi alt server but again, bare with me.

 

Cloak of the Avenger is best in slot body piece for the class. So what about using the crafting system similar to that of the Adamantite Ringmail for rangers but obviously with different requirements.

 

Veil of the Nyx needing certain items such as Mana Core, Shadow Essence and Cloak of the Avenger. Maybe stat mod amulets for str, dex, con or even 2 of the 3 for stat mods for the Veil of the Nyx.

 

Something along the lines of:

 

Armor base: 43, Can be worn by: thieves, Description: This cloak almost appears to be made of smoke, weighing next to nothing on your body. Its colour seems to shift to match the shadows around it, while also being near-impenetrable. You have no idea who could have crafted such a garment, or whether it is even made of this world... you are not sure if you even care. The night brings many terrors, whichever goddess you serve., Level needed to equip it: 37, Strength modifier: 1, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 1, Wisdom modifier: 0, Charisma modifier: 0.

 

Brace of Prometheus is another one that can possibly have an upgrade. Again, bringing in influence from the multi alt server. Introduce the means to craft into the Bracers of Exile. Not to sure what could be required to craft with using the description of the Bracers of Exile except leather. So maybe the craft could require Silent leathers and other items combined with the Brace of Prometheus?

 

Something along the lines of:

 

Armor base: 2, Can be worn by: thieves, Description: It is said that long ago, thieves who were caught stealing from the royal treasury had their hands removed at the wrist so that they might never repeat their crime. Their forearms were bound with a thick leather bracer and marked with a symbol of their exile. Thieves though are not so easily intimidated. Some of the most powerful of their profession often take to wearing powerful magical bracers marked with the same symbol of exile, in recognition both of their abilities and the fallen comrades they have left behind., Level needed to equip it: 33, Strength modifier: 1, Intelligence modifier: 0, Dexterity modifier: 1, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0.

 

I apologize for the long post but the subject of thieves being such a badly nerfed class, I think these are some solid suggestions and ideas. Not only would it bring interest back into playing the class but would also bring back interest into utilizing dead areas such as Malok's guild. Honestly, when is the last time a group of thieves have gotten together to run Malok?

 

Please give feedback wether it be positive or negative but lets try to give staff ideas to maybe help us bring the class back!

 

Sorry for the long post but I thought these were reasonable and somewhat of a basis to start to build off of to help the class out.


Edited by Justice, 08 August 2021 - 03:32 AM.

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#2 Banishment

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Posted 08 August 2021 - 03:33 AM

This is 1a you're talking about, we don't get the good stuff.


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#3 Gregory67

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Posted 08 August 2021 - 11:48 PM

So my personal opinion is most classes are outdated other than mage. Mage has recieved a lot of work when it comes to new drops. I think I explained to others the journey on a mage is so good because you can level up once and look foward to checking out new equipment all the way to 37. Thief and many others kind of sputter out at 29-30. I think any improvement to any equipments to any of the other classes is something I look forward to. Like my Druid is fully equiped at 30 until 35/36 then 40.


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#4 Banishment

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Posted 09 August 2021 - 11:49 AM

Ah yes mages, the only class that loses AC as it levels in an attempt to gain much Int as possible so you can beam most mobs for 70 damage all while lowering the effectiveness of a much needed spell for survival.


Edited by Banishment, 09 August 2021 - 11:59 AM.

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#5 Terron

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Posted 12 August 2021 - 06:55 AM

click snakes!  click vines!

the thief class is about all i play when i do hop on tbh.  effortless and simple.  but i concur it would seem very lackluster in comparison to mages druids and rangers.  cuz i mean the whole system of hypnotize. invis, or camouflage ending a round making you immune to damage is a joke.  

asking for a thief to 2-3 shot all npcs and vamp enough to be immune for hours is another LOL moment.  id rather see an npc rework so i can play whatever i want and beastmode. 

vamp and "out of range" tactics should be required for level 40 tier bosses.   


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#6 Nerve

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Posted 12 August 2021 - 03:27 PM

I don't want to click snakes and vines until 40.. but as it sits its the only thing a thief can do without being destroyed. Most classes can do more in in 2 or 3 stam than a thief can at 36 with full stam.

 

I've asked jlh and staff several times about reverting the nerf they got back when pvping was a thing, Or a mod weapon for them kind of like dragonclaw scythe or Dragon's breath but nothing was done. Also was told they didnt want to add a mod weapon incase the revert happens cause then they would be overpowered. (feel like if this was the case they could just nerf the weapon when and if that ever happened to balance it out)

 

Right now there is absolutely no reason to ever take a thief over any other class to bosses or even farming leveling items unless its something like grey feathers on owls that they can 1 shot. I dont want them overpowered just usable.



#7 Terron

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Posted 12 August 2021 - 07:10 PM

mostly a joke man.  noone wants to do that lol.   

the question i ask mostly, is why in 2021 are you still being shredded by training npcs.   the monsters smashing 100s/200s etc are why all the weak classes sucked.  

partly why i dont play anymore.  you have to avoid or nullify the attacks in some way or theres no reason to bother.  

youre supposed to log on do quests, adventures, slap some bosses down and eventually progress to level 40.   its kind of a kick in the nuts when your life is in danger if you venture 20 squares from the town gates.

"guys! i hit royal forest today nuts myself on a pack of wolves and had to turn back" "nuts man you nutso" "damn boy you braver than i am"
- the thieves guild meeting log 2021


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#8 Gaddy

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Posted 17 August 2021 - 07:00 PM

Yea, the damage from monsters is kind of silly if you are playing a small group or single character.

Was the armor on 1-Alt ever increased? I could see arguments for classes having MUCH higher armor on that server.

 

Something like armor capping out at:

Fighters - 170

Paladins - 155

Druid - 140 - or adjust based on spells not going crazy

Thief - 135

Ranger - 130

Cleric - 120 before spells

Mage - nearly 100 before spells

Berserker - depends on how they function

 

 

I don't play 1-Alt. So this kind of adjustment would need better insight on the realities of game-play and survival, but significantly higher armor should be available if the mobs damage was never heavily adjusted.


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#9 Gregory67

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Posted 19 August 2021 - 12:06 AM

No the armor hasnt been boosted at all for 1a although I have been pushing for it but the argument is always PVP and that too high armor nullifies physical damage from mobs/players entirely because of AR and other armor spells. But some of the reasons this wont matter much imo is staff likes to use magical attacks and armor pierce on monsters so higher armor is useless when some mobs have 100% unavoidable attacks that cant be mitigated at all. also, ling druid is already nearly at 140 if you cap everything out but no one wants to lose 10 str mods for 20-40 ac half the time.


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#10 Terron

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Posted 22 August 2021 - 07:50 AM

its the bravery of being out of range.  you have to earn the invincibility by training a ranger :P


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