Vagante

Vagante

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pirate Mar 3, 2016 @ 2:59am
Training dummy in intermission area
I think it would be really cool to have the training dummy appear at the intermission area between stages, instead of only at the caravan area at the start of a game.

This has practical purposes too, such as giving players a chance to test out different weapons from their inventory or to practice using newly unlocked skills. This would also extend to archery based skills as well, so perhaps you could give any arrows that stick into the dummy a reduced chance to break.

I'd really like to test out the new CQC skillset of the Wildling in-depth a bit more, but it's hard to find any enemies that are willing to stand around while I experiment on them. :X
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Showing 1-8 of 8 comments
Sylux Mar 3, 2016 @ 5:22am 
+10 Great idea.
pirate Mar 3, 2016 @ 9:24am 
Hmm, thinking about it a bit more I've realized that certain item properties like Lifesteal and Multishot would be overpowered if they were allowed to work on this proposed training dummy.

I'm not sure how hard it would be to implement something like selectively disabling those skills while inside the intermission area.
Sylux Mar 3, 2016 @ 9:27am 
Originally posted by pirate:
Hmm, thinking about it a bit more I've realized that certain item properties like Lifesteal and Multishot would be overpowered if they were allowed to work on this proposed training dummy.

I'm not sure how hard it would be to implement something like selectively disabling those skills while inside the intermission area.
If I remember correctly, Evil Transformation doesn't lifesteel against Zombies.... so maybe they it is already implemented.
Inkh인수 Mar 3, 2016 @ 10:49am 
Originally posted by pirate:
Hmm, thinking about it a bit more I've realized that certain item properties like Lifesteal and Multishot would be overpowered if they were allowed to work on this proposed training dummy.

I'm not sure how hard it would be to implement something like selectively disabling those skills while inside the intermission area.

Very good catch, good eye.
Dark Meta Knight Mar 4, 2016 @ 6:41pm 
Support, great idea that I'm surprised hasn't been thought of yet.
Dorn Dec 30, 2016 @ 6:11pm 
Found myself really wanting this feature today. It would be great for testing (I was trying to figure out what determines the Holy-2 damage). Hopefuly the dev hasn't forgotten!
Raff.run Dec 30, 2016 @ 7:20pm 
Originally posted by Khada:
Found myself really wanting this feature today. It would be great for testing (I was trying to figure out what determines the Holy-2 damage). Hopefuly the dev hasn't forgotten!
DERP, thought you were talking about the lobby. Ignore this post.
Last edited by Raff.run; Dec 30, 2016 @ 7:20pm
Dante Goldenrod Jan 3, 2017 @ 9:28am 
I have a rogue saved right now with a +1 strength wand and the basic dagger discarded into The Deranged's altar because an enchant scroll gave it -1 strength. I deal only 1 damage with its magic but whacking things with the wand itself deals a decent amount of damage. (by the way is there ANY point to ever using an enchant scroll? I've used like 7 of them and only one gave me a + stat rather than a -)

You wouldn't be able to tell that with the weapon in the inventory itself though, it only actually becomes obvious when you start hitting things with it, in which case a training dummy in the intermission zone would be extremely useful.
Last edited by Dante Goldenrod; Jan 3, 2017 @ 9:29am
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