Masonry, Mining, and Combat: Picking Wisely

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Masonry, Mining, and Combat: Picking Wisely

Postby KaiMolan » Thu Nov 09, 2017 1:47 am

So with the new additions making mining more dangerous for your day-2-day miner, I'd like to suggest making another homage to Dwarf Fortress, and make it possible to use the Pickaxe as a weapon. However instead of taking Melee Combat, or Unarmed to power up it's fighting style it takes Masonry to give it's moves weight and damage.

This would help with combatting slimes, worms, and other players as you wouldn't have to suffer combat cooldown to give yourself a fighting chance. As well as allow miners to still specialize as being miners, without having to direct LP to other combat stats.

I admittedly do not have any ideas on what kind of Combat Moves would be appropriately exclusive to this school of combat. So I look towards the community for sound ideas, and will edit my post as new ideas come forth.

Combat Moves:
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Re: Masonry, Mining, and Combat: Picking Wisely

Postby jorb » Thu Nov 09, 2017 11:16 am

Agree. I've been thinking the same thing.
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Re: Masonry, Mining, and Combat: Picking Wisely

Postby MrPunchers » Thu Nov 09, 2017 4:01 pm

The pick could use Raven's Bite and have armor pen. Should have higher cd though.
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Re: Masonry, Mining, and Combat: Picking Wisely

Postby Sevenless » Thu Nov 09, 2017 4:10 pm

http://warhammerfantasy.wikia.com/wiki/Dwarf_Miners

Just add some greenskins and we're good.
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Re: Masonry, Mining, and Combat: Picking Wisely

Postby Audiosmurf » Thu Nov 09, 2017 4:13 pm

Might be cool, yeah. Idk if any combat thats entirely removed from combat skills is a good idea though.
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Re: Masonry, Mining, and Combat: Picking Wisely

Postby Sevenless » Thu Nov 09, 2017 4:21 pm

Audiosmurf wrote:Might be cool, yeah. Idk if any combat thats entirely removed from combat skills is a good idea though.


I don't even know if miners need that right now either. They need LP for mansory, so it's not like they're 10 int characters anymore. Hunters need UA/Melee/Exploration/Survival. Not to mention they generate gems which are pretty sexy LP right now (and probably still will be relatively after being toned down).

So what if miners need 2 stats now, masonry caps in usefulness for mining pretty quick they can afford it.
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Re: Masonry, Mining, and Combat: Picking Wisely

Postby blank » Thu Nov 09, 2017 4:39 pm

just make miner a fighter as well? you already need str.
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Re: Masonry, Mining, and Combat: Picking Wisely

Postby Sevenless » Thu Nov 09, 2017 4:42 pm

blank wrote:just make miner a fighter as well? you already need str.


It would certainly contribute to them needing to be better rounded characters instead of 1 dimensional rock smashers.
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Re: Masonry, Mining, and Combat: Picking Wisely

Postby azrid » Thu Nov 09, 2017 5:17 pm

Having another role forced on miners is good because alts are harder to make now.
With how much money you can make mining it should be very dangerous.
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Re: Masonry, Mining, and Combat: Picking Wisely

Postby MagicManICT » Thu Nov 09, 2017 8:12 pm

blank wrote:just make miner a fighter as well? you already need str.

And the CON for mishaps... nearly everyone that mines has one story, I'm sure.

Just to note: picks and hammer variants were quite common throughout the ages, especially later when armor hardening become common. (@jorb: make the sledge a weapon, too, while you're at it.)
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