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8:13 am January 10, 2011
| Daemon
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| Member | posts 20 |
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Hey guys.
I have been playing Skelly exclusively since the Cloud update, and I tested all of the builds. Long-story-short, Pick Pocket is just not worth it.
The mail problem is: it Misses about 80% of the time.
From here multiple things spawn.
First, Skelly has a real problem with hit points, and must avoid damage. Spending a turn close to a monster to pickpocket means hitpoint loss. Guaranteed. Thus, even if you manage to somehow successfuly pickpocket, you will spend that money buying health potions. Further, Pick Pocket takes a turn to do, and even if the mob is asleep and you do not recieve damage for Misses (yes, it can Miss even if mob is asleep), you will spend FOOD. If you attempt to Pick Pocket a couple of mobs, you will spend so much time doing it that you will get Hungry and will have to spend that money buying food. So why bother at all.
You could now argue that maybe some good item will drop, but a skill that gives good results once in a 1000 is just not worth it.
Second, the skill cannot be used while the room is full. It is just not very smart to Pick Pocket one mob (spending a turn) while 5 others either walk closer to you or shoot you from the distance.
Overall, it is much more effective to take Critical as a first skill point than both Cloud or Pick Pocket. And once you take Crit, you must go into left "Combat" tree. If you take Crit as a first skill you will almost never miss on the first 3 levels, and with proper positioning (on the doors, etc) you will basically lose very very little HP overall, clearing the first stages with ease and getting to Leap Attack before Dugeon.
Increased gold drops from mobs, as well as huge gold drop from Genie means that you will have enough cash to buy an occasional item from shops.
My suggestion: make it hit at 75% of the time and NOT spend a turn doing it, but when it misses (25%) it spends a turn. Maybe make it so that it benefits from Accuracy items as well.
Then it will be a skill that could be used. As it is now, it is completely useless.
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1:45 pm January 10, 2011
| xxJ6xx
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| Member | posts 30 |
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Agreed. Neat idea, but not worth using at the moment.
Perhaps pick Pocket should be a passive skill that automaticaly occurs with, or after, each meele attack, OR increases drops from enemies once slain.
Actually, I kinda like it better as a Loot Corpse skill than pick pocket.
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2:07 pm January 10, 2011
| Daemon
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| Member | posts 20 |
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Oh, loot a corpse! Now there is an interesting idea. That I would go for =)
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11:18 pm January 10, 2011
| astigos
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| Member | posts 24 |
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I posted this already, but since there is a dedicated thread I think it's worth restating.
Pickpocket should be more effective in various situations. For
example, it should be slightly more effective when picking from an
enemy while facing their side, the front or side of an immobilized
target, or a confused target. Pickpocket should be near 100%
effectiveness when using it on the back of an enemy, on a target that's
sleeping or stunned.
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8:32 am January 11, 2011
| Owain
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| Member | posts 26 |
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Sorry guys, but I think pp is 100% worth the skill point after all other points have been spent. You need evade anyway on lategame.
Already found a lot of food with pp. All the skellymen often drop enchant weapon or armor. So its really 100% worth it on lategame.
Bad is that knights and heads drop rings of strength or accuracy and those rings are broken and therefor useless :(
PS: As skellyman u dont have any health probs. With every backstab u get healed for about 5hp and most of the attacks miss anyway
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10:00 am January 11, 2011
| Daemon
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| Member | posts 20 |
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O yea, if you already have Vengeance and Healing, then of course, take Pick Pocket.
The fact still remains that you only do that after level 8, and that by then you already either have good gear or you are dead.
Essentialy what you are saying is that on maybe last level of Hell you can Pick Pocket the living bajeezus our of mobs.
Try picking it as a first skill, play a game or two, and tell us how it went.
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11:23 am January 11, 2011
| astigos
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| Member | posts 24 |
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Owain said:
Bad is that knights and heads drop rings of strength or accuracy and those rings are broken and therefor useless :(
They're only temporarily broken. If you exit the game and come back all the broken rings will have numbers in their description.
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3:19 am February 2, 2011
| Justine
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| Member | posts 28 |
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Post edited 6:47 am – February 2, 2011 by Justine
Agreed on this. I've so far tried to make a viable thief scoundrel, but the awful miss-rate (9 consecutive misses on a sleeping target) and poor earnings make it really frustrating and not worth the trouble.
On my best game I've got as far as Dungeon 2, where a consecutive series of game crashes involving a staff of teleport landed me dead. I had gold coming out of my tailbone, but no extra food and with poor luck with the shops (no food or healing potions) I was on the verge of starvation and dying the whole time.
Even with a 100% hit rate I'm still not sure it's worth it. Evasion only helps so much and you will end up getting pummeled into bone meal. So either you're not using the skill you bought or you're dying because of it. Not an attractive proposition.
Have picking cost energy (not much, mind), not spend a turn and not miss quite so much and it becomes a lot more attractive. Honestly though, I'd even settle for less frustrating.
ETA: Smoke Bombs help with survival, but cause the game to become unplayable at least on iPhone 3GS. The issue doesn't really build up until the Dungeon but then there's no going forward. Also, you then have to go for a Pick Pocket/Smoke Bomb/Throwing Marksman build since you'll be screwed with monsters killing you in your own clouds if you can't pelt 'em to death. You'll need a shield for survivability so pure marksman is a bit tricky.
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8:01 am February 7, 2011
| Justine
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| Member | posts 28 |
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Further notes:
Not really viable at the moment. The principle is nice, but even with smoke bombs, you end up taking a lot more hits and spending a lot more food than is really good for you. As a result, you're eating more and drinking more potions so you're not really turning a profit as you'll just end up buying food and potions to make up for those lost.
Still, it's nice in the endgame when you're not liable to be stuck with poor gear anymore and the drops are better(ish). So sadly, unless someone can confirm otherwise, the pickpocket scoundrel is not viable (or even that much fun) at the moment.
I like the idea a lot, but trying to rob the same target for ages while you get repeatedly hit on the head and slowly starve regardless of smoke bombs or anything just kills it for me.
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4:18 am February 11, 2011
| soulgatex
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| Member | posts 17 |
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Hi,
I've completed via initially going down the Smoke and Leap attack tree.
Was curious about the Pick Pocket skill and tried it out.
It turns out to be really great fun.
Via this skill, i have been able to amass quite a fortune in the early stages. Every bandit in early stages is like an ATM machine moving my way. Consequently, i've been able to to buy lots of items and build up on Smoke and Marksmanship.
Have played it a few times and it works 3 out of 5.
What I did was to pick the Pick Pocket skill from the beginning. Thereafter, i always run to hallways whenever the mob is coming towards me. Kill all rats and pick all cowboys. It gets easier when the Skellyman level up to get the Evade skill as well.
When i get to higher levels, I avoid all the blue cowboys and instead go for assassins with bows. I would keep picking them until i get a +2/+3 bow. This really helps for my Marksmanship skill later on.
Really fun. A complete paradigm change.
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4:39 am February 19, 2011
| Soltyk
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| New Member | posts 1 |
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You can always pickpocket sleeping mobs, those that are already asleep from the start and those that you put to sleep with sleeping darts. A failed pp attempt will not wake them up, so this is a sure hit.
When you carefully select which mobs you take out with the sleeping darts, this makes a valuable skill for you Skelly.
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