First off Manderlock, my post was not directed at you.
Who it was directed at was Jimi_13, who said:
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A whip could maybe slow attacks or catch a attacker, I guess if there was a metal spiked whip it would woop some ars
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And, although I do recognize that you're indifferent to the topic Sin, and I meant no offense when I posted my reply before, I was compelled to address this point:
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Whip handle of Bleeding--accelerates bleeding 10-50% by increasing sqeezing on opponent when bound--Req. Blood Magic +6
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I was never under the assumption that you (Manderlock) thought they belonged in Guild Wars, since I have read this entire thread multiple times, and I never stated in any of my posts that I thought you believed otherwise.
But also, as to your Dungeons and Dragons point:
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there has been a decent game its called D&D
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So lets think about this quote:
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Originally Posted by -Zin-
In Dungeons And Dragons (Or NeverWinter Nights), whips get a "disarm opponent" feat, but they only do 1-2 damage(Which is so REALLY insanly low)
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And then touch on my earlier point about
successfully implementing them into a game. Sure, they may technically work, and D&D may be a decent game, but how useful would be something which only temporarily disarms an opponent and causes only 1-2 damage in a game such as Guild Wars? Not very, if at all.
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Originally Posted by Scaphism
I think it'd be far more of a challange to dynamically render a whip's movement in combat. If you think capes are bad, whips would be a nightmare.
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I was thinking the exact same thing; rendering a sword movement would not nearly be as difficult as a whip movement, since swords generally do not bend according to the way in which you wield the sword. Whips, on the other hand, tend to flail around, and I think it would be quite difficult to realistically capture the preparing and striking blow of a whip.