Pureblade and Axelord envoy changes

by Shorlen

Back to Ideas.

Shorlen2006-11-07 00:14:39
As some of you know, the Envoys are working to try to balance Axelords and Pureblades with the other weapon specs, but there appears to be a very large problem. Many of the Envoys have little to no experience with Pureblades and Axelords, and indeed, many of the Envoys have little to no experience with warrior combat at all, as they are not warrior envoys. Thus, progress towards a complete report has been quite sluggish, and Estarra has asked me to post here requesting assistance in completing it.

Please, if you respond with ideas or opinions, give a measure of how much experience you have had either fighting as a pureblade or axelord, or fighting against pureblades and axelords. If you have been both a two-hander and a one-hander, your word will carry even more weight, since you will be better able to gauge where the flaws lie in the two -anders that are no present in the one-handers.

Here is what has been asked of us:
QUOTE(Estarra)
I would like the warrior envoys to give us a proposal to substitute 4-5 Pureblade skills with new skill ideas, and to substitute 4-5 Axelord skills with new skill ideas (preferably ones duplicated in Blademaster). You may want to submit a couple of alternative idea suggestions in case we reject one or more of the proposed ideas. Of course, the ideas must be fair and balanced.

And a clarification when asked about making mechanical changes to a skillset beyond altering afflicts:
QUOTE(Estarra)
You can send in what you want, but these are _suggestions_ so please don't have expectations or make promises that all changes submitted will go through. We are looking to swap 4-5 skills in each skillset. We aren't looking to drop everything to spend a month coding completely new skills.

So please, keep suggestions simple.


Here is the report so far:

Mechanics changes

1. The affliction rate for poisons on two-handed weapons changed to use the following equation: twoHanderAfflictRate = 1-((1-oneHanderAfflictRate)^2). Thus, if the chance for a one hander to proc the poison is 50%, the chance for a two hander is 75%. If the chance for the one hander is 80%, the chance for the two hander is 96%. This gives both one handers and two handers the same chance to proc at least one poison, with two handers having the advantage of doing more wounds per combo, and one handers having the advantage of being able to deal two poisons in one combo.

2. ChampionHelms - I've tested the warrior champion helm to determine how much it increases wounds and damage given. It gives a 25% bonus to damage and a 27% bonus to wounds. I was under the impression that it is suppose to only give a 15% bonus to each, so I am adding a request that it be fixed in this envoy report.

3. Magnatize, the Telekinetic skill, currently takes two channels to slow down a BC or BM's weapons, but only one channel for the same effect on a PB or AL. We propose reducing the effect of Magnatize on two handed weapons to 75% of it's current strength. This way, it still only takes one locked channel to fully hinder the PB or AL, but the full hindering effect is less.


Skill changes

1. HeftyAxe: (Axelord) The skill currently lowers weapon stats on the weapon it hits. This makes the skill worthless again non-warriors, and not even much of an impact on other warriors. Suggestion for this is the blow they parried was so hard that they are unable to parry for the following 5 seconds. This would, in other words, give the affliction "unbalanced" when the skill activated, which would prevent parrying and go away on its own after five seconds. This will allow the Axelord to swing and not be parried for at least the next strike. Considering how low the proc rate is on this so far, this would not be an overpowering factor. Also, when the skill activates, the Axelord should notice it.

2. HeftySword: (Pureblade) This currently procs a small stun (about .5 of a second) and has no impact on the target as a giant sword crashing down on them should. Suggestion for this is to increase the stun to about 2 seconds. This is still not overpowering, but will atleast allow the PB to have some breathing time since their attack was just stopped. Also, when the skill activates, the Pureblade should notice it.

3. Roundhouse removed and instead replaced by one of the following alternatives:

3a. FuryStrike (Axelord Trans skill/Replacing Roundhouse): This skill will allow you to hit one person twice or two persons once. If one target is selected, the cost is 7p, while if two targets are selected, it's 4p. The strikes count as swings, can be targetted, and are still subject to parry/stance/shield/rebounding. These hits will deal 75% of normal damage, and 100% of normal deepwounds.

3b. Momentum (Axelord Trans skill/Replacing Roundhouse): 7p, usable while off balance only. Grants a defence that allows the Axelord to use an attack (swing, jab, hack, slice, swipe, slash, strike, cleave, maneuver) off balance which consumes no balance, but deals only 50% of normal damage. Defence expires on balance recovery and upon use of an attack. This would allow the Axelord to hit immediately after getting a particularly nasty affliction.

3c. Momentum (Axelord Trans skill/Replacing Roundhouse): You must first prepare an attack with MOMENTUM SETUP (attack) in a similar manner to the hunting skill Ambush. This does not take or require balance or equilibrium. Valid attacks are: swing, jab, hack, slice, swipe, slash, strike, cleave, maneuver perform (name). Once you have set up an attack, you can then use MOMENTUM (person) for 7p to use the set up attack while off balance. This attack is treated like a normal attack, except it deals 50% less health damage and does not require nor consume balance. Valid parameters are, of course, left/right/up/down/bodypart, based on which attack is setup.


Affliction changes

1. Slitthroat should be changed to a 2-second delayed smoking myrtle cure. Though not exactly a PB/AL change, this is highly relevent to the proposed change in poison afflict rates included in this report.

2. CollapseLungs- (Pureblade only) Remove the PunctureLung affliction prerequisite and change the wound state requirement to Critical.

3. CrushChest- (Axelord only) Remove the BreakChest affliction prerequisite and change the wound state requirement to Critical.

4. Currently, CrackElbow and CrackKneecap have the issue of not being stackable, and thus not being worth using. Hitting someone with the CrackElbow or CrackKneecap afflicts when they already have those afflicts should break the arm or leg and cause a short stun. I believe that this would make the afflicts a bit more useful to use.


Affliction replacements

Both

1. Lacerations: (Pureblade & Axelord, replaces Arm and Leg Arteries, light-medium arm/leg wounds) - Change name to Lacerations and increase intial bleeding to 100 and bleeding per tic to 100 (these numbers are both 50 for SeveredArteries).

Pureblade

1. RuptureStomach: (Pureblade, replaces SepticWound, Critical Gut Wound, Swing or Jab) - Ruptures the stomach, causing bleeding and lowering hunger level 1 one full level. The Bleeding would be heavy, seeing as this is a critical wound. Skills such as Orange, Constitution, etc will still have their same effects, but the wound will still lower their hunger level.

2. Flay: (Pureblade, replaces Scalp, Heavy Head Wound, Strike or Swing) - This attack flays the skin from the victims face, causing disfigurement due to the wound. This gives the victim Disfigurement until cured. The cure would be a delayed-regeneration cure. This will give Pureblades an attack that will aide in slowing down Guardians mainly, considering they are one of the toughest fights for a warrior due to passive and active skills to slow/subdue the warrior. CharismaticAura will still render the victim immune to the effect, and CharismaticSmile will cure it instantly (at the same balance loss that it currently has for disloyalty).

3. GashCheek (Pureblade, replaces SliceForehead, Medium Head Wound, Jab) - Causes 75 bleeding (no incurable bleeding, no repeated bleeding) and causes your cheek to twitch involuntarily every 4-6 seconds, throwing you off balance for a second. Cured by eating marjoram. The intent of this affliction is to give PBs another jab afflict for the head, and to remove more BM afflictions from the two hander specs.

Axelord

1. SeverSpine: (Axelord, replaces SepticWound, Critical Gut Wound, Swing) - A strong blow to the gut shattering the spine and collapsing the nervous system, paralysing the person until cured. 3.5-4 second delayed Regeneration cure.

2. ShatterJaw (Axelord, replaces Scalp, Heavy Head Wound, Jab) - Causes target to suffer acute pain when eating or drinking, resulting in 75 bleeding per thing eaten or drunk. Cured by applying mending to head. When cured, becomes the BreakJaw affliction (which has a mending or arnica cure).

3. RingingEars (Axelord, replaces SliceEar, Light Head Wound, Swing or Jab) - Causes the same stun as SliceEar, plus either confusion or dizziness (which one it gives is semi-masked). The intent is to give ALs another jab afflict for the head, and to remove more BM afflictions from the two hander specs.

4. DislocateShoulder (Axelord, replaces BreakArm, Heavy Arm Wound, Jab or Swing) - by seperating someone's arm from its socket, you prevent them from using the arm in any useful manner. When cured, the pain of the nerves reattaching causes them to swoon. (Arm break that causes stun + blackout on cure). Cured by applying mending to arms. Alternatively, it could case blackout + sprawled or sprawled + stun on cure. This is intended to be of the same level of ferocity as SeverTendon.



So, again, we are asking for informed opinions and relatively simple suggestions (even though some of these aren't). Please do not start flame wars because you think someone else's suggestion is overpowered. Please do not derail this thread.

Thank you.
Estarra2006-11-07 00:26:27
Thank you, Shorlen, for taking charge of this!

I hope all you warriors appreciate what Shorlen is doing as he has no stake in any of this being he isn't one!

goodjob.gif
Daganev2006-11-07 00:33:11
Is there a typo about 2 skills suggested to replace roundhouse? I liked the roundhouse concept sad.gif
Shorlen2006-11-07 00:37:08
QUOTE(daganev @ Nov 6 2006, 07:33 PM) 351605
Is there a typo about 2 skills suggested to replace roundhouse? I liked the roundhouse concept sad.gif

They are two different suggestions for replacing it. A few of us decided that Roundhouse 1- is useless as is, and 2- if made what it should be (a room attack), it would be overpowered. The first suggestion is in line with the concept of roundhouse, in that it allows you to fight two people at once. Of course, in a single duel, keeping two people razed is really hard, but still.

The two person version could go through rebounding, maybe. Hrm.
Vesar2006-11-07 00:46:37
QUOTE(Shorlen @ Nov 6 2006, 07:14 PM) 351599

As some of you know, the Envoys are working to try to balance Axelords and Pureblades with the other weapon specs, but there appears to be a very large problem. Many of the Envoys have little to no experience with Pureblades and Axelords, and indeed, many of the Envoys have little to no experience with warrior combat at all, as they are not warrior envoys. Thus, progress towards a complete report has been quite sluggish, and Estarra has asked me to post here requesting assistance in completing it.

Please, if you respond with ideas or opinions, give a measure of how much experience you have had either fighting as a pureblade or axelord, or fighting against pureblades and axelords. If you have been both a two-hander and a one-hander, your word will carry even more weight, since you will be better able to gauge where the flaws lie in the two -anders that are no present in the one-handers.

Here is what has been asked of us:

And a clarification when asked about making mechanical changes to a skillset beyond altering afflicts:

So please, keep suggestions simple.
Here is the report so far:

Mechanics changes

1. The affliction rate for poisons on two-handed weapons changed to use the following equation: twoHanderAfflictRate = 1-((1-oneHanderAfflictRate)^2). Thus, if the chance for a one hander to proc the poison is 50%, the chance for a two hander is 75%. If the chance for the one hander is 80%, the chance for the two hander is 96%. This gives both one handers and two handers the same chance to proc at least one poison, with two handers having the advantage of doing more wounds per combo, and one handers having the advantage of being able to deal two poisons in one combo.
I'm hoping this goes through. With the recent changes to poison hits, this would balance out the duel-wielders from the two-handers.


2. ChampionHelms - I've tested the warrior champion helm to determine how much it increases wounds and damage given. It gives a 25% bonus to damage and a 27% bonus to wounds. I was under the impression that it is suppose to only give a 15% bonus to each, so I am adding a request that it be fixed in this envoy report.
Skill changes

1. HeftyAxe: (Axelord) The skill currently lowers weapon stats on the weapon it hits. This makes the skill worthless again non-warriors, and not even much of an impact on other warriors. Suggestion for this is the blow they parried was so hard that they are unable to parry for the following 5 seconds. This will allow the Axelord to swing and not be parried for atleast the next strike. Considering how low the proc rate is on this so far, this would not be an overpowering factor. The skill as it is now, and if the change is accepted, needs to beable to be seen by the Axelord.
I assume you're suggesting that the force of the parry against whatever the person parries with (shield, staff, cudgel, etc) stops parry for 5 seconds? That works for me. That gives use roughly 1 second to get in an unparried hit, and would definately give us a chance to succeed against those that just stance legs and parry head 100.

2. HeftySword: (Pureblade) This currently procs a small stun (about .5 of a second) and has no impact on the target as a giant sword crashing down on them should. Suggestion for this is to increase the stun to about 2 seconds. This is still not overpowering, but will atleast allow the PB to have some breathing time since their attack was just stopped. The skill as it is now, and if the change is accepted, needs to beable to be seen by the Pureblade.

3. FuryStrike (Axelord Trans skill/Replacing Roundhouse): This skill will allow you to hit one person twice or two persons once. If one target is selected, the cost is 7p, while if two targets are selected, it's 4p. The strikes count as swings, can be targetted, and are still subject to parry/stance/shield/rebounding.
I'm more in favor of totally replacing the idea of Roundhouse.

4. Momentum (Axelord Trans skill/Replacing Roundhouse): 6p, allows an Axelord to attack once while off balance. The attack can be anything, including a maneuver or sweep (though a sweep raises the total cost to 10p, obviously). This would allow the Axelord to hit immediately after getting a particularly nasty affliction.
Affliction changes
This would be extremely useful. I can see it used to follow-through with a head shot after a knockdown, among other things. Something akin to this would definately bring ALs up to par with duel-wielders.

1. Slitthroat should have a delayed smoking cure. Though not exactly a PB/AL change, this is highly relevent to the proposed change in poison afflict rates included in this report.

2. CollapseLungs- (Pureblade only) Remove the PunctureLung affliction prerequisite and change the wound state requirement to Critical.

3. CrushChest- (Axelord only) Remove the BreakChest affliction prerequisite and change the wound state requirement to Critical.
Yes, in my experience it's nearly impossible to stick a BreakChest long enough to pull off the CrushChest, rendering the entire skill useless.

4. Currently, CrackElbow and CrackKneecap have the issue of not being stackable, and thus not being worth using. Hitting someone with the CrackElbow or CrackKneecap afflicts when they already have those afflicts should break the arm or leg and cause a short stun. I believe that this would make the afflicts a bit more useful to use.
Affliction replacements

Both

1. Lacerations: (Pureblade & Axelord, replaces Arm and Leg Arteries, light-medium arm/leg wounds) - Change name to Lacerations and increase bleeding to 100.
Yay for cosmetic changes!

Pureblade Who cares about these guys...

1. RuptureStomach: (Pureblade, replaces SepticWound, Critical Gut Wound, Swing or Jab) - Ruptures the stomach, causing bleeding and lowering hunger level 1 one full level. The Bleeding would be heavy, seeing as this is a critical wound. Skills such as Orange, Constitution, etc will still have their same effects, but the wound will still lower their hunger level.

2. Flay: (Pureblade, replaces Scalp, Heavy Head Wound, Strike or Swing) - This attack flays the skin from the victims face, causing disfigurement due to the wound. This gives the victim Disfigurement until cured. The cure would be a delayed-regeneration cure. This will give Pureblades an attack that will aide in slowing down Guardians mainly, considering they are one of the toughest fights for a warrior due to passive and active skills to slow/subdue the warrior.

3. GashCheek (Pureblade, replaces SliceForehead, Medium Head Wound, Jab) - Causes 75 bleeding (no incurable bleeding, no repeated bleeding) and causes your cheek to twitch involuntarily every 4-6 seconds, throwing you off balance for a second. Cured by eating marjoram. The intent of this affliction is to give PBs another jab afflict for the head, and to remove more BM afflictions from the two hander specs.

Axelord

1. SeverSpine: (Axelord, replaces SepticWound, Critical Gut Wound, Swing) - A strong blow to the gut shattering the spine and collapsing the nervous system, paralysing the person until cured. Delayed Regeneration cure. The initial suggestion had a focus body at the end of this, but that would mean staying paralysed far too long.
This was originally my suggestion, so obviously I like it. It would give people a reason to be concerned with other areas of their body than legs and head.

2. ShatterJaw (Axelord, replaces Scalp, Heavy Head Wound, Jab) - Causes target to suffer acute pain when eating or drinking, resulting in 75 bleeding per thing eaten or drunk. Cured by applying mending to head. When cured, becomes the BreakJaw affliction (which has a mending or arnica cure).
Looks good. Never agreed that an axe can scalp... if an axe hits you on the head it would more likely lobotomize you...

3. RingingEars (Axelord, replaces SliceEar, whatever wound level SliceEar is, Swing or Jab) - Causes the same stun as SliceEar, plus either confusion or dizziness (which one it gives is semi-masked). The intent is to give ALs another jab afflict for the head, and to remove more BM afflictions from the two hander specs.
FYI, SliceEar is a light head wound.

4. DislocateShoulder (Axelord, replaces BreakArm, Heavy Arm Wound, Jab or Swing) - by seperating someone's arm from its socket, you prevent them from using the arm in any useful manner. When cured, the pain of the nerves reattaching causes them to swoon. (Arm break that causes stun + blackout on cure). Alternatively, it could case blackout + sprawled or sprawled + stun on cure. This is intended to be of the same level of ferocity as SeverTendon.
Yes, I agree that ALs need an answer to SeverTendon/Impale. I would think that blackout would be a little overpowered, but then again,I really don't like blackout. In my opinion stun is handled a lot easier than blackout. Plus, if it was a stun it would stop people from running, much like SeverTendon does.

So, again, we are asking for informed opinions and relatively simple suggestions (even though some of these aren't). Please do not start flame wars because you think someone else's suggestion is overpowered. Please do not derail this thread.

Thank you.


As you might know, I've been an Axelord for about 6 months now. I used to be a mage, so I've experienced both ends of the spectrum (beating up and getting beat up).

Anyway, my comments on the AL suggestions are above.

QUOTE(Shorlen @ Nov 6 2006, 07:37 PM) 351606

They are two different suggestions for replacing it. A few of us decided that Roundhouse 1- is useless as is, and 2- if made what it should be (a room attack), it would be overpowered. The first suggestion is in line with the concept of roundhouse, in that it allows you to fight two people at once. Of course, in a single duel, keeping two people razed is really hard, but still.

The two person version could go through rebounding, maybe. Hrm.


Or you could just give it the option of acting as two cleaves (cleave = 0 power attack which razes shields/rebounding while attacking) or 1 cleave and 1 swing.

But, like I said before, I'm not a big fan of the whole Roundhouse idea.

Here were a couple of ideas that I had posted up here a while ago. I'm no envoy and I've never claimed to be one. I know I'm not one to balance skills, but hopefully others can.

CODE

DazedMind - Head wound - medium

Altering your axe in mid-swing, you are able to hit your target with the face of the axe, rather than the blade. This stunning blow is enough to daze even the strongest opponents.

Would cause intermitant stun (until cured) or stupidity.



CODE

BluntForce: Using the face of the axe, an Axelord can alter his/her swing at the last second to hit with the face of the axe, rather than the blade. This gives the target various afflictions, based on which limb was hit.

Head: Concussion (or DazedMind)
Chest/Gut: Knocks them to another room, or just prone.
Legs: BruisedShin which stops stancing
Arms: ShatteredArm which stops parry on the afflicted side (ie you can only parry the opposite leg or arm)

Daganev2006-11-07 00:47:21
QUOTE(Shorlen @ Nov 6 2006, 04:37 PM) 351606

They are two different suggestions for replacing it. A few of us decided that Roundhouse 1- is useless as is, and 2- if made what it should be (a room attack), it would be overpowered. The first suggestion is in line with the concept of roundhouse, in that it allows you to fight two people at once. Of course, in a single duel, keeping two people razed is really hard, but still.

The two person version could go through rebounding, maybe. Hrm.


Hmmm, what would be overpowered about an untargeted swing to each enemy in the room that bypasses shield, rebounding, stances, parry?
Shorlen2006-11-07 01:16:42
QUOTE(Vesar @ Nov 6 2006, 07:46 PM) 351608
DazedMind - Head wound - medium

Altering your axe in mid-swing, you are able to hit your target with the face of the axe, rather than the blade. This stunning blow is enough to daze even the strongest opponents.

Would cause intermitant stun (until cured) or stupidity.

Repeated stun seems a bit too powerful, though if it lasted only a very short time, it could be balanced. Stupidity would just make it a fractureskull dupe, which I'd rather not have. It would have to be a fairly difficult wound to afflict, and so what would you recommend it replace? Scalp, instead of ShatterJaw/Scalp? Slitthroat? I'm unfortunately content with most of the head wounds for ALs, or with their suggested replacements, and replacing a non-head wound with a head wound would give far too many head wounds.

QUOTE
BluntForce: Using the face of the axe, an Axelord can alter his/her swing at the last second to hit with the face of the axe, rather than the blade. This gives the target various afflictions, based on which limb was hit.

Head: Concussion (or DazedMind)
Chest/Gut: Knocks them to another room, or just prone.
Legs: BruisedShin which stops stancing
Arms: ShatteredArm which stops parry on the afflicted side (ie you can only parry the opposite leg or arm)

This seems far too complicated to code to me, and we were asked to keep with relatively simple suggestions. Also, this is just another type of swing, yes? Instead of using "bashing" or "targeting." Isn't it kind of a targeted jab afflict that had a very limited set of afflictions?

QUOTE(daganev @ Nov 6 2006, 07:47 PM) 351611
Hmmm, what would be overpowered about an untargeted swing to each enemy in the room that bypasses shield, rebounding, stances, parry?

Do you really not see how powerful that would be? That's about as strong as thunderclap! Less damage yes, but afflictions and deepwounds to boot. Can you imagine two ALs doing that at once? It'd clear a room.
Unknown2006-11-07 01:20:15
Daganev was being sarcastic. I hope.
Shorlen2006-11-07 01:21:32
QUOTE(Quidgyboo @ Nov 6 2006, 08:20 PM) 351620
Daganev was being sarcastic. I hope.

I can never tell with him sad.gif
Vesar2006-11-07 01:33:21
QUOTE(Shorlen @ Nov 6 2006, 08:16 PM) 351618

Repeated stun seems a bit too powerful, though if it lasted only a very short time, it could be balanced. Stupidity would just make it a fractureskull dupe, which I'd rather not have. It would have to be a fairly difficult wound to afflict, and so what would you recommend it replace? Scalp, instead of ShatterJaw/Scalp? Slitthroat? I'm unfortunately content with most of the head wounds for ALs, or with their suggested replacements, and replacing a non-head wound with a head wound would give far too many head wounds.
Yea, it would replace Scalp/ShatterJaw. I like ShatterJaw better. Was just putting these ideas out.

This seems far too complicated to code to me, and we were asked to keep with relatively simple suggestions. Also, this is just another type of swing, yes? Instead of using "bashing" or "targeting." Isn't it kind of a targeted jab afflict that had a very limited set of afflictions?
Do you really not see how powerful that would be? That's about as strong as thunderclap! Less damage yes, but afflictions and deepwounds to boot. Can you imagine two ALs doing that at once? It'd clear a room.
Well, it would essentially use the bash command (AB KNIGHTHOOD BASHING). I just think it would be neat to use the face of the axe instead of always the edge.
Daganev2006-11-07 01:37:02
QUOTE(Shorlen @ Nov 6 2006, 05:16 PM) 351618

Do you really not see how powerful that would be? That's about as strong as thunderclap! Less damage yes, but afflictions and deepwounds to boot. Can you imagine two ALs doing that at once? It'd clear a room.


So have it be blocked by shield. How is it any different than boulderblast? I think comparing it to thunderclap is giving WAY too much credit to a single warrior hit.
Shorlen2006-11-07 01:43:38
QUOTE(daganev @ Nov 6 2006, 08:37 PM) 351629
So have it be blocked by shield. How is it any different than boulderblast? I think comparing it to thunderclap is giving WAY too much credit to a single warrior hit.

It's actually an entire warrior combo hit. We're talking, by the way, about 1,000 deepwounds, 1,000 damage, and the definate possibility of afflictions. Stopped by shield would have to be a must, and even then, I personally consider Boulderblast/Hailstorm too powerful for what they do already, and they are just 500 or so damage to everyone. It is, of course, only my opinion - other envoys can add their voice one way or another. I simply believe this skill is too powerful for a warrior to have, even if it costed 10 power.

Also, it would be worthless in any situation except one where it would be overpowered - that is, in a very large group, which would very likely have other warriors who can be greatly assisted by your spread of damage, and who could also possibly roundhouse as well, stacking even more damage.

Two tae'daes using this skill and damage weapons, by the way, would instakill any non-warrior non-titan in the room on sheer damage alone, wouldn't it?
Daganev2006-11-07 01:51:39
QUOTE(Shorlen @ Nov 6 2006, 05:43 PM) 351630

Two tae'daes using this skill and damage weapons, by the way, would instakill any non-warrior non-titan in the room on sheer damage alone, wouldn't it?


Ummm... no.

200 damage weapons, with lightning runes, it still takes 3 hits to kill someone who doesn't heal. (level 60ish)


If people don't like it, people don't like it... but I don't see how its either A. Overpowered, or B. useless.

But then again, Pulp and Haymaker are considered useless.
Shorlen2006-11-07 03:07:02
Roark has stated that he believes poison afflict rates to be more balanced now than before, since two-handers deal more wounding per strike. Thus, there is no need to increase two-hander poison afflict rates.

Can someone with experience fighting under the new poison afflict rates say how balanced they are now? Throwing numbers around in my head, I would think that the new system would create an even greater disparity rather than the opposite, but I do not have experience in the field.
Geb2006-11-07 03:17:29
QUOTE(daganev @ Nov 7 2006, 02:51 AM) 351635

Ummm... no.

200 damage weapons, with lightning runes, it still takes 3 hits to kill someone who doesn't heal. (level 60ish)
If people don't like it, people don't like it... but I don't see how its either A. Overpowered, or B. useless.

But then again, Pulp and Haymaker are considered useless.


Remember that a damage weapon for an axelord would be 360 max without any other additions. With additions like auras, artifacts, and dwarven runes the weapon could easily go above 400. Now you said it takes 3 hits to kill someone who does not heal with a 200 damage weapon. Well with a 400 damage weapon, two simultaneous unblockable hits will outright kill the example you gave above.

Geb2006-11-07 03:34:16
QUOTE(Shorlen @ Nov 7 2006, 04:07 AM) 351656

Roark has stated that he believes poison afflict rates to be more balanced now than before, since two-handers deal more wounding per strike. Thus, there is no need to increase two-hander poison afflict rates.

Can someone with experience fighting under the new poison afflict rates say how balanced they are now? Throwing numbers around in my head, I would think that the new system would create an even greater disparity rather than the opposite, but I do not have experience in the field.


I have tested the affliction rate on myself. I can't tell exactly how it scales up per wound level, but what I can state is that at a wound level of critical, the affliction rate is 100%. Now a person with transcendent resilience will reduce his overall chance of being afflicted to 67% per attack on a critically wounded bodypart, but a person with no resilience will have a poison affliction acquired every attack if the limb is above critical.

The impression that I get from your statement of what Roark said is that he believes Duel-Wielders and Two-Handers are more balanced between each other now since Two-Handers can acquire the critical wound state quicker. It is true that Two-Handers can have a 20% increase in precision over Duel-wielders, but even with that both can still acquire critical wounds on limbs over a certain time period. A 20% increase in speed of acquiring a certain wound state does not actually negate the fact that at critical wounds a duel-wielder will be able to acquire 3-4 afflictions on a person, compared to the at best 2 a Two-Hander can acquire.

When you also consider the fact that the limb has to already be at a certain wound state to gain the affliction rate boost, the Two-Hander boost in affliction acquisition speed is a bit off-set by the fact that the gain in the poison affliction rate will not happen until the next round of attacks. For a Duel-Wielder, the gain in affliction rate may be acquired in the same round since two attacks are actually occurring in that round instead of one. The first hit in the round may cause critical wounds, while the second hit would then experience the bonus in the poison affliction rate.

I do agree that this change is a good one for warriors over all, but I also feel that the change does not address the differences in versatility in poison use between Duel-Wielders and Two-Handers. In the end, I feel the former group will experience a greater boost from this change than the latter group.
Shorlen2006-11-07 03:40:43
QUOTE(geb @ Nov 6 2006, 10:34 PM) 351664
I do agree that this change is a good one for warriors over all, but I also feel that the change does not address the differences in versatility in poison use between Duel-Wielders and Two-Handers. In the end, I feel the former group will experience a greater boost from this change than the latter group.

What do you believe is a good solution to bring the two more in line with each other? Would my suggestion to increase the affliction rate for two handers to be the same as the change to get at least one affliction with a dual wielder combo assist?
Shryke2006-11-07 03:57:35
QUOTE
Axelord

1. SeverSpine: (Axelord, replaces SepticWound, Critical Gut Wound, Swing) - A strong blow to the gut shattering the spine and collapsing the nervous system, paralysing the person until cured. Delayed Regeneration cure. The initial suggestion had a focus body at the end of this, but that would mean staying paralysed far too long.
This was originally my suggestion, so obviously I like it. It would give people a reason to be concerned with other areas of their body than legs and head.


Sorry, what? Not to nitpick, but this was my idea...
And yes, I like the idea too....
Geb2006-11-07 04:43:32
QUOTE(Shorlen @ Nov 7 2006, 04:40 AM) 351667

What do you believe is a good solution to bring the two more in line with each other? Would my suggestion to increase the affliction rate for two handers to be the same as the change to get at least one affliction with a dual wielder combo assist?


Yes, I think your suggestion will help fix the disparity. I do feel that a change to how slit-throat is cured needs to be implemented before that change is made though.
Shorlen2006-11-07 04:47:27
QUOTE(geb @ Nov 6 2006, 11:43 PM) 351684
Yes, I think your suggestion will help fix the disparity. I do feel that a change to how slit-throat is cured needs to be implemented before that change is made though.

Should slitthroat: Have a mending to head instant cure and a delayed smoking myrtle cure, or just have the delayed smoking myrtle cure?