Malarious2011-05-25 00:47:21
QUOTE (Binjo @ May 23 2011, 10:12 PM) <{POST_SNAPBACK}>
Changing resilience to not shrug would buff more than warriors as pointed out. I've been playing alts with inept resilience and it's painful to face pet spit mantakaya and TK throatlock for example. What if wounds decreased shrug rate like it currently increases rub rate?
Wounds on a target increases the chance of the poison proccing as is.
QUOTE (Binjo @ May 23 2011, 10:12 PM) <{POST_SNAPBACK}>
Armor needs to be nerfed in some way, warriors can afk other warriors, and monks can nearly do the same thing. I don't think as a general principle any combat should devolve to a heartstop match. There should always be something that gives one party or another an edge, and that event should happen in less than 10 minutes.
Skilled playing usually happens within 10 minutes. Otherwise warrior v warrior specifically (as is bard v bard) is pretty bad. These are not flaws in the class they are the flaws of having dead opposites to eachother in the same class. (Song removal vs song. wounders vs plate).
Haha I kid.
Anyway, I liked the idea of making armor devalue over time against warriors so you get more into afflictions being in play. Think this is likely to require repairing as shields were made to at one point.
QUOTE (Binjo @ May 23 2011, 10:12 PM) <{POST_SNAPBACK}>
I think BC is far behind all the other types of warriors, the difference really is staggering. I've been toying with different ideas for them, although as I am not a warrior they may either be useless/underpowered/overpowered. Here's my short list of random ideas:
Here's some random ideas for warriors overall
- Give BCs CrackedElbow to give them a useful arm hit Sure
- Lower the burst skill to heavy and change it to a swing No vessels spam please
- Roll BreakArm with SlapKnuckle and/or lower breakarm/leg from heavy to light (I find it silly that something you can poison for would be a heavy afflict) If you break a limb you can mangle it instantly as a BC
- Increase the balance loss from knockdown Actually not sure why this isnt already true.
Here's some random ideas for warriors overall
- Cause all non-maneuvers to always afflict Within their range? Sure why not. The only concern is speed affs right?
- Cause non afflicting hits to deal additional damage this sounds like it would encourage crappy precision to improve damage
- Remove miss rate (as said a ton above) The natural miss rate yeah. same for monks please.
My comments are bolded.
Unknown2011-05-25 13:23:57
Class v. Itself matchups are a pain in the butt anyway. I'm not compelled that warriors need to have their armour nerfed so that they can race eachother to pinleg rather than having roughly equal opponents wind up in a draw. It only matters in that regard in 1v1, and no fighting of consequence happens anyway, unless it is utterly contrived. In groups, a knight can be pinned down and destroyed in short order, just like everyone else. Heck, easier than everyone else in terms of mana/ego kills often enough.
Daevos2011-05-25 16:07:05
A thought occurred to me, and I considered it for a good long three seconds at the very most. Yeah, I know, I do good work. Still, I wanted to throw it out there to see what reaction would be since it is radical.
What if warrior power attacks like Lunge, Assault, etc were halved in power cost, but in exchange the wounding bonus was completely removed? In its place, would be a wounding penalty. So warriors would lose a not insignificant amount of offensive output per hit but gain the ability to sustain consistent offense over a longer period of time. Thus warrior combat would be pushed closer to that original ideal of increased damage over time, rather than the dependence on burst damage that has been the state at times and may well still be.
What if warrior power attacks like Lunge, Assault, etc were halved in power cost, but in exchange the wounding bonus was completely removed? In its place, would be a wounding penalty. So warriors would lose a not insignificant amount of offensive output per hit but gain the ability to sustain consistent offense over a longer period of time. Thus warrior combat would be pushed closer to that original ideal of increased damage over time, rather than the dependence on burst damage that has been the state at times and may well still be.
Unknown2011-05-25 16:09:52
I could maybe understand removing a damage bonus, but the wounding is pretty much the reason I want to crush someone. Why would I crush and bypass their defenses only to have the hit do little or nothing to them?
Unknown2011-05-25 16:11:58
QUOTE (Daevos @ May 25 2011, 12:07 PM) <{POST_SNAPBACK}>
A thought occurred to me, and I considered it for a good long three seconds at the very most. Yeah, I know, I do good work. Still, I wanted to throw it out there to see what reaction would be since it is radical.
What if warrior power attacks like Lunge, Assault, etc were halved in power cost, but in exchange the wounding bonus was completely removed? In its place, would be a wounding penalty. So warriors would lose a not insignificant amount of offensive output per hit but gain the ability to sustain consistent offense over a longer period of time. Thus warrior combat would be pushed closer to that original ideal of increased damage over time, rather than the dependence on burst damage that has been the state at times and may well still be.
What if warrior power attacks like Lunge, Assault, etc were halved in power cost, but in exchange the wounding bonus was completely removed? In its place, would be a wounding penalty. So warriors would lose a not insignificant amount of offensive output per hit but gain the ability to sustain consistent offense over a longer period of time. Thus warrior combat would be pushed closer to that original ideal of increased damage over time, rather than the dependence on burst damage that has been the state at times and may well still be.
Could this be better accomplished through modifications to the existing stances in knightood? Everyone (to my knowledge at least) uses either concentrated or defensive. I know the last time we overhauled these, "some crap went down", but they seem like an underutelized tool to me, in terms of balancing without radically altering mechanics.
Binjo2011-05-26 04:18:50
QUOTE (Malarious @ May 24 2011, 06:47 PM) <{POST_SNAPBACK}>
Wounds on a target increases the chance of the poison proccing as is.
Ah I thought it only increased rub rate but not resilience shrugging.
Re your comments:
- Bursts: Yeah it may be a tad too strong, although keep in mind that if it were made as a swing they'd either have to pulp for 4p or deal with swing mechanics to hit the chest at all, and most people sparkle constantly so you'd need to hit this aff more than once every 6s to have more of an effect than a bit of extra bleeding. Then again if BC wound building is fixed then maybe getting critical chest wouldn't be so hard anyway which would make this moot.
- Mangle: Yeah this is my ignorance. I always assumed there was a separate MangleLeg affliction but looked at the AB and didn't see one. The AB really sucks it doesn't mention mangling at all, or at least the copy on the wiki doesn't.
- Bonus damage on non afflicting hits: With mages able to hit for 1.4k staffs (which don't have to deal with rebounding/stance/parry/miss/blah) I don't really have trouble with the notion of a warrior doing 1kish a round. Although I do remember the days of true damage warriors and don't want a return to reliable 2k combos.
QUOTE (Rainydays @ May 25 2011, 07:23 AM) <{POST_SNAPBACK}>
Class v. Itself matchups are a pain in the butt anyway. I'm not compelled that warriors need to have their armour nerfed so that they can race eachother to pinleg rather than having roughly equal opponents wind up in a draw. It only matters in that regard in 1v1, and no fighting of consequence happens anyway, unless it is utterly contrived. In groups, a knight can be pinned down and destroyed in short order, just like everyone else. Heck, easier than everyone else in terms of mana/ego kills often enough.
There's a large difference in my mind between a pain in the butt fight and a demoralizing heartstop match. There's been more than one time where I've been in an FFA down to me and two warriors and one of them has heartstopped rather than fight the other warrior. I haven't really seen that with any other archetype or at the very least not as commonly. The fundamental thing I'm trying to get at is that combat should be fun. This is a game. I don't care if the majority of 'real' fights aren't 1v1. 1v1 should be fun. It's fine if it takes a bit of time for two competent fighters to kill each other but that's only fun if you feel like you are building toward your goal. Most warriors do not get that against other warriors, especially non trackers and non BMs. And even I with my broken monkiness can be AFKed by some people (curse you Ixion! )
I built Wobou purely around tankiness. I'm far too obsessed with not dying (yet manage to do it a metric ton anyway), but I would gladly trade in some of that tankiness for a game where through skill/strategy/timing it's possible for every competent fighter to kill any other competent fighter.
Malarious2011-05-26 06:22:21
QUOTE (Binjo @ May 26 2011, 12:18 AM) <{POST_SNAPBACK}>
Ah I thought it only increased rub rate but not resilience shrugging.
Rub rate? Proc is moving from weapon to person. Shrug is the chance upon getting a poison you ignore it. Wounds increases proc. Shrug is automatic as a perk for resilience.
Re your comments:
Rub rate? Proc is moving from weapon to person. Shrug is the chance upon getting a poison you ignore it. Wounds increases proc. Shrug is automatic as a perk for resilience.
Re your comments:
- Bursts: Yeah it may be a tad too strong, although keep in mind that if it were made as a swing they'd either have to pulp for 4p or deal with swing mechanics to hit the chest at all, and most people sparkle constantly so you'd need to hit this aff more than once every 6s to have more of an effect than a bit of extra bleeding. Then again if BC wound building is fixed then maybe getting critical chest wouldn't be so hard anyway which would make this moot.
If you sip even once then you didnt apply wounds, which means wounds will build if nothing else, so you are already falling behind the moment you get vessels. - Mangle: Yeah this is my ignorance. I always assumed there was a separate MangleLeg affliction but looked at the AB and didn't see one. The AB really sucks it doesn't mention mangling at all, or at least the copy on the wiki doesn't.
Its called crushleg I believe. - Bonus damage on non afflicting hits: With mages able to hit for 1.4k staffs (which don't have to deal with rebounding/stance/parry/miss/blah) I don't really have trouble with the notion of a warrior doing 1kish a round. Although I do remember the days of true damage warriors and don't want a return to reliable 2k combos.
1500 wounds + 1K damage a round.... you realize a warrior with low dex can intentionally fail to really ever get afflictions off? A high strength low dex race would wipe the floor with everyone. Warriors have had damage consistantly lowered because of the high wounds and various buffs. How many nerfs to damage have they had now? 4?
I like the dented armor idea, can have it increase damage as the dents and dings begin to rake into your flesh. This would help with the never having to sip problem, and have it be independent from wound level so its specially made to counter armor. Be warned, this idea seems kinda complex (damage to armor over time) and may be rejected on those grounds.
P.S. I personally see the dodge report as an attempt to bypass a major factor of acrobatics since it does not have heavy DMP. The better idea is to remove natural miss rates. Otherwise if you really want to avoid dodge specifically then maybe make it an effect of concentrated and adjust it.
Veyrzhul2011-05-26 06:53:23
QUOTE
If you sip even once then you didnt apply wounds, which means wounds will build if nothing else, so you are already falling behind the moment you get vessels.
Hullo, Mr. Sparkleberry.
Binjo2011-05-26 14:10:48
QUOTE (Veyrzhul @ May 26 2011, 12:53 AM) <{POST_SNAPBACK}>
Hullo, Mr. Sparkleberry.
Aye. That's where my 6s number came from. Most people sparkle constantly against warriors so they wouldn't even notice one vessel, you'd need to have two in 6s to build one. I think in reality the most you could get on someone would be about 2 built before they switched parry and stance and passively healed them with sparkle. In essence it'd be giving bonecrushers some bleeding.
Unknown2011-05-26 14:13:36
That CrushAorta change has baffled me since it was added. It's like giving us the illusion of something worthwhile without actually helping us at all.
Veyrzhul2011-05-26 14:19:31
QUOTE (Zarquan @ May 26 2011, 02:13 PM) <{POST_SNAPBACK}>
That CrushAorta change has baffled me since it was added. It's like giving us the illusion of something worthwhile without actually helping us at all.
From experience, I'd say the average demigod can feasibly have 5-10 vessels without breaking much of a sweat for a while. Add to that sparkleberry curing and the critical wound requirement, and I have to agree with you. Above idea (heavy wounds, swing) wouldn't make it overpowered, I think. Another idea would be to just have it inflict vessels like Nekotai or Tks (1-3 each time).
Malarious2011-05-26 22:47:53
QUOTE (Binjo @ May 26 2011, 10:10 AM) <{POST_SNAPBACK}>
Aye. That's where my 6s number came from. Most people sparkle constantly against warriors so they wouldn't even notice one vessel, you'd need to have two in 6s to build one. I think in reality the most you could get on someone would be about 2 built before they switched parry and stance and passively healed them with sparkle. In essence it'd be giving bonecrushers some bleeding.
Crush Aorta, unless changed, can cause more than 1 vessel per hit. When it first came out could cause up to 3 iirc.
Unknown2011-05-26 22:48:43
Even so, it's pretty useless to a Bonecrusher.
Unknown2011-05-26 22:51:01
QUOTE (Binjo @ May 26 2011, 12:18 AM) <{POST_SNAPBACK}>
There's a large difference in my mind between a pain in the butt fight and a demoralizing heartstop match. There's been more than one time where I've been in an FFA down to me and two warriors and one of them has heartstopped rather than fight the other warrior.
Some of us like that sort of fight. I don't mind not being able to kill other knights at all. If the change is seriously considered, I would hope the admin have the pressence of mind to ask the knight community via in game announce, rather than go with the forums- as we have seen in the past, the two often reach very different conclusions.
And if it does go through, it had best only apply to knights vs. knights. Monks certainly don't need any help vs. knights.
But over all, the idea gets a hearty "DO NOT WANT" from me. And I know from the last time this was brought up, I'm not alone in that.
Naralis2011-05-26 22:59:31
Okay, I couldn't find the exact post, but I heard about someone wanting to make warrior armor damageable. Here's what I say to that:
NO!
NO!
Unknown2011-05-26 23:18:35
ARMSTAT. REPAIR.
It is damageable, and making a mechanic for it to be damageable faster or in other nuanced ways is not needed or welcome.
It is damageable, and making a mechanic for it to be damageable faster or in other nuanced ways is not needed or welcome.
Ixion2011-05-27 00:08:45
So I'll be trying to focus down the vague ideas here into something that may actually be approved, help welcome in bullet form.
Edit: list of the more likely to be implemented ideas are in the first post
Edit: list of the more likely to be implemented ideas are in the first post
Binjo2011-05-27 01:00:15
I don't think armour should be made damageable by skills (look up old thread about shieldbash). But a temporary effect where that part is less protected could be a solution.
Obviously not scientific but when I see people heartstop because they don't want to deal with some sort of endurance/willpower matchup before a fights even begun I think they are not enjoying themselves. I frankly don't understand how one could enjoy combat if they thought it was impossible to kill someone else. I can however see how someone could enjoy a long match with an actual conclusion. That to me is the difference between a demoralizing fight and an epic one.
QUOTE (Rainydays @ May 26 2011, 04:51 PM) <{POST_SNAPBACK}>
Some of us like that sort of fight. I don't mind not being able to kill other knights at all. If the change is seriously considered, I would hope the admin have the pressence of mind to ask the knight community via in game announce, rather than go with the forums- as we have seen in the past, the two often reach very different conclusions.
And if it does go through, it had best only apply to knights vs. knights. Monks certainly don't need any help vs. knights.
But over all, the idea gets a hearty "DO NOT WANT" from me. And I know from the last time this was brought up, I'm not alone in that.
And if it does go through, it had best only apply to knights vs. knights. Monks certainly don't need any help vs. knights.
But over all, the idea gets a hearty "DO NOT WANT" from me. And I know from the last time this was brought up, I'm not alone in that.
Obviously not scientific but when I see people heartstop because they don't want to deal with some sort of endurance/willpower matchup before a fights even begun I think they are not enjoying themselves. I frankly don't understand how one could enjoy combat if they thought it was impossible to kill someone else. I can however see how someone could enjoy a long match with an actual conclusion. That to me is the difference between a demoralizing fight and an epic one.
Rivius2011-05-27 01:03:59
QUOTE (Binjo @ May 26 2011, 09:00 PM) <{POST_SNAPBACK}>
I don't think armour should be made damageable by skills (look up old thread about shieldbash). But a temporary effect where that part is less protected could be a solution.
I don't even think that's a great idea. Why not give warriors (alone) a boost against other warriors and higher levels of protection with less randomness and better aff proc rates? It will still take long, but it'll get somewhere. Is wounding really the problem entirely?
Veyrzhul2011-05-27 10:58:36
QUOTE (Malarious @ May 26 2011, 10:47 PM) <{POST_SNAPBACK}>
Crush Aorta, unless changed, can cause more than 1 vessel per hit. When it first came out could cause up to 3 iirc.
From what I recall, that was changed very quickly to it only causing 1 vessel always.