Warrior Gripes, Shortcomings, and Issues.

by Unknown

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Unknown2011-09-08 01:35:18
QUOTE (Ixion @ Sep 7 2011, 09:04 PM) <{POST_SNAPBACK}>
Sorry but you did exactly that elsewhere. You released monks, who can give warrior afflictions (some of the best ones too which are CRITICAL wounds for warriors) with certainty at momentum.

Oops?
Rivius2011-09-08 01:55:02
Yes, but I think the point was that we don't want more monks.
Turnus2011-09-08 02:02:01
I wonder if a power attack that does the highest affliction on a limb (excluding instadeath stuff) would be considered too powerful. It would cost power but doesn't increase wounding/damage.
Unknown2011-09-08 02:03:16
QUOTE (Turnus @ Sep 7 2011, 10:02 PM) <{POST_SNAPBACK}>
I wonder if a power attack that does the highest affliction on a limb (excluding instadeath stuff) would be considered too powerful. It would cost power but doesn't increase wounding/damage.


Like Assault, penetrating stance/parry, but proc'ing the aff and just doing normal wounds/damage instead of amping the wounds/damage? Damn, that's a pretty good idea. For the same cost as Assault, I'd use it.
Hiriako2011-09-08 02:11:14
QUOTE (Turnus @ Sep 7 2011, 10:02 PM) <{POST_SNAPBACK}>
I wonder if a power attack that does the highest affliction on a limb (excluding instadeath stuff) would be considered too powerful. It would cost power but doesn't increase wounding/damage.


I"d have submitted that when I was Serenguard Envoy.

Maybe...6 power for 2-handers, 3 for one-handers. (Since the top-level afflictions aren't the same. I'd have to double-check skill lists) But have it do standard wounds and damage, but the high end affliction. I say 6 power, because otherwise an axelord or pureblade could cut off both legs right away, and that'd just be a bit too powerful.

I'm a big fan of this idea though, and it'd really help warriors without being too overpowered.
Unknown2011-09-08 02:18:04
QUOTE (Hiriako @ Sep 7 2011, 10:11 PM) <{POST_SNAPBACK}>
I"d have submitted that when I was Serenguard Envoy.

Maybe...6 power for 2-handers, 3 for one-handers. (Since the top-level afflictions aren't the same. I'd have to double-check skill lists) But have it do standard wounds and damage, but the high end affliction. I say 6 power, because otherwise an axelord or pureblade could cut off both legs right away, and that'd just be a bit too powerful.

I'm a big fan of this idea though, and it'd really help warriors without being too overpowered.


I'd say 4p for 2h and 1h, simply because it's focused on the afflictions itself and not the damage/wounds, meaning that for the same cost, if it were only half cost for 1h warriors they could get double the affs.

That and at 6p it isn't very worthwhile. I'd rather blow the 4p on assault and hope that I'll get lucky while making wound progress, rather than paying 6p just to be sure of the proc and gaining no ground or even falling behind.

A double amp without wounds going up, that can only happen once you're at crit anyway, that drains you down to 2p isn't that extreme, given that they'll be mostly cured by the time you get the power to drop it again, and can only drop one more. So 4p isn't unreasonable at all, imo
Xenthos2011-09-08 02:22:30
QUOTE (PhantasmalKiller @ Sep 7 2011, 10:18 PM) <{POST_SNAPBACK}>
I'd say 4p for 2h and 1h, simply because it's focused on the afflictions itself and not the damage/wounds, meaning that for the same cost, if it were only half cost for 1h warriors they could get double the affs.

That and at 6p it isn't very worthwhile. I'd rather blow the 4p on assault and hope that I'll get lucky while making wound progress, rather than paying 6p just to be sure of the proc and gaining no ground or even falling behind.

A double amp without wounds going up, that can only happen once you're at crit anyway, that drains you down to 2p isn't that extreme, given that they'll be mostly cured by the time you get the power to drop it again, and can only drop one more. So 4p isn't unreasonable at all, imo

2 warriors with triggers set to a command, each taking off one arm.

4p each.

Recover balance, do it again 4s later.

Recover balance, wait 8 more seconds to recover the next power, do it again.

3 armless people in 16 seconds.

Note that the idea doesn't say anything about requiring the wound level.
Unknown2011-09-08 02:27:19
QUOTE (Xenthos @ Sep 7 2011, 11:52 PM) <{POST_SNAPBACK}>
2 warriors with triggers set to a command, each taking off one arm.

4p each.

Recover balance, do it again 4s later.

Recover balance, wait 8 more seconds to recover the next power, do it again.

3 armless people in 16 seconds.

Note that the idea doesn't say anything about requiring the wound level.

So exclude amputatearm as well as behead/bashbrains. An maybe heartpierce if it scales with weapon damage to avoid instagibs with damage rapiers.
Xenthos2011-09-08 02:32:22
Then the next question becomes: How balanced is it to, for 4p, stop someone from being able to tumble for a minimum of 4s (until the regen cures goes through), being unable to stand for 8s (2 regen cures), and be able to reapply it at will either when the first regen goes through, or when the victim stands (resetting the timer, and at that point you'll be able to do a third too).

That's a heck of a lot of time of a person being own and out.

Then consider that a Blademaster can, for 4p, double-tendon someone on the first combo. Double tendon again about 7s later, etc.

I'm just having a lot of problems with some of these critical afflictions being able to be easily and reliably done on the first attack, and especially when they can be repeated...

(Also, the more restrictions that need to be put on possible affs, the less likely the idea is to go through)
Turnus2011-09-08 02:33:06
I meant quite well the highest affliction as allowed by current wounds.
Xenthos2011-09-08 02:34:47
QUOTE (Turnus @ Sep 7 2011, 10:33 PM) <{POST_SNAPBACK}>
I meant quite well the highest affliction as allowed by current wounds.

Then you still have the problem of trying to build those wounds up, which is what I thought your idea was intended to help with (and why I read it the way I did).

Still think the best thing to do is take a look at all of the various anti-weapon things out there. That whole slew of abilities and options needs to be streamlined and cut down, there are just too many factors in the mix.
Raeri2011-09-08 02:36:46
QUOTE (Turnus @ Sep 8 2011, 12:33 PM) <{POST_SNAPBACK}>
I meant quite well the highest affliction as allowed by current wounds.


So... kind of like how execute is based only on wound state and not diceroll, but for a single body part?
Unknown2011-09-08 02:39:24
Or maybe just fixing the issue of it costing 15 times as much to reach the point rune-wise where warriors are balanced around than it does to trans the skill in the first place?

Not that it'll happen, but we can dream, hmm?
Turnus2011-09-08 02:44:20
QUOTE (Raeri @ Sep 7 2011, 10:36 PM) <{POST_SNAPBACK}>
So... kind of like how execute is based only on wound state and not diceroll, but for a single body part?


Right. But if other people can think of a way to modify that'll work go for it.
Ixion2011-09-08 02:47:12
QUOTE (Xenthos @ Sep 7 2011, 10:32 PM) <{POST_SNAPBACK}>
Then the next question becomes: How balanced is it to, for 4p, stop someone from being able to tumble for a minimum of 4s (until the regen cures goes through), being unable to stand for 8s (2 regen cures), and be able to reapply it at will either when the first regen goes through, or when the victim stands (resetting the timer, and at that point you'll be able to do a third too).

That's a heck of a lot of time of a person being own and out.

Then consider that a Blademaster can, for 4p, double-tendon someone on the first combo. Double tendon again about 7s later, etc.

I'm just having a lot of problems with some of these critical afflictions being able to be easily and reliably done on the first attack, and especially when they can be repeated...

(Also, the more restrictions that need to be put on possible affs, the less likely the idea is to go through)


laugh.gif first combo crit? Surely you jest or don't mean the first combo as it reads. First combo crit would mean their armor is like..30s range.
Xenthos2011-09-08 02:48:46
QUOTE (PhantasmalKiller @ Sep 7 2011, 10:39 PM) <{POST_SNAPBACK}>
Or maybe just fixing the issue of it costing 15 times as much to reach the point where warriors are balanced around than it does to trans the skill in the first place?

It's already been said that's not going to happen and is a non-started in the thread, so bringing it up again won't help us much.

However, reducing the RNG impact tremendously would help all warriors by giving a more common and less complicated base at which to balance; warrior combat is drastically overcomplicated and difficult to tweak because there is just so much going on.

Some options might be:
1) Significantly lowering the proc rate of parry and stance so that they are still noticeable but not regular; maybe even just by making it so that protecting different areas seriously hampers the effect
For example, if you are parrying head with 100% weight it has the current parry value, but if you are parrying head with 50 and chest with 50 the total effectiveness of your parrying is halved. Three areas is cut by 2/3, 4 by 3/4, etc. Something like that, a significant disincentive to parrying multiple places. Same with stancing.

2) Replace rebounding with another effect.

3) Acrobatics dodge against players is just wonky and needs a re-examination!

4) Reduce armour effectiveness; make armour protect around 3/4 as much as it does now for the current stats against PCs. (Effects people with lower stats less than people with higher)

5) Continue to allow trueshield to affect damage when attacked on a bodypart protected by the shield, but stop having it affect wounds, and/or give warriors some way to knock a gripped 'shield' item out of someone's hand with an inability to rewield it for a short time.

I'm not asking for all of these, nor are these the only available options; simply throwing some talking points out there. Numbers are definitely adjustable!
Xenthos2011-09-08 02:51:08
QUOTE (Ixion @ Sep 7 2011, 10:47 PM) <{POST_SNAPBACK}>
laugh.gif first combo crit? Surely you jest or don't mean the first combo as it reads. First combo crit would mean their armor is like..30s range.

The posted idea didn't say anything about requiring crit levels, just 'highest affliction,' which I read to be 'highest', not 'maximum allowable at current wound level'. Given that at that point the thread was discussing ease of building up wounds, it's not an unreasonable assumption to make.

This was already addressed, as well, and clarification given by both sides.
Lerad2011-09-08 02:52:33
Ensuring affliction procs certainly lowers the frustration warriors have to deal with in combat, but it unbalances team combat, or at least skews it from the current status quo a great deal. As Xenthos already pointed out, it becomes very easy for multiple warriors to continually land regeneration cures on multiple targets. As a direct comparison to monks (as warriors just love to compare to monks) there is no way to land regeneration affs consecutively (I'm playing a class where every regeneration aff lowers my momentum and thus inhibits consecutive use beyond 2), and certainly impossible on multiple targets, no matter how many monks are in the room with him.

Removing the regeneration affs from the proposed new power attack will negate the point of a new power attack in the first place. (Would YOU spend power for a single herb/salve cure?)

I think alternative ideas should be pursued beyond this power-for-guarantee'd-regeneration-affs for warriors. The problem with balancing using power attacks is that warriors are already power heavy - lunges are already the bread and butter of warrior combat, and depending on the tert, warriors have to burn more for synergy. (Choke, inquisition, crucify, aeonfield etc) Any new power attack will end up replacing these current options (by being more (over)powerful) or becoming useless (because warriors would rather use their old power attacks over these).

If, as Thalkros says, removing or tweaking miss-rate isn't the way to go, then perhaps taking a look at weapon stats would help instead?
Unknown2011-09-08 02:55:29
Edit: Again, original comment removed because I realized just how unhelpful my snarkiness is.

Instead, I'll try to focus on the issue at hand, the vast gulf between the damage/wounding levels of arti'd demi's which we have to balance around, and the rest of the warriors. I'm well aware that we need to balance to endgame, but the problem is that endgame is so far beyond the vast majority's reach. The best solution would be to find a way to reduce the gulf between the two states.

Anyone have any suggestions on how to specifically bring unruned warriors onto par with their more wealthy counterparts?

Perhaps allow untempered forging to possibly result in weapons with stats beyond those that a standardized tempering requirement for runes might cause? I know there are other major issues that have come out of this in the past, but I think there has to be some way around it, or at least some way to put weapons that can compare in ways into the hands of non-capped warriors.
Lerad2011-09-08 02:57:21
Edit: Removed because he removed.