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Topics - TerrorBite

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Game Balance Discussion / Combat Mechanics
« on: March 15, 2019, 01:28:00 pm »
Am Australian so the meta I'm around isn't well developed so correct me if what i'm saying is off.

1. Increase rotation speed to equivalent of native, based on the increased pace of crpg.
Slow rotation speed makes stabs so much weaker, especially any weapon that isn't short. Kinda screws with the meta heaps, I don't see why this is implemented. I have a hunch it's not too much slower than native if at all, but just that crpg pace is so much faster that it's relatively slower. So then my suggestion would be to increase rotation speed to fit the pace of crpg combat. Also want to note it currently restricts high level play involving angle variations, as well as standard up attacks and spins.


2. Reduce the stun on your weapon after you have blocked.
Again with the faster pace of combat, anti-ganking is harder when attacks come at you and you're able to block them all but your character can't change between blocks fast enough. I think the stun duration should be reduced to compensate for the faster crpg attack rate. Also with the first point, increasing rotation rate would help here in the same way. Also seems chambers can't be used to block attacks so well when being ganked like this either, just noting this limitation.


3. Nudges shouldn't disrupt blocks, or at least reduce the stun affect on blocks from nudges.
No blocking while kicking makes face hugging safer, which allows the punch fast attack to be abused. The punch fast attack is when someone punches and then attacks in a way that pre-holding a block still doesn't block it in time (also too fast to chamber). It seems you can only counter it back jumping away after being punched and even then it's not 100% safe. Given the guy punching isn't at huge risk, this move seems to change meta in a less fun way (won't go into in depth because I assume most would agree who deal with it).

4. Reduce attack stun to fit the faster pace of crpg.
Same as block stun problem, especially noticeable when you stab and opponent can hit you fast enough that you can't block or chamber in time. Want to also note that in native whenever you have armour and someone chambers your stab you can chamber it back, if not it means the attack is too fast and will bounce. In crpg the faster attacks makes these chambers potentially unchamberable/unblockable, punishing the player who stabs first.

Edit: Forgot to add specific suggestions, added them at the start of each point.

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Sell/Trade / Selling Lordly Colored Winged Great Helmet
« on: January 20, 2018, 05:55:56 am »
trading for 'almost' any +3 melee weapon. id especially like the mighty goedingdong.
just pm or post and we can sort something out, ill probably be flexible, just wanna maintain the net 3-3 looms.

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General Discussion / Item weight?
« on: January 05, 2018, 02:45:58 am »
for some reason i think that the decrease in WPF differs for weight from different armours, ie 1 weight from hand armour slows you down much more than 1 weight from body armour. Is this the case in crpg?

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