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Messages - San

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31
Announcements / Re: 0.5.3.5-ish: An Actual Patch
« on: July 26, 2018, 01:06:25 am »
Why the nerf on headshots though ? Besides, what's that other headshot thing mentioned ?

Headshot and body limb damage was buffed some months ago. There was some discussion on ranged damage and they did some tests and saw that it's a little higher than expected.

The ranged multiplier stacks with native's multiplier giving a huge bonus. Back in the day, there was no extra multiplier, and around 2012, another 1.1x multiplier was added. Let's just say that it was toned down slightly, but the multiplier is still well above 1.1x (stacking with native's 2x or 2.25x, forget which). Overall, it's toning down an earlier buff.

Some months ago too, body limb multipliers were increased ~15-25% since ranged saw nerfed damage when they hit certain parts of the body.

It's still a work in progress to get the right sweetspot for ranged damage since so many factors affect it.

32
Announcements / Re: 0.5.3.5-ish: An Actual Patch
« on: July 23, 2018, 02:27:00 pm »
Crap shields were made near-weightless, making them bad in melee but usable as a non-committal item vs ranged.

If you have ranged troubles use this:

visitors can't see pics , please register or login


Viking Round Table (test)
weight:
2.5
body armor:
15
hit points:
250
speed rating:
60
shield width:
102
Can't use on horseback

33
Game Balance Discussion / Re: Nerf 1h cav damage.
« on: July 23, 2018, 01:41:57 pm »
Bumpslash/stab deals half damage and all horses have no armor at the legs. If you're getting 1shot, they must be strong af or they got a really clean hit on you. (only responding to post-necro posts)

34
Suggestions Corner / Re: The 'tweaked' (read: abomination) Right Swing
« on: April 10, 2018, 04:03:11 am »
I was gonna make a post, then I saw a quote about stuff I barely remember. Yeah, that.

Polearm left swing does seem p ass, maybe an expert can chime in there.

35
Announcements / Re: 0.5.3.0: Reset without Regrets
« on: March 12, 2018, 11:22:25 pm »
I was surprised that my level 35 had more skill points than expected, I can now create perfect builds again.

Shields are also as strong as they ever should be. If they become problematic, they'll get nerfed.

Edit:

There were quite a few things I was thinking of for the shield changes. I was wondering why shielder doesn't seem to be as good as 2h/polearm (but it was close). In fact, a pure 1h no shield build is very strong despite lower damage from 1h weapons.

Despite being quite useful, shields are naturally balanced by their weight, speed not being as fast as a manual block, axes, crushthrough, nudging turtlers, etc. It took quite a bit of shield skill before a shield becomes very useful. Over the years, this was slightly altered with increasing low tier shield durability and decreasing shield difficulties.

I came to two conclusions:
-For the really durable/large shields, the encumbrance was too high to be worth lugging them around most of the time.
Many of them are still capable of getting pierced by a +3 arbalest. I felt that tightening the weight differences between shields so that there is a steady curve from 2 weight to 8 weight will offer enough of a variety without making a shield feel too useless because of its weight. They are already balanced by poor shield speed, which can be made up for with good shield skill.

The biggest concern was crushthrough, but I **think** that it is still affected by factors such as shield armor as well. I don't think making weight so high just for CT was too great because then you just become slower than the mauler anyways.


-Increase the effectiveness of shield skill.
We were getting to a point where the opposite may have happened - Str-based shield skill difficulties, making shield skill useless. By making shield skill agi/6 and difficulties 1-3, it will still take some effort to max shield skill based on your build. Even if you have a 12-15 agi build, you can still allocate those extra 2 stat points to more IF (which helps STR builds more). 1 to 3 is also the most straightforward path to better shields. Before, there were only like 8 1-difficulty shields. Now there are decent amounts of each difficulty shield.


If anything becomes too strong, it can be altered/nerfed. I hope not since the max shield skill hasn't really changed or it's worse, such as 3, 9, 15, 21, and 27 agi builds.

36
Announcements / Re: 0.5.3.0: Reset without Regrets
« on: March 11, 2018, 04:33:31 am »
san, i get that you used to be a prominent member of this community back in the day and i remember that, BUT.

why in the actual fuck are you balancing items? i've seen you play maybe twice in the past month, there's no way you have any idea if anything is working or if it isn't.

I agree mostly, other than shields and blatant things anyone can point out like the eastern lamellar greaves, I just provide input on why past decisions were made or random info. I was asked back, but the current balancers have their own ideas for items.

Throwing changes reverted a lot of changes I made in the past, so I felt responsible and gave some input, but never directly changed any throwing weaps/asserted my opinion (Changes are 90%+ the same as proposed). Because I didn't play much, I only made some comments/asked questions for the most part. You can @ balancers on discord for similar results after a patch hits for quick results.

The changes to shield weight were based on discussion at http://forum.melee.org/suggestions-corner/shield-rebalancing/ . I couldn't find a good way to easily change the effective weight like it stated in the thread, so shields were made more favorable to carry in general, especially anti-ranged shields. Not a fan of sweeping changes, but apparently ranged has been complained about for a while. Not touching xbow/archery ever if I can help it.

37
Suggestions Corner / Re: Give us back damage display
« on: March 10, 2018, 03:42:09 am »
I had to move things around and give players a separate damage display from admins. The revisions can be found and re-implemented if you really want.

Not having admin anymore, it's such a different story without damage. Feels like I do 5 damage sometimes no matter how false that is :)

38
Announcements / Re: 0.5.3.0: Reset without Regrets
« on: March 10, 2018, 03:38:50 am »
I felt as if lances and daggers where in a perfectly viable spot. Very enjoyable to use, semi useful to very useful depending on the player and also a lot(!) on momentum of the team. Maybe slightly too weak to cav, as i felt throwing should be best in taking down horses. Now it seems like theyve just been put in a no fun allowed corner. Look, point and laugh but dont touch. Seriously, i cant see any reason why they were altered, and so the only conclusion i can make is that NA has some people running around with stupid builds and this was some kind of counter to that rather than the build as a whole. I know there was some NA guy (seriously, every na player on eu seems to have a 200 word essay offensive name in all caps, dont even have to look at ping to pick em out) running around in eu with daggers only, but its not like he actually did anything.

Yeah, I was the one who gave the throwing weapons those stats before for the most part (and added throwing weapon bonus to cav before it was reverted). Someone else had other thoughts and proposed something else and I gave feedback based on that. Can't be stubborn with my own opinions on things and try to compromise. I don't know enough about the current meta to rebalance classes (except for shields apparently) so I would rather provide small input to current balance suggestions.

39
Announcements / Re: 0.5.3.0: Reset without Regrets
« on: March 09, 2018, 02:47:24 pm »
Post/suggest some tweaks if any weapons look out of place. I think throwing daggers / 4,6-point shurikens are a bit out of place at the moment compared to snowflakes.

Throwing lances were changed to 2013 ammo and power (with much higher accuracy), but there was some caution with the proposed damage increase to 55. I suggested toning it down from the proposed 2 slot 2 ammo to 4 slot 3 ammo or 1 slot 1 ammo at the last minute, so you can blame me there :). If it's too weak, I'll let the balancers know about it.

The two handed throwing axe will be able to keep the style that the old lances had with a similar damage output and 0 slot throwing weapon sidearms.

40
Announcements / Re: 0.5.3.0: Reset without Regrets
« on: March 08, 2018, 01:43:59 am »
Yeah, throwing daggers were hit the most. Not sure what the point of them are when snowflakes are tons better and super spammable.

41
Announcements / Re: 0.5.3.0: Reset without Regrets
« on: March 07, 2018, 01:25:28 pm »
Which specific throwing weapons were nerfed? The silliest thing is probably how snowflakes are pretty strong now compared to the throwing daggers and 1 slot, as War_Ferret said, but it doesn't seem like a big deal. The biggest "nerf" was to darts and it was made 0 slots anyways, being nearly as useful as prepatch throwing daggers.

Many of the throwing modes got buffed or left the same through damage/ammo buffs, though I liked it when the melee modes were pretty strong. You'll have to sacrifice a bit more ammo for a melee weapon or use the mediocre to decent melee mode.

42
Game Balance Discussion / Re: Yew Bow is yewsless (ololo)
« on: March 03, 2018, 04:58:52 am »
I'm no archer, but I'm guessing that 9PD builds will give you more bang for your buck unless you can achieve 5-6 WM like your post indicates. 10 PD is pretty excessive and it's up to debate how many pros/cons they get depending on how much you value mobility. As you said, an 8 PD build will come with more quality of life benefits.

Not sure what you want exactly in terms of specific changes. Against your average 65-75hp infantry, going from 3 to 2 body shots requires an astronomical damage increase, so it makes sense that you'll be somewhere in-between most of the time even with 10PD. Fortunately, they're not at 100% health all the time, allowing you to 2-shot anyone with some chip damage easily.

43
General Discussion / Re: Nudge is Broken
« on: February 28, 2018, 12:26:42 am »
Do the same to prove your point. Shielders and 1h no shield have the most nudge options.

44
Suggestions Corner / Re: Buff Elite Scimitar
« on: February 26, 2018, 01:46:06 am »
That's tough to answer since items were tweaked by many different people. I'm not sure who changed the elite scimitar myself. When I was balancing 1hs, a stab at 22p and below was essentially a non-factor, then I started factoring it in more at 23p and above.

Elite scimitar is a unique case imo due to the curved model acting as a wild card for balance. Can't really fault someone for taking that into account, or they just dislike the weapon :p

45
Low cut/High ammunition/Low weight throwing/Zero Difficulty
               Something that does low damage that you can throw at the archers when they are simply running away. It should be zero
               difficulty so that you dont need to spend wpf to detract from your precious 2h builds. Or maybe 10 wpf? You're the item
               balancers you figure it out. If this already exists buff it so more people use it.


Changed my mind on this one, I think I was wrong before. With 0 wpf and 0 PT, you won't do any damage to people over 42 armor and will deal a steady 10-15 damage to people without much armor. I think it will be a good idea to decrease the difficulty of throwing knives and 4 point shurikens to 0 difficulty. They will deal less damage to melee than large stones while being more effective against ranged (and lighter).

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