I mean seriously, at least keep the STR requirements at the current level.Yeah, that's part of adjusting STR requirements to the new levels. No 15/33 15/36 Arbalest runners intended.
Why the fuck would you revert x-bow into its op state? X-bows are perfectly fine in the current state, just archery is op.They are all too accurate and their stats are too similar, meaning they don't have the different roles they had in the past.
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Would reverting to the old leveling system be a possibility? It seems like it would go a long way to solving balance issues.
The already cancerous STR archer meta is further promoted by the increase of bow requirements. If you increase the requirement of a bow, you buff it. Keep in mind that you can skill up to 4 PD more than the requirement to get 14% bonus damage per PD. With PD increasing accuracy since the Tydeus Era, there is no reason not to always skill PD exceeding the bow requirement you are using by 4. With 7 PD requirement bows available, every archer skills 11 PD to max out damage on all bows, and won't face any malus other than the opportunity cost of not having more athletics. This opportunity cost is not very high since the weight on quivers makes kiting impossible in the first place. 7 PD requirement bows and PD increasing accuracy are pure madness. The result is an archer who hits as hard as an Arbalest user with similar accuracy, but at 6 or 7 times the rate of fire.
I do not really see how anyone is to judge whether a class-meta being str/agi centric is considered cancerous.The reasoning is based on the observation that weak archers who can kite are less dangerous to infantry and cavalry than strong archers who can't. It is evident that horses currently die quite quickly against STR archers, so cavalry loses their role of being a natural counter. Furthermore, the ability for infantry to catch up with archers who try to run away is not very valuable when you compare it with the archer's ability of trying multiple times to deliver a headshot that deals more damage than an Arbalest while the infantry player is approaching; and these attempts are usually quite successful because PD decreases crosshair size and increases projectile speed. This is an issue because archers compromise the fun of melee players if they are too strong and don't face any real trade-offs when deciding to maximize STR.
Claiming that skilling for req + 4 PD is the obvious practice also seems just quite unconsidered.The arguments above explain why I make this claim. But there is also empirical evidence. To my knowledge, the majority of DRZ archers uses such builds, and I doubt I am defying common sense when I point out that they are the most deadly archers in cRPG ever since the mod exists. When you look at competitive play, you look at people who do well; these are not few unrepresentative prodigies who play well with any class, build and equipment, but homogeneous collectives who maximize their performance through streamlined builds and above-average play. I don't think it is wrong to primarily look at successful competitive collectives, because balance decisions are all about creating an environment of fair competition for as many people as possible.
You seem to completely abandon hybrids there which, I would assume, is relevant to more people than those who strictly plan on playing pure archers.Hybrids cannot be better than pure builds because hybrids can do more than one thing. They knowingly handicap themselves in their main skill to get an extra area where they aren't exactly good but at least don't fail completely. For example a hybrid can shoot and fight in melee, but note that they can only do one of the two at the same time. An archer who invests 100% of his skills into ranged and shoots 100% of the time is better than an archer who invests 50% of his skills into ranged and 50% into melee, and then shoots 50% of the time and melees 50% of the time: 100%x100%=100%; 50%x50%+50%x50%=25%+25%=50%; 100%>50%
Although we highly appreciate the work Raylin has put into contributing to cRPG and would like to emphasize that the majority of the new items since revival patch were made thanks to his tireless efforts, we realized that it is not economic to keep working with his balance patch. cRPG is facing a difficult crisis due to the broken compiler and unavailable devs, and especially at a time like this, we cannot let internal politics undermine the progress of the mod. Permanently compromising balance to express gratitude for the outstanding work he has done in the past is no option.
I will tell you what I think I understood and reply, but keep in mind that I may be wrong. (Yep ur, nothing new :P )
The reasoning is based on the observation that weak archers who can kite are less dangerous to infantry and cavalry than strong archers who can't. It is evident that horses currently die quite quickly against STR archers, so cavalry loses their role of being a natural counter. Furthermore, the ability for infantry to catch up with archers who try to run away is not very valuable when you compare it with the archer's ability of trying multiple times to deliver a headshot that deals more damage than an Arbalest while the infantry player is approaching; and these attempts are usually quite successful because PD decreases crosshair size and increases projectile speed. This is an issue because archers compromise the fun of ->Pseudo<- :mrgreen: melee players if they are too strong and don't face any real trade-offs when deciding to maximize STR.
I suggest you hurry it up, if you wait much longer there won't be anyone to release it to.This really.
Looking forward to the patch.
...I'm impressed to get such a differentiated experience review on archery builds for a patch that's only online for 34 days. You must have been playing very actively.
the idea that some drooling retard sperg has been demanding the balance be kept awful on purpose so that people use his items is pretty hilarious, and in a normal game where the people doing balance actually play the game i'd be amazed but this is crpg so i'm not even surprised.That's a rude thing to say and unfair towards Raylin. He didn't blackmail us in any way; that's just an assumption on your part. It did seem fishy when he complained about alleged shortcomings of the previous balance, announced that he will take matters into his own hands and think about playing significantly less if the community were to reject his changes, but that is his decision to make and it merely shows that he was quite emotionally invested, which is not necessarily a bad thing. After arriving at the compromise of a balance experiment instead of a "normal" patch, the possibility of reverting was always on the horizon. Nobody in this mod has enough bargaining power over others to get through with a massive ego-trip at the expense of the community; contributors including Raylin know that and won't implement anything they aren't convinced of themselves.
now while you're reverting godawful balance changes that literally nobody who played the game ever liked, how about getting rid of the turn speed nerf? reminder that the only people who wanted it were CMP and paul, people who hadn't played in years even back thenI am a great turnrate nerf hater, but won't do anything before reaching a consensus. The topic is on the table though.
Reverting u mentioned means to get rid of new bows, or just changing their stats?
+ from me for that revert incoming, missile speed is too high on arrows atm :)
Could we also please add the female version of the plated light brigandine if thats possible? I look fat but armor is so beautiful :CI'll look into it after I get file access; please post off-topic suggestions in Suggestion's Corner. This thread is mainly a Balance Experiment Wrap-Up Q&A and sweetspot discussion.
I am a great turnrate nerf hater, but won't do anything before reaching a consensus. The topic is on the table though.
I don't mean this as an insult but you are not good players and never were
I'd rather have a calm objective bad paying item balancer than a shortsighted tryharding minmaxer
That's a rude thing to say and unfair towards Raylin. He didn't blackmail us in any way; that's just an assumption on your part. It did seem fishy when he complained about alleged shortcomings of the previous balance, announced that he will take matters into his own hands and think about playing significantly less if the community were to reject his changes, but that is his decision to make and it merely shows that he was quite emotionally invested, which is not necessarily a bad thing. After arriving at the compromise of a balance experiment instead of a "normal" patch, the possibility of reverting was always on the horizon. Nobody in this mod has enough bargaining power over others to get through with a massive ego-trip at the expense of the community; contributors including Raylin know that and won't implement anything they aren't convinced of themselves.
I am a great turnrate nerf hater, but won't do anything before reaching a consensus. The topic is on the table though.
I'd rather have a calm objective bad paying item balancer than a shortsighted tryharding minmaxer
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I dont see why archers and xbows are so extremly accurate, how on earth is that even somewhat realistic? Why dont we make archery and xbows a bit stronger but less accurate how it actually should be.
That would solve a lot of problems, such as archers stopping shooting into melee fights and bagge like headshooting from like 100 meters
Bring back Long Spear overheads, ty
Rico can I ask why you and others are at all involved in cRPG item balancing? I don't mean this as an insult but you are not good players and never were, and don't understand fundamental concepts about the game.I am not responsible for decisions made by previous balancers. My involvement into balance starts with this thread. Whether I'm the right person for the job is something you can decide after I've done something.
Being open to suggestions like you are is a bad idea because you don't understand the consequences of what people suggest.People who are not open to suggestions make balance a disaster, as frequently proven in the past.
I throw down the gauntlet and demand to be made an item balancer.If you want to join the contributors team, don't start with trashtalking your future colleagues. You've lost your chance.
You literally want to nerf the only skill based and fair part of playing a ranged class, the aiming and specifically getting headshots.Compensating for wide crosshairs requires skill; shooting with pinpoint accurate ranged weapons does not. Landing a headshot into a 20 pixel head is harder with a 30 pixel crosshair than with a 1 pixel crosshair, and it doesn't come down to luck. If you center your 30 pixels into the 20 pixels, chances are you'll hit. If you aim at the top left edge of the earlobe with your 1 pixel, you'll still hit although you technically didn't aim at the center of the head.
Compensating for wide crosshairs requires skill; shooting with pinpoint accurate ranged weapons does not. Landing a headshot into a 20 pixel head is harder with a 30 pixel crosshair than with a 1 pixel crosshair, and it doesn't come down to luck. If you center your 30 pixels into the 20 pixels, chances are you'll hit. If you aim at the top left edge of the earlobe with your 1 pixel, you'll still hit although you technically didn't aim at the center of the head.
If you want to join the contributors team, don't start with trashtalking your future colleagues. You've lost your chance.
Actually, with wider reticules, skill is reduced. It goes down to a luck game where the influence you can do is cover as much area as possible in the wide reticule, so you are forced to shotgun. Imagine cs with wide crosshairs, more skillbased now? i dont think so. Ranged should be accurate, but leading shots and predicting movements should also be where the skill kicks in.
Lets make weapons swing shorter at random intervals, and ranges. See how that will affect the melee gameplay, more skill? nope, you will have to facehug to be safe constantly, but a core part of using the range of your weapon is reduced to rng.
actually I was already part of the team some years ago when Shik was in charge and i'm the reason for amongst other things- 2slot long spears/pikes, riding requirement increases on heavy horses, the changes to kicks and bump damage being considerably lower.get lost and never come back
Maybe you'd know that if you were a relevant person?
And your theories on ranged are exactly the reason you suck at game balance!
Compensating for wide crosshairs requires skill; shooting with pinpoint accurate ranged weapons does not. Landing a headshot into a 20 pixel head is harder with a 30 pixel crosshair than with a 1 pixel crosshair, and it doesn't come down to luck. If you center your 30 pixels into the 20 pixels, chances are you'll hit. If you aim at the top left edge of the earlobe with your 1 pixel, you'll still hit although you technically didn't aim at the center of the head.
I'd just like to point out that looking at the game through nerf-goggles will only make the game less enjoyable. A faster paced, more rewarding experience will come from buffs, where things are actually enjoyable to play and not gimped to fuck.if you buff shields they will get even stronger on horseback
Obviously ranged missile speed is too fast now, but as a tradeoff i think ranged could get damage boost. And to counter that shields should also get buffs. This way both ranged and shields will become more enjoyable to play, as of now i feel shields are a bit of a burden, even in melee they slow you down too much, and dont have the coverage to make up for it either.
Ranged could instead of getting flat out damage boosts, the headshot bonus could be raised, reward skillful shooting, keep body shots as they are.
if you buff shields they will get even stronger on horseback
and they are close to OP now on horesback
it's the same exact skill being used except one scenario rewards it moreNot quite; imagine a player has a jittery hand, thus consistently misses the pixel he wants to aim at by an average of 10 pixels into any direction. He wants to aim at the center of a 20 pixels sized head with a pinpoint accurate weapon. Instead, he slips as usual and hits a point 10 pixels away from the center of the head. Due to the pinpoint accurate weapon, the shot hits the 20 pixels sized head missing the center by 10 pixels. It is still a headshot.
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I think that nerf to bump slash was bad idea, for example morningstar is almost unusable from horseback due to shit dmg after bump.
This only applies to that certain range, increase it and suddenly the pixels of the head are smaller than the pixels of the crosshair, so the rng becomes a factor.Whenever you cannot compensate for the crosshair size with more careful aim, it might be smart to reposition and get closer to the target. There is always a skill-component involved, either in the aiming, or in the decision to move. Rng is not outside your control, in this case.
Whenever you cannot compensate for the crosshair size with more careful aim, it might be smart to reposition and get closer to the target. There is always a skill-component involved, either in the aiming, or in the decision to move. Rng is not outside your control, in this case.
But like i mentioned, what range would this be balanced forArbalest has the potential to land headshots across the map, Hunting Crossbow is a reliable hitter on short distance. We know this by experience. Put the other crossbows in between, make missile speed reflect this concept, scale up requirements in a near-linear fashion, make speed rating anti-proportional to crosshair size, and you have the old balance, which made perfect sense.
I'd just like to point out that looking at the game through nerf-goggles will only make the game less enjoyable. A faster paced, more rewarding experience will come from buffs, where things are actually enjoyable to play and not gimped to fuck.
Not quite; imagine a player has a jittery hand, thus consistently misses the pixel he wants to aim at by an average of 10 pixels into any direction. He wants to aim at the center of a 20 pixels sized head with a pinpoint accurate weapon. Instead, he slips as usual and hits a point 10 pixels away from the center of the head. Due to the pinpoint accurate weapon, the shot hits the 20 pixels sized head missing the center by 10 pixels. It is still a headshot.My english skill isnt that good to be sure that i 100% understood u, but u mean no mater how many accuracy u have all u need to get enemy head in a center of your crosshair no mater how big it is? Well if so its totaly wrong coz arrow most likely wont fly at the center.
In the next case, imagine the jittery player uses a weapon with a 20 pixels sized crosshair. He wants to aim at the center of the 20 pixels sized head again, but slips by 10 pixels. 50% of the 20 pixels sized crosshair is now outside the area of the 20 pixels sized head, meaning he will miss with a likelihood of 50%.
Now assume a player with perfect aim and a weapon with a 20 pixels wide crosshair. He aims at the center of the 20 pixels sized head, doesn't slip unlike the jittery one, and the shot hits despite the inaccuracy of the weapon because the crosshair perfectly overlaps the head.
The pinpoint accurate system does the jittery player a favor, because he is able to land shots he otherwise wouldn't. The perfectly aiming player is indifferent about pinpoint accuracy or the 20 pixels sized crosshair, because he hits either way.
Consequently, the pinpoint accurate system promotes careless shooting into the general direction of the head, whereas the system involving randomness requires special care to center the wide crosshair over an equally-sized area. The prior needs less skill, the latter needs more.
Keep ranged accurate, just lower missile speeds (and maybe damage? Idk how good/bad it is currently) across the board. This way the skilled archers will know how to both aim and lead their (moving) targets. There should still be some small amount of RNG for the low-level or un-optimized archer builds out there, but the high(er) level, dedicated archers should be accurate, and need to compensate with their knowledge of projectile speeds.This sounds both very good to me.
Faster paced is indeed better, however not everyone is blessed with 10 ping, so you have to find the sweetspot between pace and lag. I think that the current meta is pretty decent in that regard, and I'm not quite certain why some still view agi as completely game breaking, I think the strength-agility dynamic might be as balanced as it has ever been currently. Anyone can break/abuse animations if they are "skilled" enough, doesn't matter if they have 1wpf or 200wpf.
lmao, yeah ok he didn't blackmail you he just said he would stop playing and not do whatever it was he was doing if you didn't implement his "suggestions" aka godawful shit that only a delusional ranged-only player with absolutely no grasp on basic game mechanics might think were ok. it doesnt matter how much he contributed, if his suggestions were bad they should have been ignored. i don't know what raylin did in terms of items, exactly, but i'm willing to bet theres someone else out there who can retexture rus scale models from 5 years ago. honestly if i were in charge i would have just banned him the instant he started threatening to leave if his suggestions were ignored. like really, read this sentence back to yourself: "announced that he will take matters into his own hands and think about playing significantly less if the community were to reject his changes" why did you listen to this ape?
also re turnrate nerf, i dare you to find a post from a top 10% melee player supporting it, the only people who ever thought it was a good idea were the trashcans that lost duels with jumping pikemen
badplayer is responsible for a lot of good balance changes, and he repeatedly called for nerfs to heavy cav even when he was crutching heavy cav on battle for months on end
Great work guys.
Reverting weapon hitboxes to old times is a good idea and I don't see "bouncing off armor" as a negative effect, its a part of the game mechanic.And since all the armors are going to get higher STR requirements, that perk is necessary for STR people, since they can't move around a lot. In the current state of cRPG, a Katana guy with 12 STR can easily win against a STR build guy, because the damage is insane and the glancing from armor is not happening at all.Also my experience against stabs; I think they are ridiculously fast. Stab weapons are fast and small already, the animation makes it instant. When you are dealing pierce damage + with the high speed bonus the regular thrust damage of the weapon is less relevant. The glance mechanic needs to come back, because the most effective tactic against an agi build stabber as a STR character is to hug the enemy as much as you can. This technique doesn't work since stabs almost never glance.
Also again about sweetspots; any heavy weapon -stun weapon- gives you a good chance of an instant hit, since most of them have enormous hitbox, a lot bigger than their shape, you can just spam easily. Stun recover time is irrelevant, it's the animation that breaks it.This applies to Steel and Military picks too.
Crossbows definitely need a STR change yes, although 24 STR is making crossbowmen have weird incomplete builds and make them full time stationary instead of relocating quickly, that is actually good since crossbowmen can't kite forever anymore but now they can't flank the enemy, which is how crossbowmen should be played in my opinion. I am sure a balance to that will be figured out.
These are my thoughts, my experiences. And again nice work, but I wish the heads up was earlier than that.
What Rico didn't have really understand is that I have planned to play less, whenever if the changes was made or not, accepted or not. It have never been a condition to make my work accepted. I have asked to both Rico and Dupre before doing anything and I got the authorization. That's all.
My changes was bad because I was unable to finish them because of the broken updater. If everything was working well, all would have be done in two weeks. Unfortunately, it was not the case.
Now, think what you want but if you think again that I have to cry and blackmail like a 5 years old baby to have the ability to make something for this mod (where I spend my time since almost two years now), sorry but with all my respect: Fuck off :wink:
I am a great turnrate nerf hater, but won't do anything before reaching a consensus. The topic is on the table though.
I understand your position but you have to admit that current balance of ranged is broken.
Why don't you item balancers just play as an archer for a week or so, then you'll have a better understanding about all the comments which comes from other archers.
I feel as if these would change little, at least some of them.I feel it kinda necessary to say this, but STR is the stronger attribute for ARCHERY. AGI is significantly stronger in terms of an actual fight due to the fact they can swing faster than the speed of sound and pick you off before you even have a chance to do anything, not to mention an agiwhore quarterstaff build, I could pick people off ONLY pressing the left click button and they couldn't do anything to stop me, literally just mashing left click and pulling into my swings and I was unstoppable in a 1/2v1 fight situation. STR is definitely strong but I think in terms of actual fighting AGI is easily the stronger attribute.
1. Strength is definitely the stronger attribute already, im sure most people base their builds off str just like me. Ive been a hardcore agility player for the entire mod up to like 2014/early 15, and i will probably not go back since agility builds now are basically "fun" builds, not necessarily good builds. Armor crutching being a huge part of the game now isnt based on it being accessible, its that its so fucking good. With a str build, some ironflesh and a loomed heavy armor you can take a ton of hits unless you get unlucky. Basically everyone is running around in heavy/plate armor these days, and quick pickoffs just arent a thing, if you are equal in numbers, but enemies have more armor, they probably push through because they simply tank spam and deal more damage, its hard to deal with. I'd suggest an overall melee damage increase, i think it could be fun to have some punishing hits, kind of like the old days before armor soak system was changed. Maybe it wont be as fun in the long run, dying super quickly might be annoying, but then again you would also kill most people quickly.
2. I active block, i dont expect block, if anything thats what i would assume new players do, panic block one direction after theyve swung and then attempt to correct it if its wrong. I wouldnt be against some changes to the speeds of the game, but it already feels slow many times tbh.
3. Dont revert the new 1h swings, they are actually buffs to the weapon that i feel is lower tier than pole/2h. Right swing isnt like a left swing, it has some potential for early hits but its definitely used for range mainly. Very good swing, i absolutely loved the update that added it. The stab is pretty damn good too, and it should be! The previous one was, afaik, clunky, short and just not that good. Id rather have a good stab than a bad one. Do not revert pls, 1h needs their animations, theyre already behind on damage.
If you want more glancing and more high power hits, then you need to change the armor soak values that were fiddled with way back when. But, as i remember, the change was needed and made the game much more enjoyable.
AGI is significantly stronger in terms of an actual fight due to the fact they can swing faster than the speed of sound and pick you off before you even have a chance to do anything, not to mention an agiwhore quarterstaff build, I could pick people off ONLY pressing the left click button and they couldn't do anything to stop me, literally just mashing left click and pulling into my swings and I was unstoppable in a 1/2v1 fight situation. STR is definitely strong but I think in terms of actual fighting AGI is easily the stronger attribute.
Go to EU3 and try your "just left click" tactic against any decent player and you'll see it won't work. Most good melee players in this mod use strength heavy builds and have been using them since forever. Spamwhore, Kiddius, GTX, Atze, Varadin etc are all 24str or more afaik. As Gravoth said, agi can be more fun as it allows you to do some crazy moves, but that doesn't make it better.
EU3 is irrelevant, we're talking about the actual game here, not a server designed for 1v1's, in the battle server, I can VERY easily 1/2v1 a person with an agiwhore quarter staff build, I've found the most easiest way to use it is to attack twice then block, then rinse and repeat. That way you're always guaranteed to get in many more hits than they ever can. (Obviously I mix this up a little, otherwise you're too predictable.)
Either way, I still think agi is the superior attribute.
Agi has a smaller health pool, so they dont use armor as effective and they also die to ranged faster(big factor lately). One misplay punishes them far more than one from strenght, while the trade off is that they can chose their fights a bit more. But then if you are playing according to your team and have decent decision making, youll beneit far mor from playing a team based str build, rather than a solo oriented agility playstyle. Agi in teamplay works in small numbers, but not very well in big clashes. Str covers more areas of these things you want to win the rounds, and the things you need for survival.
You mention your 1v2 scenario, but as a str build you can sacrifice yourself using armor and hp to quickly take down enemies, this will snowball into you being in the 2v1 spot, or maybe even larger than that. Taking risks just aint as much of a thing with agi. This is how i see it anyways. Ive never felt as if agi made people swing super fast, not even faster than a balance build. Quarter staffs are fast by default, and the player makes them faster depending on footwork, so swing speed isnt the factor, its the footwork.
The IF patch and the recent bow changes have made non-shield AGI builds worthless. It used to be that I could speed around with a Bec and 18/30 with no IF and run down every archer I saw and murder him brutally. Now, the same build has a much slower walking speed, not sure what was changed but it seems like both acceleration and top speed are slower. Couple that with the fact that archers can't miss now and do insane damage and agi builds are all but useless.
TLDR: Lower the requirement for long maul back to 18.
In addition Agi builds don't seem that much faster than Str builds at the moment. Playing as a ninja with 18/33 I couldn't really get away from people with much heavier builds. It wasn't like that in the level 30 days. I don't know if Athletics gets less effective the higher it gets but that's how it feels.
Might also be to do with IF reducing effective weight of armour.
want to see the animation speed of all kind of weapon adjusted because actualy animation speed of pole/2h/1h is exactly the same
what about fix those flamberge spaming at katana speed ?
that's sad because the problem you describe here could have been fixed with the incoming patch but sadly we will never see it...
-so i hope to see the if fixed because IF allow you to wear heavy armor with barely no influence on your moving/swing speed.
my archer 18/27 build is slower than my pole 24/21
-if xbows are coming back i want to see the xbow reloading speed nerfed, the speed is rly too close of the bows...
- i want to see the animation speed of all kind of weapon adjusted because actualy animation speed of pole/2h/1h is exactly the same
what about fix those flamberge spaming at katana speed ?
everything is broken and the only guy who tried to fix it have been asked to stop ... that's a pure shame! rly!
because let's be honest there is nobody to fix crpg actualy.
and sry but rico and Elderly Woman are both xbowers and also our new items balancer and i highly doubt of their impartiality about reverting this patch
so rico and elderly woman i want to see you balance xbows not simply put them back in easy mode op style !
and i rly point at the reloading speed !!!
wat
Strength can be overcome with Guerrilla tactics, that was proven clearly in Vietnam and in Afghanistan (USA vs Vietnam,
Raylin's patch is in now. Last patch was recently pushed through. So now you can test his changes, but still most likely going to revert.
I never asked Raylin to stop working on the mod. I kindly told him that we can't keep patching 2-3 times a week and that i'm going to give other people an opportunity. Raylin has some good ideas but his plan was poorly put together(multiple fix patches which helped with crashing the whole mod for a month) and when working on crpg, you learn to take one small step a time when making changes, if you don't, most likely crashes and bugs, but he wanted to make big changes which isn't bad but you must understand everything else that is going to come with it. Rico and elderly came to me with more of a solid plan for balance and patching, so I told Raylin i'm going to give Rico and Elderly a opportunity to balance, just like I did for Raylin in the past. I also told Raylin he can communicate with Rico and Elderly to still work on balancing but it has to be a team thing now and communication with the community has to also happen.
I really appreciate all Raylin's work and i'm sure everyone in the community also really appreciates it too. Raylin is always more and welcome to come back.
Raylin's patch is in now. Last patch was recently pushed through. So now you can test his changes, but still most likely going to revert.
I never asked Raylin to stop working on the mod. I kindly told him that we can't keep patching 2-3 times a week and that i'm going to give other people an opportunity. Raylin has some good ideas but his plan was poorly put together(multiple fix patches which helped with crashing the whole mod for a month) and when working on crpg, you learn to take one small step a time when making changes, if you don't, most likely crashes and bugs, but he wanted to make big changes which isn't bad but you must understand everything else that is going to come with it. Rico and elderly came to me with more of a solid plan for balance and patching, so I told Raylin i'm going to give Rico and Elderly a opportunity to balance, just like I did for Raylin in the past. I also told Raylin he can communicate with Rico and Elderly to still work on balancing but it has to be a team thing now and communication with the community has to also happen.
I really appreciate all Raylin's work and i'm sure everyone in the community also really appreciates it too. Raylin is always more and welcome to come back.
In addition Agi builds don't seem that much faster than Str builds at the moment. Playing as a ninja with 18/33 I couldn't really get away from people with much heavier builds. It wasn't like that in the level 30 days. I don't know if Athletics gets less effective the higher it gets but that's how it feels.
Might also be to do with IF reducing effective weight of armour.
tbh I find crossbows are even more OP at this point. I can easily get headshots from across the map without even a tiny amount of effort whereas before hand it'd take me a good couple second of aiming and 3-5 shots of trying to land a body shot from the same distance. Sure my MW Arb + MW Steel Bolts wont one hit anyone even with a headshot which takes a way from that OPness a bit but still. The reload times are also just stupid, taking like 8 seconds to reload my arb when archers can easily load their bows in under 2 seconds(some in under 1). Also if you were getting smashed on by 1h xbow hybrid builds you probably werent that good at the game lmao. Also who was running builds with 12 ath as a crossbow? You'd have to be like 18/36 to run that which doesnt seem like a good build by any standard. Most were running like 24/21 AFAIK.
Raylin's patch is in now. Last patch was recently pushed through. So now you can test his changes, but still most likely going to revert.
actually I was already part of the team some years ago when Shik was in charge and i'm the reason for amongst other things- 3slot long spears/pikes, riding requirement increases on heavy horses, the changes to kicks and bump damage being considerably lower.this is true, imisshotmail's feedback as well as the feedback of other skilled players was invaluable for balance in the past. I as well as Tydeus have both agreed in the past that they are deserving of the position of item balancer, or at the very least of having their opinion taken seriously.
this is true, imisshotmail's feedback as well as the feedback of other skilled players was invaluable for balance in the past. I as well as Tydeus have both agreed in the past that they are deserving of the position of item balancer, or at the very least of having their opinion taken seriously.
Nice to see you shik, even though you were drug back by imisshotmail to attempt to validate his opinion as some kind of favor to him. I will continue to ignore him, till he can, at the very least express his opinion in a non-elitest manner with no validation other than a K/d of 6.2 on a screenshot and some vague balance adjustments one including the death of heavy cavalry for awhile.
I honestly don't know what he thought bringing you to this thread would actually do for him? You haven't been heard from in (a) year(s)? Tbvh him bringing you here has only made me wish to overlook his posts even more.
Either way nice to hear from you Shik; see you next time you decide to post as a favor to one of your buddies.
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Even ignoring your abraviseness and analyzing your point of views, you seem like someone who does not understand the concept of "point of view".
Game balancing isnt maths, and being extremely skilled does not mean being right about how the game should function, only gives you a good grasp about how it could this way or the other.
Your concept of the game differs of those who are currently in charge, of which you are no longer, you can only try to influence them by communicating with them as every other player out there, and your current approach will give you 0 chance at that, this is plain as fucking day.
I dont see why you keep posting except to stroke your own ego which seems in need of being adjusted.
I've never felt like I've been hit too early during an animation, but after the patch i'm constantly getting hit before the animation even nears me! wtf.
Even ignoring your abraviseness and analyzing your point of views, you seem like someone who does not understand the concept of "point of view".
Game balancing isnt maths, and being extremely skilled does not mean being right about how the game should function, only gives you a good grasp about how it could this way or the other.
Your concept of the game differs of those who are currently in charge, of which you are no longer, you can only try to influence them by communicating with them as every other player out there, and your current approach will give you 0 chance at that, this is plain as fucking day.
I dont see why you keep posting except to stroke your own ego which seems in need of being adjusted.
My two cents, regarding melee:+1000000000000000
1h is fine as it is. The change to the right swing in particular was a good buff; that animation is so much more useful now, where as the old right swing was just an s-key swing. Reverting the 1h buffs will make the class even less appealing in comparison to 2h and polearm. The balance between 1h, polearm and 2h is decent at the moment, no need for more nerfs.
I'm not seeing any of these instant hits you're talking about either. Good players move into their swings and know how to hit as early as possible. Left swing while aiming low is fast to connect, but you can always see the animation starting and have time to put the block up. When I miss a block, It's my own fault (apart from when playing on NA with 200 ping :P), not something that can be blamed on game mechanics. This is a skill based game, some people react faster than others, some people take years to reach their skill cap, others reach it in months. Unfortunately a lot of people prefer to blame game mechanics, server lag, or whatever, instead of being patient and spending hundreds of hours becoming familiar with the animations like all the top tier players have.
We should all know by now that there are no new players, so making balance changes because of the steep learning curve for new players doesn't make any sense. It's too hard to get new people interested in a mod for a 6 year old game with terrible graphics. But removing the turn rate nerf (among other things) might get some old players back.
TLDR: Rewarding, skill based combat is why people still play this 6 year old game despite some of its flaws; don't make things easier for all the people complaining on the forums, because they'll start complaining about the next thing that kills them, as we have seen so many times before.
Multiplayer game balance is about balancing around the highest tiers of play for the highest skilled players. Any other type fails if you want a competitive balanced game as has been proven many times over. You do not have to be one of best players to be able to objectively balance around them but it's painfully obvious that no one in this community is able to do that, and it is no coincidence that the majority of good players have similar opinions, which sometimes vastly different than those of the rest of the player base. I'm not going to suck up to people who are wrong just because they're in some arbitrary position of power in an online game and anyone who does that is a very sad person. If people want to ruin the game to satisfy their own ego about being unable to accept they're wrong that's fine by me.+10000000000000000 wow voice of reason on crpg forum, but why let's go with 'qq qq nerf them buff me!' :wink: :mrgreen: :D
Remove nudgeno
Agility is balanced around s-key whores and ranged.
For the high agility builds that just want to fight and move quicker in battle it is horribly balanced. Your speed has an equal chance to work against you depending on mistakes in footwork. There is no real reward for playing high agility other than movement speed and you're right it does seem capped.
Also I really don't think there is a difference from having 200 wpf vs 150 of the same wpf. The few points of damage are not worth it when you can perform the same with a minimum wpf and get more power-strike which increases the damage a lot more.
Multiplayer game balance is about balancing around the highest tiers of play for the highest skilled players.
are starcraft 2, league of legends, dota etc balanced around mid-level pubs or are they balanced around the competitive scene/top 1% pubs?
cRPG playerbase is 90% highly skilled players by now.
Soo Rus Bow will be back to normal? Plez
Compensating for wide crosshairs requires skill; shooting with pinpoint accurate ranged weapons does not. Landing a headshot into a 20 pixel head is harder with a 30 pixel crosshair than with a 1 pixel crosshair, and it doesn't come down to luck. If you center your 30 pixels into the 20 pixels, chances are you'll hit. If you aim at the top left edge of the earlobe with your 1 pixel, you'll still hit although you technically didn't aim at the center of the head.
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Consequently, the pinpoint accurate system promotes careless shooting into the general direction of the head, whereas the system involving randomness requires special care to center the wide crosshair over an equally-sized area. The prior needs less skill, the latter needs more.
cRPG playerbase is 90% highly skilled players by now. Everyone who posts here have a right to say what they think, its all valid points as long as its argued, because its backed by years of playing the game. Your opinion is not superior to others.
Even if you were right about you and those who coincidentally share your views; you are one of the top player of cRPG. How did you find this result? There is no ranking system and the mod is full of players who dont try too hard anymore, you only go by overly boasting here, and as I said it will not give you a shot at changing where the game is going, it destroy your credibility for those who are not in agreement with you.
If you want we can duel and the one who wins gets to have his opinion made valid? :lol:
Despite the fact that the playerbase of our mod is very profficient at it, there is no clear common opinion about how the game should be, can you tell me why?
I believe it is because you are only pushing one point of view, among a hundred others who all have valid points and can be argued, just like I said... So if you could remove the arrogant foolishness parts of your posts, it would tremendously help pushing what you believe in. That or keep stroking that ego until it shines.
That said, I agree about the ranged part of your argument, just in case you think I disagree with you just because you're a jerk.
You can dislike me as a person all you want but the facts are that I have more experience as a skilled player than anybody disagreeing with me, more experience as an item balancer than even the ones who are currently doing it, more experience at being objective and not blatantly supporting my own class by the fact that I always have called for nerfs to Cavalry which is the class I mostly play because I believe it to be overpowered.
You can believe what you want and let this game get worse, or actually listen to the opinions of someone who is objectively right.
cRPG playerbase is 90% highly skilled players by now. Everyone who posts here have a right to say what they think, its all valid points as long as its argued, because its backed by years of playing the game. Your opinion is not superior to others.
I am constantly holding up my shield, 5 shield skill, and often i still get shit around it when im pointing it in the general direction towards ranged. Shouldnt happen imho.
So what was reverted? Because light and hunting xbow still take forever to reload or was that day off from game and forums not the revertion patch?
Which shield?
While we wait for a patch, you should try a round one. They have been the only ones offering decent protection from ranged. When anything non-round leaves your sides wide open, even to just slightly off your center line.
It's true that there are times when you can hit with a pinpoint crosshair and miss with a wider one. However, the only reason you missed is because of the random inaccuracy that is inherent in the wider crosshair; random inaccuracy that can equally cause a hit on a missed pinpoint shot. You're rewarded for being inaccurate compared to the pinpoint crosshair. This is less skill-based. Just because you're inherently penalized for shooting doesn't mean you're more skilled.There are situations where you're rewarded for being inaccurate with a wider crosshair.
There are situations where you're rewarded for being inaccurate with a wider crosshair.
There are also situations where you're rewarded for being inaccurate with a pinpoint accurate crosshair.
Rng does both of that.
Rng implies you need to reposition once in a while to increase the expected efficiency of your shots. I don't see how that's bad. More skirmishing, less camping also leads to more hybridization, higher chances for melee to kill ranged, and less delaying.
There are situations where you're rewarded for being inaccurate with a wider crosshair.
There are also situations where you're rewarded for being inaccurate with a pinpoint accurate crosshair.
Just to correct your analogy. The US won every battle in Viet Nam versus the Viet Cong or NVA regulars. The war lasted so long with no clear results and constant losses of men and money that the country and the population grew sick and tired of it and pulled out. To have your analogy be correct Strength builds would win every round but grow tired of playing endless rounds and quit.(Apologies with my analogy, I'm aware that the US won all actual battles in Vietnam but my point was that they used Guerrilla tactics to wear them down to a point where they were getting absolutely ruined by them.)
Would you not agree that if a few AGIwhores snuck around back and took on the archers whilst your main force fought against their main force that would give you a significant advantage? I believe it would.
(Apologies with my analogy, I'm aware that the US won all actual battles in Vietnam but my point was that they used Guerrilla tactics to wear them down to a point where they were getting absolutely ruined by them.)
You forget that your point brings along with it the implication that every person on the other team is playing an AGIwhore when teams will be much more balanced out, I mean a couple of AGIwhores would perform Guerrilla like tactics to split numbers and break them apart whilst your main force decimates the people (Now between a boulder and an annoying cunt AGIwhore)
Would you not agree that if a few AGIwhores snuck around back and took on the archers whilst your main force fought against their main force that would give you a significant advantage? I believe it would.
Sry but the game didn't work for me, the launcher would time out then it tried a proxy and came back with failure to find anything. I tried all night but was stuck playing native.
That was just the web server being down. The game actually worked, with the exception of Strategus.
Sry but the game didn't work for me, the launcher would time out then it tried a proxy and came back with failure to find anything. I tried all night but was stuck playing native.
Click "offline" then play (online).now you tell me, thanks alot :P
What do you people think of cavalry as the main force of a team? Imagine a team consisting of ~70% cavalry, ~20% archers, and some infantry with polearms to defend the archers. It just seems like cavalry is (not in-game, but in general) better in almost every aspect than infantry when it comes to battles in open areas. The only thing infantry is good for are sieges, because you can't climb a ladder with a horse. If I were a medieval warrior, I'd rather be on a horse than on foot, if I could afford it.
insanely powerful.You mean good at backstabbing out of nowhere?
You mean good at backstabbing out of nowhere?
Not really, just brute forcing with bumps, constant bumpdowns untill dead by some swings, just smashing through infantry, lone people have basically no chance and will die.This is only true if theres a pack of them otherwise cav is easy to counter if theres only 1 or 2.
This is only true if theres a pack of them otherwise cav is easy to counter if theres only 1 or 2.
And also polearm leftswing is the worst swing in the game currently, absolutely horrible. With both 1h and 2h i feel both swings have very usefull properties, but polearm leftswing i avoid like the plague. If im in a 2v1 with a teammate on my right stopping me from rightswinging then i often prefer running than leftswinging. The only time i use left swing is by accident. Its short, its slow, it has bad sweet spots, it glances and its from my experience bad at hiltslashing with. It has no redeeming factors.
Cavalry in cRPG is only strong in numbers, individually they are a weak class on par with archers.
Make light armour viable again ;-;It's almost like you don't enjoy being smashed by archer cocks. What happened to you man. Complaining is for the weak.
What was the old leveling system?(click to show/hide)
Things to consider changing as well;
Do not remove night time, rain and fog.
Remove turnrate nerf.
Edit mapcycle, there are some really nasty maps.
Add ladders.
Native arrow models back(?) if the new ones are bad that is.
Any way to make characters colliding less warpy? The sole reason i cant play 1h is because facehugging is so glitchy, but habimana seems to have full control over it, and he can sink into my body and then hit me in the back when i see him basically inside me. Very broken stuff, cant remember any of this happening before the patch that also put me to 50 ping instead of 35. But i see this happen to others as well, and have heard same thing called out on teamspeak from players with lower ping.
It's really annoying how horrible polearms are in teamfights if your teammates are too retarded to know how to properly let you support/support you.:shock: le waaaaaaaat :shock: polearms are freaking Godlike when it comes to group fight, much better even than 2h (sounds crazy :D) but yeah team fights are were pure polearmers shine, and it should be a golden rule if some1 have longer weapon 2h/pole to always cancel attack if position is sh1t and your fighting near classes/ppl with shorter weapons.
Pikecopters are not fun or skill at any point grawoth.You're just a low level scrub for saying that! Git gud!
Most players loom their weapons first, but after hundreds of giveaways, flashsales, and the long grinding time this mod is around, it is safe to assume that 90%+ of the active population have at least one fully loomed heavy armor set. The time where 100 damage hit a level 31 character in unloomed armor are over;I think you are wrong on this. there are lots of players that have different alts in different classes and different outfits.
Any way to make characters colliding less warpy? The sole reason i cant play 1h is because facehugging is so glitchy, but habimana seems to have full control over it, and he can sink into my body and then hit me in the back when i see him basically inside me. Very broken stuff, cant remember any of this happening before the patch that also put me to 50 ping instead of 35. But i see this happen to others as well, and have heard same thing called out on teamspeak from players with lower ping.
Pikecopters are not fun or skill at any point grawoth.
You're just a low level scrub for saying that! Git gud!
Hitting people through the ground or walls iz dem shitz too, men!(click to show/hide)
You're just a low level scrub for saying that! Git gud!
Hitting people through the ground or walls iz dem shitz too, men!(click to show/hide)
The more you type, the less i think youre going to ever come with anything usefull. Piking is actually pretty hard, especially in current population its extremely hard to do anything worth mentioning. People crying about spin stabs were indeed just crappy players who lost duels to a 1 directional. Another example of how the mod has not been balanced by the top, but by the scrubs complaining.I dont have aces to my pc now and I dont really like type on phone. I have my reasons behind that statement but I also think you are going bit off topic so I will avoid any discusion on that matter.
On top of that they are very fun to play, or used to be, now its just so restricted its barely worth picking up.
I guess its not a secret what population the game has catered to.
I dont have aces to my pc now and I dont really like type on phone. I have my reasons behind that statement but I also think you are going bit off topic so I will avoid any discusion on that matter.
Whatever is changed, we need the archery change quickly because the game is suffering hard from it.
Changes being made tonight. Should be patched in today or tomorrow.
Pikecopters are not fun or skill at any point grawoth.
4. Nerf headshot bonuses, main reasons range classes are still op. More Headshots with helps like that from Pandor are possible, so nerf. Make low damage arrows bounce off heavy armor. Look steel plate protect better than wooden shield or maybe we should make tanks from wood? :mrgreen:
What, why? This just makes archers useless, and forcing them to headshot to deal damage is great to make them more skill based, just that the missilespeed makes them a bit too easy now.
5. Make pike/longspear/bamboo not able to block, reduce damage to heavy armor.
Again, why? Barely anyone uses pikes, its just not viable in this low population battle. Might as well just remove the weapons with this.
6. Reduce damage from small bluntweaponslike stones, wooden stick/staff.
Blunt damage: low weight of weapon = low damage or none.
High weight of weapon = slow and unbalanced
Again, no reason, this would just make already bad weapons worse than fighting with fists.
7. Nerf melee damage from throwing weapons.
Seems unecessary, they are already super short and quite weak compared to non-throwing melee.
10. Nerf speedbonus (agi whores make team split and turnrate to pstop macro dpi abusers).
Dpi/sensitivity has no impact on the game, if you think this then you have some things to learn and should focus on training in melee rather than cry about those that have. Low sensitivity is pretty much better in every way anyways. And agi builds are already quite weak, only very good melee players make good use of them and thats if they manage to find duels, and avoid ranged, which is a big skill as well.
Hey, 360 noscope silly jump stab with pike was super fun, disregard "skill". The same reason that led to reverting 2h stab. Superdoucheman animation stab is "fun", disregard "OP rotfl skill omg laz0rs" gibberish.I prefer immersion balanced with fun but on other hand I like to see some full on crazy mode with rollfcopters super jumps and all kind of crazzy stuffs. I just prefer that first option more. It is not like I can change anything I just voice my opinion.
Like the good ol' awlpike target switching dance. :lol:
Personally, having fun is what matters. :lol: (inb4 ban, no fun allowed)
Low sensitivity is pretty much better in every way anyways.
:lol:
Feinting, turning, blocking from an incoming attack, hiting faster by moving your mouse in the direction of attack. Mouse sensivitity is super important IMO.
1. Remove temporary mute after 5 consecutivehairpin turnsvoice commands.
2. Add delay for switching weapons/primary and secondary attack.
3. Buff shields in hp and forcefield, 180° protection from the front with 4 shieldskill points.
And vs jump thrower exploiters.
4. Nerf headshot bonuses, main reasons range classes are still op. More Headshots with helps like that from Pandor are possible, so nerf. Make low damage arrows bounce off heavy armor. Look steel plate protect better than wooden shield or maybe we should make tanks from wood? :mrgreen:
5. Make pike/longspear/bamboo not able to block, reduce damage to heavy armor.
6. Reduce damage from small bluntweaponslike stones, wooden stick/staff.
Blunt damage: low weight of weapon = low damage or none.
High weight of weapon = slow and unbalanced
7. Nerf melee damage from throwing weapons.
8. Add better rewards for mercenary in strat like more xp, gold and silver.
9. Give Characters under level 37 more xp gain to be able to reach the try hards.
10. Nerf speedbonus (agi whores make team split and turnrate to pstop macro dpi abusers).
Harry up or someone may leave the mod :lol:
If you want more glancing and more high power hits, then you need to change the armor soak values that were fiddled with way back when. But, as i remember, the change was needed and made the game much more enjoyable.
Compensating for wide crosshairs requires skill; shooting with pinpoint accurate ranged weapons does not. Landing a headshot into a 20 pixel head is harder with a 30 pixel crosshair than with a 1 pixel crosshair, and it doesn't come down to luck. If you center your 30 pixels into the 20 pixels, chances are you'll hit. If you aim at the top left edge of the earlobe with your 1 pixel, you'll still hit although you technically didn't aim at the center of the head.
the turn nerf is a good example of what happens when middle of the road players are used to make balance decisions, literally no top 10% player though it was a good idea but cmp and paul completely ignored them because they were bottom of the scoreboard trashcans who kept losing 1v1s to people with pikes and decided that wasn't right, and nevermind that it fucked melee up big time.
I'm actually very much in favour of reverting to more nativenesque soak and reduce armour values. Back in the day the change was made because of the high damage randomness and thus glancing randomness. I wanted to make the game more deterministic and thus - imho - more skillbased because back then even a decent hit with a weaker weapon could bounce off plate because of a bad dice roll. With WSE2 cmp managed to reduce or even remove randomness completely (don't remember) so glancing would be one's own fault most of the time. I think reverting the values would make plate great again.mate plate is great again or i would write plate is great always when u know how to play as heavy inf, plz don't balance or fix nothing :D one morron NA Tydeus was enough to f**** up this great game so hard :|
1. Add delay for voice commands.
2. Add delay for switching weapons/primary and secondary attack.
3. Buff shields in hp and forcefield, 180° protection from the front with 4 shieldskill points.
And vs jump thrower exploiters.
4. Nerf headshot bonuses, main reasons range classes are still op. More Headshots with helps like that from Pandor are possible, so nerf. Make low damage arrows bounce off heavy armor. Look steel plate protect better than wooden shield or maybe we should make tanks from wood? :mrgreen:
5. Make pike/longspear/bamboo not able to block, reduce damage to heavy armor.
6. Reduce damage from small bluntweaponslike stones, wooden stick/staff.
Blunt damage: low weight of weapon = low damage or none.
High weight of weapon = slow and unbalanced
7. Nerf melee damage from throwing weapons.
8. Add better rewards for mercenary in strat like more xp, gold and silver.
9. Give Characters under level 37 more xp gain to be able to reach the try hards.
10. Nerf speedbonus (agi whores make team split and turnrate to pstop macro dpi abusers).
Harry up or someone may leave the mod :lol:
Well, my grammatically impaired friend from buttcountry, a soak increase would also mean a reduce decrease so overall damage would stay the same if done correctly. There would just be more glances depending on movement skill, holds and sweet spotting. No need to be afraid though. I'm not active anymore as a dev so I'm just stating my preferences.dear shit no brain bot, aka no brain NA(b) plz dont teach me how to play pure heavy inf, :D :D :D :D :D :D :D lol kurwa this this bot hahhahahaa lol x1 team :_))))))))))))))) buahahahhaha this fucking bot is talking about how to glance vs tincan and about meleeeeeeeeeeeeeeeee heavy inffffffffffffff, buahahhaahhahahaahaha and teaching about movement on tincan hahhahahahhahahaahahahaahhah kurwa sorry son too much cocain today,son plz teach me about glancing in crpg +60armor hahahahahahaha o kurwaaaaaaaaaaaaaa :D :D :D : buahahhahhaha lolololol im talking about how full plate (pure fucking plate not NA(b) plate)is waaaaaaay OP in combat scenario and in teamplay screnario is a major factor how to win a round :mrgreen: (like a said one nab from Na (Tydeus) now this bot Paul whant to fucking balance things top kurwa kek yeeeessssss buffffff more heavy plate u dumb fuck!!!! :P :mrgreen:)
I'm actually very much in favour of reverting to more nativenesque soak and reduce armour values. Back in the day the change was made because of the high damage randomness and thus glancing randomness. I wanted to make the game more deterministic and thus - imho - more skillbased because back then even a decent hit with a weaker weapon could bounce off plate because of a bad dice roll. With WSE2 cmp managed to reduce or even remove randomness completely (don't remember) so glancing would be one's own fault most of the time. I think reverting the values would make plate great again.
dear shit no brain bot, aka no brain NA(b) plz dont teach me how to play pure heavy inf, :D :D :D :D :D :D :D lol kurwa this this bot hahhahahaa lol x1 team :_))))))))))))))) buahahahhaha this fucking bot is talking about how to glance vs tincan and about meleeeeeeeeeeeeeeeee heavy inffffffffffffff, buahahhaahhahahaahaha and teaching about movement on tincan hahhahahahhahahaahahahaahhah kurwa sorry son too much cocain today,son plz teach me about glancing in crpg +60armor hahahahahahaha o kurwaaaaaaaaaaaaaa :D :D :D : buahahhahhaha lolololol im talking about how full plate (pure fucking plate not NA(b) plate)is waaaaaaay OP in combat scenario and in teamplay screnario is a major factor how to win a round :mrgreen: (like a said one nab from Na (Tydeus) now this bot Paul whant to fucking balance things top kurwa kek yeeeessssss buffffff more heavy plate u dumb fuck!!!! :P :mrgreen:)
Yes, make it so rocks can be thrown with both hands in 2 directions at the same time, and decrease the weight and increase the ammo amount. Or even better make it so you can just pick up random rocks on the ground and make them easily spotted. :P
We also are going to buff rock throwers and peasant weapons. This game needs more fuckery.
I learn something new every day. I had no idea Paul moved to NA so welcome to NA fuckery Paul.ohhh i just thought that if some1 is so 'special' to buff even more plate and reverting glance mechanic to pre revival patch just need to be from NA :mrgreen:
I'm pretty sure (NA) Rico and I have decided to increase reloading time on xbows and half their dmg while doubling archer dmg and halfing their accuracy. This is fantastic.
We also are going to buff rock throwers and peasant weapons. This game needs more fuckery.
an inbuilt option to give a global free respec and a global free heirloom exchange are planned but we must see how we get therevisitors can't see pics , please register or login
So when mod is rolled back to 2012 mode will horse riding requirements go back too? Used to be able to ride Arabian horse with 6 riding skill now its 7.
Yes, but Donkey disappears! :shock: :( :cry: