Double weapon prices, and half armor prices: This would probably help but perhaps we would just have as much armor variety as we had before the patchThis is pretty false because there wasnt much armor diversity at all before the patch. Almost EVERYONE was walking around with black or milinese plate. Now you see an almost endless diversity on the field. everything ranging from lamelar to the complete khergit sets. I see way more themed warriors then there were before.
This is pretty false because there wasnt much armor diversity at all before the patch. Almost EVERYONE was walking around with black or milinese plate. Now you see an almost endless diversity on the field. everything ranging from lamelar to the complete khergit sets. I see way more themed warriors then there were before.Well perhaps I did not express myself clearly (english is not my first language) but that's exactly what I meant (less armor variety before the patch). I tried to work out flaws for every proposal I made.
Well perhaps I did not express myself clearly (english is not my first language) but that's exactly what I meant (less armor variety before the patch). I tried to work out flaws for every proposal I made.my bad then. not trying to flame ya! I get what you were trying say after I read it with that in mind. I do think it is ok the way it is now, however.
No, I think damage is fine. Death is a choice, that's my motto. Along with Death is imperfection. And there is no luck, only unintentional skill.
my bad then. not trying to flame ya! I get what you were trying say after I read it with that in mind. I do think it is ok the way it is now, however.
Buff REDUCTION, nerf SOAK. Make armors less all-or-nothing, more like reliable-defense.
Don't buff starting hit points, buff ironflesh instead.
i agree that IF needs buff, but then we'd see builds with 80 hp.
Instead is should give maybe 4 hp for the 2 first if points, 3 for the next 2, 2 for the next 2 and then 1 hp per if point for the rest
This way everyone will get 4 IF, it would be better to just give 3HP/IF instead of 2.
ALOT slower then native and it is seriously hurting my skills.
Only if you compare it to servers running on fastest, and even then because of the ability to build our own toons we are fully capable of reaching equivalent speed as fastest setting.
* Ndition Duel server forces the user to wear cloth only, though, and has been taken into account.
i prefer to think that your death is my choice
Sorry man, but that's not true. :P
Native, even on medium setting (Ndition duel server*), it's faster then cRPG. Only weapons that can reach the speed that I can think of is if you agi-whore and use a Katana, Hafted Blade or Side Sword.
* Ndition Duel server forces the user to wear cloth only, though, and has been taken into account.
Sorry man, but that's not true. :P
Only weapons that can reach the speed that I can think of is if you agi-whore and use a Katana
From native files, native chars have 14 agi and 110 1h, 100 2h, 140 polearm wpf.
Weapon stats for many weapons are the same or even lower than crpg. If there's not anything big happening behind the curtains a balanced crpg char should be faster.
Sorry man, but that's not true. :P
Native, even on medium setting (Ndition duel server*), it's faster then cRPG. Only weapons that can reach the speed that I can think of is if you agi-whore and use a Katana, Hafted Blade or Side Sword.
* Ndition Duel server forces the user to wear cloth only, though, and has been taken into account.
There's something wonky about nditions though, just try playing on the swadian duel server compared to nditions. Nditions feels too fast for native medium speed.
Dunno, in my lightish armor and with my balanced german greatsword @ 18 agi, 157 wpf it felt about the same as nditions with a greatsword.Turning into swing aside. You could be right here about speed.
In my personal Opinion, the Delivery of Damage is to easy on some platforms... Take a look at what weapons dominate the field, regardless of player...
In order:
Crossbows/Throwing weapons: Basically use them self and anyone half decent can score hits for "massive damage" (loomed siege, 100 dmg)
Archers - Self explaining, but actually not to bad damage wise....
Katana/Weeaboo weapons: Very fast, easy to use - easy damage delivery once your in close combat
2h Weapons (Epic range, partly with silly speed)
-Polearms, 1h and shielders-
You see that the weapons that allow easy damage delivery, are used the most... so I'd mostly agree with the first suggestions point in reducing damage:
Throwing weapon damage reduced by about 20%, but higher in the top end of skill requirement.
Crossbows harshly nerfed by about 20-40% of there current damage output
Overly fast weapons that jump out of balance, nerfed by a good bit (Katana, minus 5-10 cut damage or speed brought in line with others)
Speed reduction on most 2h weapons
Return the game to player skill, not who lands the first lucky hit...
Return the game to player skill, not who lands the first lucky hit...
you are wrong.
There are any throwers yes, but tehre are more 2H's
there are also more polearms than archers and xbowers, and i wouldnt put polearms in category with 1h+shield when looking at how easy they are to use, as shield is the easiest way if you just want a kd > 1.
>You are wrong
>mention small detail (order of overused weapons), that you personally have slightly different opinion of
I'm not talking about easiest way to get a good kd, this topic is about Damage and we all know your still mad about the katana critic "ninja"... please, stay on topic.
Return the game to player skill, not who lands the first lucky hit...
SNIP
You don't agree with me? You have to be a bad player!
Actually it feels a lot more like it's about the skill now when most people die in 2-3 hits than it was pre-patch when everyone was taking 5-6 hits to kill. People block and feint a lot more now, are a lot more aware of their surroundings and topping the scoreboard is harder.
Quite the opposite, having to hit someone multiple times make more skill based gameplay.*edit* sleepy..
*edit* sleepy..
Being punished immediately for your failures makes a harder-but-more-rewarding learning curve, then always having a second chance after a failure.
I personally would like a game where dieing to a single hit requires a enemy who has a strongly str. focused build or getting lanced, but it never being possibly with ranged (short of siege crossbow/best bow on a naked person), but also allows for a very good player, with very bad equipment to still kill a very bad player, with very good equipment.
Somehow I survived a throwing lance to the stomach through my sturdy robe today, even with 10 ironflesh, I don't get how that didn't kill me.
You gotta remember that sometimes you get hit in the face rather than in the body, that means pierce damage do x3 damage and cut x2.
You have no right to complain about too much damage overall if you have no IF. It makes a huge difference.This was not a complaint, just a statement to contribute to the thread. Very well, I will try with more IF on my next gen and see if the difference is substantial.
After my war cleaver went from 43 to 48 cut(after triplle heirlooming) I really felt a big difference. I started one shotting people a lot. I say 50% of my strikes kill the enemy immediately (with 6PS and 160 WPF). That's just too much (...) Armor heirlooms are quite bad in comparison. (...)This is how I experience it (on the wrong side of the cleaver).
3. It makes Heirlooms more significant without overpowering them - 2 more damage on a 32 cut sword is much more significant than 2 more on a 40cut sword.
Meh, I'd just do it RCM-style if you asked me.
The only good way is to change the armour stats, and then change soak/reduction in modules.ini to make bouncing less common. Essentially, up the armour rating of mail & mid-tier helms to 50-60, armour rating of plate & high-tier helms to 120ish. Leather and so on should stay where it is. Make all the throwing bullshit cutting damage as well as sword stabs (increase damage there), and increase arrow & bolt damage.
Pros:
- damage overall reduced, less oneshotting medium armoured people with swords or suchlike
- blunt and pierce damage become more important to deal with armour rather then an optional extra (mind you, it might warrant a rebalance of a few blunt/pierce weapons)
- armour becomes something prized and important rather than stuff you wear for looks and for surviving the occasional ranged projectile
Cons:
- ninjas and various agispammers cry rivers
That's how it mostly works now, but you have a chance against multiple opponents.
Well, yes, but... I mean, I'm not some expert manual blocker, but I've once killed 12 people spamming my MW glaive around.