cRPG
cRPG => Suggestions Corner => Topic started by: Son Of Odin on August 10, 2012, 08:19:04 pm
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The original idea was only to change the way stabs work, or was it?
I don't want to sound whiny but I have seen a big change in the way that people play melee nowadays. Less and less people use the overhead attack because it's too easy to dodge without blocking and thus risky to use. It's especially frustrating in duel (not to even speak when you are fighting multiple enemies in battle). Everyone just either hilt slashes continuosly or backpeddle spams. It's boring. Stabs still work well in my opinion, but the overhead feels retarded. Do something pls.
regards
-SoO
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Think overhead was partly because of the mauler no-skill overhead spam in groups, and also the possibility to get around blocks by turning your overhead at the right time (aiming to the side of your target and drag it in around the block)
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1h suffered a lot with overhead attacks now.
Being such short weapons you need to get close and its far to easy for an enemy to dodge swings.
Mind you the animation for 1h overhead is blegh.
Think overhead was partly because of the mauler no-skill overhead spam in groups, and also the possibility to get around blocks by turning your overhead at the right time (aiming to the side of your target and drag it in around the block)
Your right here, I would like to see it stay the way it is but maybe improve the animations instead for weapons to make it a more viable attack. I think polearm overhead is probably fine, not sure about 2h though, it could maybe use a change. I honestly don't play 2h enough to comment on if it should be changed or not.
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Think overhead was partly because of the mauler no-skill overhead spam in groups, and also the possibility to get around blocks by turning your overhead at the right time (aiming to the side of your target and drag it in around the block)
Yeah those were annoying things but I would still prefer the non limited overheads.
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I loved my mallet before they changed the limit, I then found it near impossible to hit overheads on people..
On the other hand, I don't really have to worry about getting crushthroughed anymore, and I already sold my MW Mallet because of this. So I say we should keep it as it is.
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Fuck this, I`m archer :D
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Fuck this, I`m archer :D
Ok I'll suggest we implement a turn angle limit to bows when they are drawn. Let's see who's laughing then (not reely)
Voso pls...
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Maybe it has actually occured to anyone by now, that a longer weapon can hit a wider area than a shorter weapon when turning the same amount. Therefore, pikes, longspears and greatswords haven't been affected all that much and it is us poor 1h who got hit the hardest by this shit.
Thus, make turnrate reduction proportional to the length of the weapon. Wasn't it helicopterspinning with long weapons the target anyway for this change? Spinning such an enormous weapon all over the place looks retarded, whereas spinning a 1h all over the place, does not.
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Maybe it has actually occured to anyone by now, that a longer weapon can hit a wider area than a shorter weapon of the same length when turning the same amount. Therefore, pikes, longspears and greatswords haven't been affected all that much and it is us poor 1h who got hit the hardest by this shit.
Thus, make turnrate reduction proportional to the length of the weapon. Wasn't it helicopterspinning with long weapons the target anyway for this change? Spinning such an enormous weapon all over the place looks retarded, whereas spinning a 1h all over the place, does not.
Well I think Gurni already explained why it was implemented. Also weapon length =/= reach so it can't be done quite that easily if you want to be fair. It's not only 1h who is suffering from this. My short little long war axe feels weird to use and people keep dodging my overheads :(
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All I did was abuse overheads on great swords and mauls on my main before the patch, it came out and I hated it at first. However I must admit I have completely adapted to the change and can use any weapon's overhead just as effectively as before, except I actually have to aim BEFORE I release, instead of randomly attacking first then adjusting for positioning during the animation.
Even if you are off, you have a good window to pivot it back in, just not 360 degrees anymore. I no longer team wound in group fighting and can killsteal like a boss an enemy in the middle of 5+ teammates once more. Dueling and mauling is as easy as before too, except now there is more opportunity to juke enemy overheads, which I actually think is more interesting than it being an unjukable whirlwind attack.
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Ok I'll suggest we implement a turn angle limit to bows when they are drawn. Let's see who's laughing then (not reely)
Voso pls...
Went archer cuz my 36 str Crutcher sucked hard :D
But yeah, gief full turn speed and native fighting speed back,
c-RPG fighting is so dammn slow and lame...
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I didnt see a problem with the turnspeed in the first place. I wouldnt mind if gets reset or at least toned down.
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agreed.
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learn to aim
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Maybe it has actually occured to anyone by now, that a longer weapon can hit a wider area than a shorter weapon of the same length when turning the same amount. Therefore, pikes, longspears and greatswords haven't been affected all that much and it is us poor 1h who got hit the hardest by this shit.
Thus, make turnrate reduction proportional to the length of the weapon. Wasn't it helicopterspinning with long weapons the target anyway for this change? Spinning such an enormous weapon all over the place looks retarded, whereas spinning a 1h all over the place, does not.
I think the speed of the 1handed weapons balances this out a bit though, you complete the overhead animation way faster than you would with a greatsword. I haven't done too much 1hander'ing since patch though so it might be a lot regardless but I see the good 1handers performing just as effectively as ever now without too many complaints anymore. This problem was discussed by the devs and a tweak on turn radius based on weapon weight was considered but who knows where that stands now.
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I think that the turn rate nerf should be completely removed. It was aimed at longspear and pike users but done almost nothing to them.
Actually it cause more troubles to shorter weapons.
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learn to aim
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I think the speed of the 1handed weapons balances this out a bit though, you complete the overhead animation way faster than you would with a greatsword.
Which makes the amount of turning a 1h can do during the attack even less. I just really hate not being able to land my overhead after I chamber a 2h stab due to them sidestepping faster than I can turn. Also chambering lances never allows me to hit the horse anymore.
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Which makes the amount of turning a 1h can do during the attack even less. I just really hate not being able to land my overhead after I chamber a 2h stab due to them sidestepping faster than I can turn. Also chambering lances never allows me to hit the horse anymore.
I agree that its most noticeable on chambering stabs with overheads and someone suggested to make turning easier after a chamber, but cmp said it would be very difficult to code or something. Chambering thrust with thrust is a bit easier but either way it is pretty annoying.
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I think that the turn rate nerf should be completely removed. It was aimed at longspear and pike users but done almost nothing to them.
Actually it cause more troubles to shorter weapons.
indeed
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learn to aim
Good advice but I'm going to be stubborn and say "chamber blocking". Yeah you can chamber block, hold the button, aim, hit... The fast click version just doesn't work anymore, you don't hit anyone with it. Aaand you can't chamber lances and hit the horse anymore.