cRPG
cRPG => Suggestions Corner => Topic started by: Diomedes on December 27, 2012, 10:45:06 pm
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I think this would be a good change. Right now, many long rounds end up as friendly fist-fights to the finish where there's a lot of players fighting just one or two. There's a disincentive though for archers to turn and fight because they have no chance against melee-strength opponents in a fist fight. If punch strength were determined by only a character's strength, and not powerstrike as well, then more archers would turn and fight.
This is a small change that will have a small effect. It's main purpose is to give archers more incentive to turn and fight at the end of a round (or throwers to, as sometimes happens). It's not a balancing change because it's not actually affecting balance very much. It's main aim to to change incentives just a little bit.
I don't mind end of round boxing. It's a fun way to end very unbalanced rounds and is a nice change of pace sometimes.
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TL/DR.
Just wanted to chime in my 2 cents about punching...I honestly think some of the heavier gauntlets should do a lot of damage if you punch someone in the face who doesn't have a helmet on. Reading the SoIaF books is what really made me think about what would happen if a plate gauntlet (or even mailed glove) punched you as hard as they could in your face or the side of the head.
I think punch damage should be based on the glove used + your strength, versus the helmet the other guy is using.
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..? Punch damage is not affected by PS.
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It's affected by weight of your gauntlets mostly.
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..? Punch damage is not affected by PS.
Does strength affect it? Or is it just glove weight?
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My guess is STR affects it, but I always was under the impression glove weight (versus armor of the enemy) was the main factor in damage dealt.
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..? Punch damage is not affected by PS.
My mistake then. I was told it did. Thanks for the info!
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punch damage should be buffed, doubling it would be a good start :rolleyes:.
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punch damage should be buffed, doubling it would be a good start :rolleyes:.
This. I get killed myself when I start slapping enemy afkers
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Biggest problem of Crpg nowadays... :?
To compensate kick damage should be determined by agility :mrgreen:
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If this proves too difficult, just add blocking to stones.
They EASILY do more than twice as much blunt damage than a punch when used as a melee weapon.
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If this proves too difficult, just add blocking to stones.
They EASILY do more than twice as much blunt damage than a punch when used as a melee weapon.
YES, because that would under no circumstances look absolutely ridiculous, and while your at it, why not add crushtrough block and knockdown aswell, also imagine a guy blocking a greatsword with a stone, this would truly be the pinnacle of crpg.
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YES, because that would under no circumstances look absolutely ridiculous, and while your at it, why not add crushtrough block and knockdown aswell, also imagine a guy blocking a greatsword with a stone, this would truly be the pinnacle of crpg.
You'd have to make it so it blocks like a punch. You can block with fists, but a weapon goes right through your block. Blocking with fists is only going to block a punch.