cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: rufio on February 28, 2013, 05:33:19 pm

Title: How to make crpg more enjoyable
Post by: rufio on February 28, 2013, 05:33:19 pm
how to make crpg more enjoyable ''for me'' ( and hopefully for the rest of the community) '' paul is being a term elitists and confusing me''

op: lower ranged stun/stagger , lower knockdown chance or tweak how it procs. k thx

edit: sofar first statement is only in the direction of agreable if archery gets significantly compensated: better accuracy and mobility, still struggling against the idea thow, might be lost cause. ,
   second statement: no real struggle against it.
Title: Re: How to make crpg more enjoyable
Post by: Joseph Porta on February 28, 2013, 05:35:15 pm
Ranged stun has to go, yeah, it's fucking piss..
Title: Re: How to make crpg more enjoyable
Post by: Tibe on February 28, 2013, 05:36:39 pm
Bury it deep, concrete the grave and remember the fun times you had once.....
....was my first quess.
Title: Re: How to make crpg more enjoyable
Post by: bagge on February 28, 2013, 05:38:34 pm
Ranged stun has to go, yeah, it's fucking piss..

How about removing bows completely? Then maybe you will have your "ultimate cRPG".
Title: Re: How to make crpg more enjoyable
Post by: Joseph Porta on February 28, 2013, 05:40:14 pm
How about removing bows completely? Then maybe you will have your "ultimate cRPG".

No no, i like getting pierced by you baggie.  :oops:

My ideal archery shiz would be, let the rage commence, decrease draw speed(fuck realism), increase dmg and remove the stun.  :P
Title: Re: How to make crpg more enjoyable
Post by: Macropus on February 28, 2013, 05:41:19 pm
lower ranged stun
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PS: couldn't resist to post this awesome pic again.  :rolleyes:
Title: Re: How to make crpg more enjoyable
Post by: XyNox on February 28, 2013, 05:43:59 pm
How about removing bows completely? Then maybe you will have your "ultimate cRPG".

I dont think the outcome would be noticable much. 80 % ranged seems to be xbow now adays anyway.
Title: Re: How to make crpg more enjoyable
Post by: Shemaforash on February 28, 2013, 05:44:24 pm
How to fix range? Revert weight nerf, jump-shoot nerf and other bullshit but remove zoom.

I'd actually approve of this, even though zooming is a very big part of archery, I'm perfectly fine with it.
Title: Re: How to make crpg more enjoyable
Post by: rufio on February 28, 2013, 05:45:00 pm
How about removing bows completely? Then maybe you will have your "ultimate cRPG".
increase accuracy and make stun like normal weapon stun, fine by me, the stun is just gamebreaking imo
Title: Re: How to make crpg more enjoyable
Post by: Gurnisson on February 28, 2013, 05:46:10 pm
How to fix range? Revert weight nerf, jump-shoot nerf and other bullshit but remove (or lower) zoom to prevent sniping at long distances.

Worst suggestion I've read in a while!
Title: Re: How to make crpg more enjoyable
Post by: XyNox on February 28, 2013, 05:47:19 pm
How to fix range? Revert weight nerf, jump-shoot nerf and other bullshit but remove (or lower) zoom to prevent sniping at long distances.

Even as an all time zoomed archer I would approve this. If a hardcap for skill would be replaced by a "softcap", I'd be more than delighted.
Title: Re: How to make crpg more enjoyable
Post by: Sir_Senior_the_Eldest on February 28, 2013, 05:53:15 pm
lol

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no

That's again just some 2h buff. Why don't you simply try to beat the game and those my old friendchers with present settings?
Archers aren't op or something atm and there are only few really good archers who can survive a fight against a bunch of enemies.
Imo an archer can't compete with a 2h hero with the same game experience.
Title: Re: How to make crpg more enjoyable
Post by: rufio on February 28, 2013, 06:01:47 pm
why dous this have to change into an archery vs 2hander thread, read op. its not a class lobby, its general range tweak, and general knockdown tweak.
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Title: Re: How to make crpg more enjoyable
Post by: Sir_Senior_the_Eldest on February 28, 2013, 06:05:07 pm
So do you want to talk about the general range of (melee) weapons or about the ranged classes (=ranged)?
Maybe I just didn't get your intention...
Title: Re: How to make crpg more enjoyable
Post by: the real god emperor on February 28, 2013, 06:09:19 pm
Just remove greatswords, couching , make arrow quivers 5 arrow, make shields reduce your damage for %30-40 , reduce xbow damage, remove lolstab for pikes.

ULTIMATE C-RPG!!!
Title: Re: How to make crpg more enjoyable
Post by: rufio on February 28, 2013, 06:15:17 pm
i am just stating these 2 things, imo ranged stun is something to make single player a.i work and is shitty in multiplayer, and knockdown procs are to damn high. ofc if the ranged stun is tweeked there should be an accuracy buff to archery, maybe even a lowering of the arrow weight since jumpshot is out. for the rest game is pretty ballanced imo.
Title: Re: How to make crpg more enjoyable
Post by: Joker86 on February 28, 2013, 06:18:19 pm
There is not a single buff or nerf to cRPG which could improve the game any more. The blance is close to perfection. If anything, cavalry and archers are underpowered, stats wise. The problems lies in battle mode and the average infantry attitude towards playing their class. Which kind of is connected to each other.

You can play the game in deathmatch style or some kind of strategy game style. Cavalry and archers can play the game in deathmatch style equally well in both battle game mode or a deathmatch game mode. If infantry plays deathmatch style in a strategy game mode, they will get raped like a white student in a black ghetto.

Either change the attitude of infantry, or do something about the game modes. I guess latter is the easier approach.
Title: Re: How to make crpg more enjoyable
Post by: rufio on February 28, 2013, 06:22:37 pm
well my oppinion is that these 2 tweeks will increase the ballance significantly, your argument about infantry attitude has nothing to do with these tweaks, since even with these tweaks the same would be true. i for instance use a shield in battle mode and do try to play strategicly , still if i would get hit by an arrow/bolt/throw , i cannot turn nor block, same for knockdown wich imo should be way more rare, or harder to make proc ( now even glanced hits knockdown.. )
Title: Re: How to make crpg more enjoyable
Post by: Joker86 on February 28, 2013, 06:30:09 pm
well my oppinion is that these 2 tweeks will increase the ballance significantly, your argument about infantry attitude has nothing to do with these tweaks, since even with these tweaks the same would be true. i for instance use a shield in battle mode and do try to play strategicly , still if i would get hit by an arrow/bolt/throw , i cannot turn nor block, same for knockdown wich imo should be way more rare, or harder to make proc ( now even glanced hits knockdown.. )

I was less referring to your specific suggestion, more to the following nerf cries and the lobbyism in general.

Concerning your suggestions: I think ranged stun is important and should stay. It allows skilled archers to support in melee, which is perfectly okay. Concerning knockdown I agree that dice rolls are something I dislike as well. How about making it dependant on the time you have the blow chambered? I know that the damage dealt affects the chance for knockdown, and the time you chamber your blow affects your damage, so we kind of already have the mechanic. But I would make it a little bit different. As far as I know there is a time while chambering when you reach your peak damage bonus, and then it decreases a bit again. How about letting the knockdown chance only raise when the damage peak has been passed? That way you have to decide to either attack faster and deal good damage in one blow, or to attack slower, knock the enemy down and deal great damage in two or more strikes? It's also a little bit improving realism, showing how you reach back and put a lot of strength in your blow to knock te enemy out.

But actually you shouldn't ask me, I am a lousy fighter and thus I am not very confident in suggesting fighting mechanic tweaks.
Title: Re: How to make crpg more enjoyable
Post by: Zlisch_The_Butcher on February 28, 2013, 07:29:12 pm
Rufio you forgot nerfing 2h to death.
Title: Re: How to make crpg more enjoyable
Post by: no_rules_just_play on February 28, 2013, 07:31:42 pm
How about removing bows completely? Then maybe you will have your "ultimate cRPG".
decreasing ranged stun doesnt mean 'fuck bows, we take the last thing you have'. no, there can also be e.g. a dmg buff if this is removed. the problem is that a arrow that weighs 1 kg (yes with the new arrow weight it should be around that number) gives more stun than a huge fucking pike that weighs way more and also has the mass of the human behind it.

edit: this doesnt mean i want polestun back, i just used a pike a example because it has about the same shape as a arrow and because im used to use this weapon
Title: Re: How to make crpg more enjoyable
Post by: bagge on February 28, 2013, 07:45:17 pm
Why would archers want damage buff anyway? Damage is fine, if not too high already.
Title: Re: How to make crpg more enjoyable
Post by: oprah_winfrey on February 28, 2013, 07:49:05 pm
Just remove greatswords, couching , make arrow quivers 5 arrow, make shields reduce your damage for %30-40 , reduce xbow damage, remove lolstab for pikes.

So you would like to play longsword:the game ?
Title: Re: How to make crpg more enjoyable
Post by: XyNox on February 28, 2013, 09:43:51 pm
And why exactly do you think it is necessary to take that stun away rufio ? Because it is one of the few things left that ranged classes can do to harm you ? Has it ever occured to you that, in order to achieve that ability to rangedstun you I have to throw away about every other capability which is important in this game like mobility, survivability, dps, etc. ?

There were times where piled up ranged had some battlefield value, acting as some sort of "checkpoint" for your team, bringing some kind of structure into the chaos by creating fields of denial for the enemy that had to be dealt with with a sense of tactics. Even so when it were people that didnt train with a bow for 10 gens minimum. Now its like "Yololo look, a bunch of archers ! Just ignore them until we finished their melees and then lets sheath our weapons and punch them to death because they cant do shit to our armor anyway !".

This stun is probably one of the last thing that gives dedicated ranged like archers a reason to be in this mod, although, with the buggy hitboxes and laughable arrow speeds we have now its not like you make use of this staggering mechanic consistently from a distance.
Title: Re: How to make crpg more enjoyable
Post by: Tuetensuppe on February 28, 2013, 10:38:20 pm
lower ranged stun , lower knockdown chance or tweak how it procs. k thx

no!

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Title: Re: How to make crpg more enjoyable
Post by: rufio on February 28, 2013, 10:58:59 pm
i never ever mentioned removing ranged stun i only implyed it shouldnt have the polestagger stun, and that as compensation to making the stun like enyother melee stun, the accuracy or movement of archers should be increased, or both ( and i dont see how changing the stun will remove archerys/ ranged usefullness to team they will still stun and still aid team, just not such a bs stun, its a double edged sword it also hits friendlys and immobelizes them). and yes tuetten knockdown is very broken and needs tweaking badly, i can say this as somone whos used 2handed blunts and 1handed blunts alot.
Title: Re: How to make crpg more enjoyable
Post by: NuberT on February 28, 2013, 11:05:12 pm
Fix those retarded 2h 0-zero-0-momentum-full-damage-insta-swings plz..

Ahh and bring back old soak/armor values, will reduce melee stun at least :rolleyes:.
Title: Re: How to make crpg more enjoyable
Post by: rufio on February 28, 2013, 11:07:55 pm
offtopic but u do know that polearms have the same thing nubert, and ontop of that polearms are extremely hard to chamber because you get hit earlier than the animation shows.
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Title: Re: How to make crpg more enjoyable
Post by: karasu on February 28, 2013, 11:13:06 pm
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Title: Re: How to make crpg more enjoyable
Post by: rufio on February 28, 2013, 11:15:48 pm
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Title: Re: How to make crpg more enjoyable
Post by: owens on February 28, 2013, 11:18:02 pm
Rufio man just fucking play properly.


The only thing archery needs is better equality between loomed and unloomed damage (not accuracy imo). Archery needs a Buff. I play light armoured polearm and find archery a laughing stock. On my archer alt the only kills i get are against other ranged! Arrow speed and accuracy are poor in comparison to infantry movement speed and arrows are extremely easy to dodge. Thus I go for those who cannot dodge the loading crossbowman or archer.

If archery if nerfed again cRPG will have no archers at all.
Title: Re: How to make crpg more enjoyable
Post by: XyNox on February 28, 2013, 11:25:12 pm
i never ever mentioned removing ranged stun i only implyed it shouldnt have the polestagger stun, and that as compensation to making the stun like enyother melee stun, the accuracy or movement of archers should be increased, or both ( and i dont see how changing the stun will remove archerys/ ranged usefullness to team they will still stun and still aid team, just not such a bs stun, its a double edged sword it also hits friendlys and immobelizes them). and yes tuetten knockdown is very broken and needs tweaking badly, i can say this as somone whos used 2handed blunts and 1handed blunts alot.

Okay, you want ranged to stun you like a melee weapon as in cancels block/attack but no movement. Again, why should it get removed ?

When everyone cries that archery should get nerfed to hell because its a so called "support class" and is not allow to go full rambo like melees can, you now propose their support ability to stun opponents shall be removed just because it pisses you off ?

Hell, do you know how fucking much it pisses me off that every newmy old friend who clicked "buy danish my old friendsword" and "buy gothic trollsuit" can own my ass without any skill just because the game simply makes him oneshot-outspam-outrun me by default ? Making the game even easier for 2h ( 2h in particular due to the lack of shield ) so they then can hold down W the whole time, as even getting hit is no delay anymore to get that oneshot on that archer/xbower while he cant do anything about it ?

This suggestion is in fact so bad that I would not at all be surprised if some devs comes to the conclusion it would be wise to implement this.
Title: Re: How to make crpg more enjoyable
Post by: cmp on February 28, 2013, 11:35:55 pm
Quote
How to make crpg more enjoyable for me

ftfy
Title: Re: How to make crpg more enjoyable
Post by: Sable Keech on February 28, 2013, 11:42:50 pm
Add guns, motorbikes and naked women and give it a heavy metal soundtrack.
Title: Re: How to make crpg more enjoyable
Post by: rufio on February 28, 2013, 11:56:51 pm
ftfy

u dont play cmp stay out of this :)
Title: Re: How to make crpg more enjoyable
Post by: rufio on March 01, 2013, 12:01:30 am
Okay, you want ranged to stun you like a melee weapon as in cancels block/attack but no movement. Again, why should it get removed ?

When everyone cries that archery should get nerfed to hell because its a so called "support class" and is not allow to go full rambo like melees can, you now propose their support ability to stun opponents shall be removed just because it pisses you off ?

Hell, do you know how fucking much it pisses me off that every newmy old friend who clicked "buy danish my old friendsword" and "buy gothic trollsuit" can own my ass without any skill just because the game simply makes him oneshot-outspam-outrun me by default ? Making the game even easier for 2h ( 2h in particular due to the lack of shield ) so they then can hold down W the whole time, as even getting hit is no delay anymore to get that oneshot on that archer/xbower while he cant do anything about it ?

This suggestion is in fact so bad that I would not at all be surprised if some devs comes to the conclusion it would be wise to implement this.

yes it pisses me off that the ranged stun fully immobelizes you , yes it dous. but it dous so on eny class i play , not my main 2handed so op hero no skill required class, as you call it. and eny newmy old friend picking up a 2hander will get owned harder than if he picked shielder or even eny other ranged class.  and here you are crying that it would be a NERF to archery if they BUFFED accuracy and move speed, to remove the A.I ballancing stun, wich is totally anti multiplayer.

* edit: sofar it seems archers are clinging to the stun as their last usefullness, wich is sad on itself imo. meaning a buff to movement and accuracy as counter  could arguably make the game more fun for them. and sofar no real opposition to the statement that knockdown in its current state is bs.
Title: Re: How to make crpg more enjoyable
Post by: Kafein on March 01, 2013, 12:02:43 am
Removing polestagger but keeping a worse version for projectiles doesn't seem right.

The only reason I can find that it should stay like it is now is that the stun caused by ranged weapons cannot be used by the same player to get a free follow up hit, unlike uristun.
Title: Re: How to make crpg more enjoyable
Post by: XyNox on March 01, 2013, 02:09:52 am
and here you are crying that it would be a NERF to archery if they BUFFED accuracy and move speed, to remove the A.I ballancing stun, wich is totally anti multiplayer.

IF there would be a serious buff to compensate for the loss of rangedstun it would be a whole different story. But look around, look where we are. Thats right, its cRPG. Archery DOES NOT get buffed. Imagine what would happen if 2h players find out that archery got buffed.

* edit: sofar it seems archers are clinging to the stun as their last usefullness, wich is sad on itself imo.

Guess what happened to everything else regarding archery. It got removed or nerfed WITHOUT much compensation. It really IS sad.
Title: Re: How to make crpg more enjoyable
Post by: rufio on March 01, 2013, 02:33:59 am
and i fully agree that archery needs a buff. my points are basicly the ranged stun so that goes for throwing and xbow to. what it would mean for archery imo is that they could increas accuracy again, and make them 2/3 - 1/2 more manouverable, since kiting was the big issue, and removing the hardstun is a direct counter to the kite.
Title: Re: How to make crpg more enjoyable
Post by: BlueKnight on March 01, 2013, 02:36:34 am
Removing polestagger but keeping a worse version for projectiles doesn't seem right.

The only reason I can find that it should stay like it is now is that the stun caused by ranged weapons cannot be used by the same player to get a free follow up hit, unlike uristun.
Projectiles should interrupt like any other weapon does. We got rid of polearm stun because character stun was pretty much annoying and lame mechanic and so is the projectile stun.

When it comes to knockdown, I find it funny how my archer was knocking down enemies with 3 PS and elder's hammer with 24 blunt dmg. I can't explain how something that has the length of a dick and weight of 1,5kg can knock enemies down...
There are shitloads of such examples like streaks of 1st hit knockdowns. Poleaxe, warhammer, barmace, winged mace, 2h mace, goedendag, long hafted spiked mace or else, they all knock down like crazy. I understand that barmace should have high knockdown chance but It feels like 70% seriously. I remember when I was playing with Bobby for a few hours we were sometimes in same team and sometimes in opposite teams. He had +3 Barmace. Server was low populated so I was fighting Bobby quite often .Out of like 20 1st hits he didn't knock me down 4 times if I remember properly. I was counting them as I couldn't believe it. Also knockdowns with my 1h alt and his warhammer are crazy. I remember knocking down idzo 3 times in a row during duel, I let him stand up after each hit.

Also when I change my poleaxe into blunt mode and I do the 1st hit knockdown I am always amazed how crazy this thing is, not to mention when I continue and knock another guy with 1st hit and then another. The 4th guy wasn't knocked down.

There is something wrong with knockdown. there fucking must be. I don't trust the values given by devs that max kd chance is  30-40%
Title: Re: How to make crpg more enjoyable
Post by: Dezilagel on March 01, 2013, 03:10:05 am
Polestun and ranged stun aren't the same because polestun was chance based, ranged stuns every hit (afaik).

That said please remove the ranged stun from teamhits.

Since the archers won't stop shooting into melee, I think it would be nice to do something to lessen the infuriating experience that is ranged th's.
Title: Re: How to make crpg more enjoyable
Post by: Tears of Destiny on March 01, 2013, 06:43:26 am
You're the same guy who complained in a previous thread that a MW STR-build Longbow blew your 50-56HP 40 armor character away with one or two shots from an elevated position, right, and wanted to post a nerf damage thread based on that incident?


I can't really see you sticking to your "increase the awful accuracy to  less-awful accuracy and make them kite again" claim for long...


Good god, I respecced my level 34 archer main and don't have to deal or particularly care about this crap anymore... People need to find a baseline concept for archery and stick with it, not change their mind every few months and thus fuck with the builds of every single archer every patch or two.
Title: Re: How to make crpg more enjoyable
Post by: rufio on March 01, 2013, 08:07:25 am
You're the same guy who complained in a previous thread that a MW STR-build Longbow blew your 50-56HP 40 armor character away with one or two shots from an elevated position, right, and wanted to post a nerf damage thread based on that incident?


I can't really see you sticking to your "increase the awful accuracy to  less-awful accuracy and make them kite again" claim for long...


Good god, I respecced my level 34 archer main and don't have to deal or particularly care about this crap anymore... People need to find a baseline concept for archery and stick with it, not change their mind every few months and thus fuck with the builds of every single archer every patch or two.

if youre talking about me? could be i posted in some other thread that archery was bs a while back, although i dont see how this tweak would affect builds that much, slightly more accuracy and less movement impairing, affects across the board. and as far as i know there are no dedicated archers who make builds pure to exploit the ''support role'' of  the stun with 4 pd and the rest in wpf with an little bow. maybe im wrong.

*and on a less serieus side note, since you desided to post this weird post based off of strange assumptions and conclusions, id like to quote panos, ( i didnt think the day would ever come) but this is really fitting,
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Title: Re: How to make crpg more enjoyable
Post by: Paul on March 01, 2013, 08:26:12 am
Not reading this thread until the correct terms are used.
Title: Re: How to make crpg more enjoyable
Post by: rufio on March 01, 2013, 08:30:49 am
ranged stagger??
Title: Re: How to make crpg more enjoyable
Post by: Paul on March 01, 2013, 08:47:43 am
From my point of view the reason why ranged cause a longer stagger is that the victim in most cases doesn't see the projectile coming and is surprised by it. On the other hand melee hits are usually less surprising, the recipient can prepare for the impact and thus has less downtime.

Of course now one could demand that melee hits from behind lead to a longer stagger while frontal ranged attacks only induce short ones but let me explain why...

I'm out of letters, gtg.
Title: Re: How to make crpg more enjoyable
Post by: rufio on March 01, 2013, 08:52:22 am
oh yeah your explenation makes it all so logical now, i guess it is totally ballanced and all is well now. thanks for clearing it up and making sense.
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Title: Re: How to make crpg more enjoyable
Post by: Shemaforash on March 01, 2013, 09:21:44 am
No it doesn't Rufio, stop fucking whining, 2H hero won't be buffed, archery won't be rendered useless by your patch. Fuck off :)
Title: Re: How to make crpg more enjoyable
Post by: NuberT on March 01, 2013, 10:29:29 am
offtopic but u do know that polearms have the same thing nubert, and ontop of that polearms are extremely hard to chamber because you get hit earlier than the animation shows.
(click to show/hide)
Sure polearm hit with 0-momentum, as well do 1h, but how many facehugging polearm players do you know? - its just way more abuseable with the 2h animation. I am not sure, if facehugging was even possible with the old armor/soak values, at least I cannot remember to have seen that playstyle back in spring 2011. Also polearms aren't harder to chamber, apart from glaive ofc^^ - there are just so few polearm players left, that you lack in practise :P.

Suggested ages ago, that stun should be damage related and only clear hits which deal a certain amount of damage should stun at all - stun is no fun :lol:.
Title: Re: How to make crpg more enjoyable
Post by: Gurnisson on March 01, 2013, 11:14:35 am
Well, I wouldn't mind the stagger going away, but compensating with movement buff is silly. I can still kite with 3 ath, rus bow and 2 set of bods. :P

Arrow speed and accuracy could need a buff if the stagger goes, nothing more, definitely not damage or kiting abilities. Coming from a guy who cba playing melee except for strat. xbow and archery is what I enjoy atm.
Title: Re: How to make crpg more enjoyable
Post by: rufio on March 01, 2013, 04:05:17 pm
No it doesn't Rufio, stop fucking whining, 2H hero won't be buffed, archery won't be rendered useless by your patch. Fuck off :)

dousnt seem you are even reading enything yoloboy, go brows 9gag and stay outa here.

and nubert i am pretty sure polearms are very hard to chamber nowerdays, there are enough polearms arround , and  good players that know how to abuse the animations.. i reallly dont get where you are going at with this 2 handed op discussion in the rangedstagger and knockdown thread.

______

ontopic: aside from the whole archery uproar, there hasnt been tomuch argument against changing knockdown, or the stun on throwing and xbows.
Title: Re: How to make crpg more enjoyable
Post by: Zlisch_The_Butcher on March 01, 2013, 04:22:30 pm
ontopic: aside from the whole archery uproar, there hasnt been tomuch argument against changing knockdown, or the stun on throwing and xbows.
Stun should go away for all ranged weaponry, but then all ranged weaponry should receive appropriate buffs, and certainly not kiting ones.

Also I can chamber polearms slightly easier than 2h, but besides that and the 2h stab poles and 2h are somewhat equal. And just like with 2h you can do crazy hits early in the animation while facehugging or (only for polearms due to pole animations) even while having people be far behind you.
Title: Re: How to make crpg more enjoyable
Post by: rufio on March 01, 2013, 04:28:24 pm
i deffenitly feel archery would need considerable compensation, throwing way less imo, and im not sure xbows should be compensated for it, or even how you would compensate xbows. removing stagger would make the il just wait till you release your shield and then shooot you and run game play, or the run up to you shootyou and run gameplay of some xbow players way harder/riskyer.
Title: Re: How to make crpg more enjoyable
Post by: Zlisch_The_Butcher on March 01, 2013, 04:33:14 pm
i deffenitly feel archery would need considerable compensation, throwing way less imo, and im not sure xbows should be compensated for it, or even how you would compensate xbows. removing stagger would ruin the il just wait till you release your shield and then shooot you and run game play, or the run up to you shootyou and run gameplay of some xbow players.( wich is a gameplay style i wont miss tomuch if its gone )
The only way to fix the releasing at facehug range after an eternal hold issue (is done more by archers than crossbowmen) is making ranged glance at close range and then deal slightly more damage at appropriate range as compensation, I agree that xbows don't really need more than a tiny buff, but throwers are affected quite possibly more by this change than archers as they're currently able to throw, go melee, get a quick hit or throw, kite due to the stagger, throw, miss, throw, run, they're the only ones who directly benefit from the stagger themselves besides people shooting at facehug range.
Title: Re: How to make crpg more enjoyable
Post by: rufio on March 01, 2013, 04:47:14 pm
well i think it beneftis archers and throwers equally, maybe reintroduce jumpthrow:)
Title: Re: How to make crpg more enjoyable
Post by: NuberT on March 01, 2013, 06:04:26 pm
and nubert i am pretty sure polearms are very hard to chamber nowerdays, there are enough polearms arround , and  good players that know how to abuse the animations.. i reallly dont get where you are going at with this 2 handed op discussion in the rangedstagger and knockdown thread.
Topic is called "How to make crpg more enjoyable" and not "How to make crpg more enjoyable for Rufio exclusively" so I was like adding my opinion :shock: on how to make it more enjoyable. I am sorry..

Love XOXO


Title: Re: How to make crpg more enjoyable
Post by: rufio on March 01, 2013, 06:25:32 pm
you do have a point, just that i would like this thread to revovle arround the suggestion of rangedstagger removal and how to compensate, and on hard tweaking the knockdown