Only post if you apply, + to show support
We are looking for clever people that are capable of joining the item balance team.
If you have a good understanding of the combat mechanics, are an active player and can think beyond "dun nerf meh!", apply.
Write a bit about why you want to join the balance team, write what you think about the current state the combat is in and how you would tackle the problem of the item balance. Don't be shy, there are no wrong answers. Except the obvious stupid ones.
Only post if you apply, + to show support
I think the lazy devs never actually hired anyoneThat's not entirely true.
Tydeus, are you part of the balancing team now ? I remember some posts from you that left me thinking you were, and I think it's great.<Shik> since tydeus is balance now
id definitely join. im old and mature. I got hair on my chest and back.
<Shik> since tydeus is balance now
<Shik> i guess we finally have STFU okiN
<Shik> as our acronym(click to show/hide)
Also, Item Balancers are not Devs.
ok explain me then how that is balanced
Masterwork Miaodao
weapon length: 115
weight: 2.7
difficulty: 12
speed rating: 97
weapon length: 115
thrust damage: 0 pierce
swing damage: 45 cut
slots: 2
Can't use on horseback
I wanted to ask that for a long time
ok explain me then how that is balancedI respecced to 2H recently and I started using a MW Miaodao.
Masterwork Miaodao
weapon length: 115
weight: 2.7
difficulty: 12
speed rating: 97
weapon length: 115
thrust damage: 0 pierce
swing damage: 45 cut
slots: 2
Can't use on horseback
I wanted to ask that for a long time
I'll start with the reason why I should be added to balancing team:
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which basically means a lot. I've stopped playing seriously in November and I play all the different classes now just to see how things are balanced. I don't have my own class now so I can't be biased as others may be.
And now a little story about me and cRPG:
I've played cRPG since its very beginning, played each class enough to know all of its details. I'm playing Mount & Blade since 2009, bought Warband when it got released in 2010. From the first days in this phenomenal mod I'm trying to contribute as I consider it a payment for my good hours in it. I applied and got picked by cmp as one of the WSE2 client beta-testers and I reported a lot of bugs/suggestions, so for what you see in client you could not only thank cmp (which did an enormous and awesome job!) but also us, beta-testers, a little for helping cmp.
Some players may know me as the author of the guide http://forum.meleegaming.com/guides/crossbowery-basics-and-tricks/
I was trying to organize more contribution from players with this thread: http://forum.meleegaming.com/general-discussion/motivating-people-to-make-mod-a-better-thing/ but in the end I got stopped by a huge wall between players and devs which simply didn't let me use your money on something that wouldn't be added for 100% sure.
I worked on hitboxes which you can see in cRPG now. http://forum.meleegaming.com/suggestions-corner/player-hitboxes/ The work is not over yet, but there are less ghost hits/shots now (hand hitboxes got added at least).
I fixed some models like this i.e. http://forum.meleegaming.com/suggestions-corner/fixed-models/
I fixed collision meshes for a huge amount of items (unluckily a lot of them were not added, but it's a matter of time) http://forum.meleegaming.com/suggestions-corner/fixed-pine-collision-mesh/
I also tried to find and discuss any of those strange items, but mostly kept talking about it in IRC http://forum.meleegaming.com/suggestions-corner/my-item-balancing-thread/
I've suggested so many things (most of them were suggested in IRC, and a lot of that got added in the direct or indirect way since 2010)
I'm not keen on masterworks (I have a lot of them now again though, but I never took part in marketplace operations to gain money). I gave the whole masterwork set of my crossbowman to random people for free (2 of items went to devs/admins to serve the community needs) http://forum.meleegaming.com/general-discussion/auction-23817
Hereby I promise not to stop working on the mod and move on to the balancing team. I promise to use all of my experience and do my best to make this mod a better thing to play!
<Tydeus> Dear chadz, please grant the cRPG community 1 additional item balancer
<chadz_> bring me one :P
To the future of crpg!
meh, I won't get caught on this again. Waited for too long :mrgreen:No way in hell you'd get picked anyhow, you're like the worst possible candidate for this besides Panos.
No way in hell you'd get picked anyhow, you're like the worst possible candidate for this besides Panos.
No way in hell you'd get picked anyhow, you're like the worst possible candidate for this besides Panos.
Luckily that you're the last person in this mod whose opinion will be asked :mrgreen: My application has at least 80+ more votes than yours.Yes, but you're not interested, remember?
Yes, but you're not interested, remember?
I'm interested, but I can't afford myself the time that it requires and I can't just become one more item balancer who does nothing.Translated to nonbullshit: I'm interested, but I don't wanna be humiliated when I'm not picked.
Translated to nonbullshit: I'm interested, but I don't wanna be humiliated when I'm not picked.
Also Tydeus pick me and I'll lobby for horsethrowing nerfs with you
Hello,
I would like to apply for the job as item balancer. I am generation 21 at the moment, very active (mainly siege, but also battle) and already have played all melee classes for a longer time (about 10 generations 2h/pole, 1 or 2 cavalry/thrower and the rest shielder, including several respecs).
In my opinion the game is pretty well balanced at the moment. All melee classes are nearly equally strong. There is no need for either huge buffs or nerfs. There are just some (more or less) overpowered weapons in each category that could need an adjustment. The Glaive for example is still too fast. Same goes for several one handed weapons like Steel Pick, Elite Scimmitar or Niuweidao. Also the knockdown chance on some weapons (especially one handed maces and Bar Mace) is too high. Don't get me wrong. I don't want to nerf items to the ground, just make slight adjustments. My goal is to make more weapons viable. I would really like to see some more variety on the battlefield. Two handed weapons for example are already pretty cool. Even the cheaper ones are useful. You can pick the weapon you like without being totally gimped. This is what I want to achieve for all weapons. One handed weapons on the other hand are the exact opposite. While there is already quite a huge and interesting variety, atleast 50% of the items are still completly useless (especially the cheap ones). Each weapon should fulfill a certain role depending on it's upkeep. Cheap weapons should be weaker than their more expensive counterparts but they shouldn't be useless.
Some armors could also need a buff. There are too many of them which nobody uses because they have not enough body armor/too much leg armor compared to their weight/upkeep. While there still should be some armors with high leg armor for cavalry there are just too many other clearly superior choices for infantry. You should be able to use the armor you like without getting too many drawbacks for your playstyle. It would be really nice if we could reduce the amount of Kuyak users this way. :P
I am not an expert for ranged but my idea would be to give archers the ability to actually fight in melee without totally gimping their ability to shoot. You could reduce the slot requirement for all bows by one for example (Short Bow - Yumi = 0 slot, Rus Bow and Long Bow = 1 slot) while making all arrows 2 slots (and increasing their amount a little bit). This way you can either choose between a good bow, one quiver of arrows and a one slot weapon (+ Round Steel Buckler which should get a price drop) or a "weaker" bow with either two quivers/a two slot weapon/one slot weapon and shield. You can still kite, but you will either have less arrows or do less damage.
Just some ideas which came to my mind while writing this.
Thanks for reading. :)
Its so annoying if you finally manage to get somehow close to archers, and then get beaten by them also in melee...So now THIS is more annoying than the kiting archers in the past? Hahahahaha. :D
Like suble trolling of Tydeus. He's like, hey kids Santa is in town. Our donkey in the heavens (chadz) told me to give you position of cRPG balancer. (is there greater accomplishment for cRPG los.. erm I mean player?)
No sign of explanation what balancer's duty consist of. Is it just changing values, being part of the gang doing nothing but filling the number, coding?
Besides, being balancer must be a pain. Imagine if I was cRPG balancer. I'll try to nerf curved weapons because they are easy peasy and what would happen? Well since Katana is on that list, Thomek would call his buddy Florian and say: Yo Florian, that douchebag Leshma nerfed my Katana and now me and my clan have to stop playing and drinking beer with you in the pubs of Vienna. Stop that please. chadz would say, no problemo Thomek. Dude's a turd, dunno why Tydeus suggested him in the first place. Or I try to nerf spamitar, and all of a sudden Hetman calls Cooties. Kurwa mac, Nessaj! Spamitar bad, very bad. Injustice. So Cooties, being owner of cRPG and stuff kicks me hard in the butt and spamitar is again safe from any attempt to balance the damn thing.
Not to mention whole community cursing, $@#*&*$ Leshma, nerfed my ??? &#@W&#(*@!1!!! I don't know how you and Paul live with it, tbh.
<Tydeus> Dear chadz, please grant the cRPG community 1 additional item balancerDon't really feel like promoting myself, but oh well. Recently some things have happend giving me a lot of free time and I'd love to spend some of this free time helping out with the item balance in cRPG. Here is the application I posted earlier.
<chadz_> bring me one :P
To the future of crpg!
What? give archers more power in melee??/ Total bullshit. These days I have seen ton of archers with scotish and italian one handed swords defeating many knights in melee after they get close. One thing that should be nerfed is archers in melee. They can stay like they are right now-very strong and with high accuracy in ranged, but they shouldn have enough points to fight good in melee. Its so annoying if you finally manage to get somehow close to archers, and then get beaten by them also in melee...
^ Nice application, lets say you make it to the balancing team, what do you have in mind?There are a few different things I'd like to look into.
Increasing accuracy and decreasing missile speed for all bows to make archery more skill-based.
Big bows already have poor missile speed. Further reducing missile speed of Longbow would mean it can't hit anything at long range. You can't buff bow accuracy stat, I mean you can but that won't solve anything.While I said "for all bows", I meant mostly for the weaker bows with way too high missile speed. Keep in mind that I said look into. I'd like to explore the possibility of making archery more skill-based through reducing their missile speed and having them be more accurate. This is one of my more controversial suggestions and I am not sure if it would actually work out. I got the idea from Zlisch(iirc) a while back and I liked the idea.
Because accuracy or precision is determined by pd, wpf, missile speed, accuracy stat, draw speed and damage. All those factors are in play. Also you need to know that crosshair in 3rd person mode is off. Getting used to it is enough skill based combined with low missile speeds.
Basically, by posting quoted you have shown us that you know very little about archery, less than me who only played two gens of lolarchery in last 12 months (but still more than Tydeus and Paul combined).
What we really need is to sack current inactive balancers (Paul, Tydeus and Fasader/Jacko) and introduce a team of active and dedicated players for each class. And let them buff their classes as much they want, but restricting them to change classes they don't play. That way, this mod would again become fun because everything would be deadly.
But seriously, decreasing missile speed for bows is actually going to make archery more luck based, than skill based.The way I see it is this. You would have to calculate better when shooting at a target far away or a target running sideways from you. It would be more about timing your shoots correctly and knowing how high to aim. If you manage to get under control the increased accuracy would let you become very effective because of the lack of randomness.
Poorer missile speed means less range, and to compensate for this, wider arc (aiming higher), and so, very easy to dodge. After shooting your arrow, you'll just have to pray for 5second that your target doesn't move, or moves in the direction you want to, for the amount of feet you guessed, to actually hit. Wich will just be pure luck. Increasing your accuracy won't mean that much, since a lot of other criteria influence it, whereas there's only PD for missile speed (if i'm not mistaken).
While I said "for all bows", I meant mostly for the weaker bows with way too high missile speed. Keep in mind that I said look into. I'd like to explore the possibility of making archery more skill-based through reducing their missile speed and having them be more accurate. This is one of my more controversial suggestions and I am not sure if it would actually work out. I got the idea from Zlisch(iirc) a while back and I liked the idea.
Also, accuracy as in the size of the crosshair is not affected by missile speed or draw speed. The fact that the crosshair is off in 3rd person mode doesn't really take a long time getting used too.
I got the idea from Zlisch(iirc) a while back and I liked the idea.
Yes, but people would be able to cheat to get crosshairs. Furthermore ... Bows from Nomad bow until Yumi ARE accurate. Give more missile speed to long and rus bow (also reduce accuracy by 1 since the last patch given 1), and reduce the missile speed to those nomad bows. If you do that, to make the re balance more effective, reverse the patch that advantages from looms, if you want to be archer without looms, without a single gen as archer, then, go fuck yourself, and see all your arrows bounce on 60+ body armor if they already reach the target. It would prevent trolls that pick up their STF and play archer/HA.Damage or speed buffs could be given to compensate for the lower missile speed for bows that already have pinpoint accuracy.
Apsod, you have my support. But please, never ever again mention something like that publicly. Because if people get the impression that Zlisch has any influence on you, there is no way they are going to continue to support you :wink:I give credit where credit is due.
Also balancing isn't all about stats (my opinion). For past 3 years they are balancing between realism (restrictions) and fun. My personal opinion is that at current stage, cRPG should go for fun and ignore realism. That is the only way to get back those high numbers on servers.I am all for fun instead of realism, though a nice balance is needed.
- Increasing Two Handed Sword cut and thrust damage by 1.
- Increasing Great Long Bardiche cut damage by 2 and decreasing its speed by 1.
- Increasing the thrust damage on Great Long Axe and Long War Axe by 1.
And it gonna buff horse archers, aka current pain in EU 1. More buffs/nerfs = more tears ... (I wish you god luck, because trying to balance this game is called madness :lol:)Yeah about HA and HX. I had this idea of adding new arrows and bolts for horse ranged and giving the old arrows and bolts the "unusable on horseback" tag. These new arrows and bolts would have less ammo so that horse ranged would not be able to kite for ages like they can now. Not sure if this counts as "Item balancing", but imo its an idea worth considering.
No. Or maybe yes, if for example all LWA and GLB type weapons get a serious speed nerf, not just 1. And more importantly, all melee weapons get a damage buff, no just a select few (I don't know how you chose, but those don't really need it).The reason for the changes to the GLB was because I felt that 46 cut was too little damage for it and a 1 point increase would still be too little, but increasing its damage by 2 without a nerf would be too extreme so 1 speed less seemed fair to me.
Apsod it's nice to see you planning your work already man, but let me tell you a thing. Great long axe thrust damage might not need a buff, before deciding that I'd suggest you to see how experienced polearm axes use it. I dueled them tor and his thrusts were so instant, and were mostly followed by a kick. If I was like 0,1 second late I would have been kicked after getting hit by the thrust, a thrust that was nearly unblockable. It is of course, not faster than an awlpike; however awlpike has 1 fast and 1 slow attack; while long axes are fairly omnipotent in 4 directions, it is harder to guess.Yeah, the thrust was never meant to be anything but an interruption move like you said, though buffing the stab to 17 wont change that. Not sure what you mean by his thrusts being instant. The GLA which Tor uses is not fast at all, though it is faster than an awlpike. Awlpike has 90 speed while GLA has 91.
Long axe users, use it as more of an interruption move; which is fairly useful at their work. If the thrust damage is to be increased, it will hurt a bit more.
Just my 2 cents.
This is an application thread. If you aren't applying or commenting on an application, go to the suggestions and balance forums.I know, but I got asked questions concering my thinking when it comes to balancing so I sort of had to answer.
This is just my opinion. I don't really know if it is going to be good or not, but it is worth to be a bit careful before making any changes. Numbers do not always show the whole picture. All in all, I really suggest you to duel with tor before doing anything.Yeah these changes would have to be discussed between the balance team before making into the game of course. Also, I have dueled Tor and he is damn good, but I doubt it is the GLA that makes him OP.
*Nerf awlpikes that can randomly kill you one hit or two hits even for full heavy gears.[Applications] Item balancers
*Nerf those very fast spammy steel picks
*Make archers less dangerous in melee combat!
*Less accuracy for HA
*I myself know that its fun to kill people very quick with 2handed thrusts, but why they can hit harder than actual spears and pikes?
*Reduce throwing thing damage. Throwing Lance can take down almost any horse, and the other throwing shits do more damage than any archer. What I have seen is that people make character with random ugly face, dress in clothes and make fast agility character and just randomly kill knights with those throwing things.
*If you want to keep more new people, give new players some kind of reward, that would make them stay in game, and not die all time as peasants as they start to play game.
*Make strategus battles available to noobs, so its not only for friends and high lv elite players
***AND MOST IMPORTANT! Why you don't add new maps for battle? Is it really that hard and long to place objects and spawn points on map to make new maps? I have made several maps for Native mod. I don't see how its hard to make new maps. We have been playing the same damn old boring, well know maps for years.. This sucks
Yeah, the thrust was never meant to be anything but an interruption move like you said, though buffing the stab to 17 wont change that. Not sure what you mean by his thrusts being instant. The GLA which Tor uses is not fast at all, though it is faster than an awlpike. Awlpike has 90 speed while GLA has 91.
But like I said before, I am not completely sure about the changes to the GLA, LWA and GLB. I just felt that the Long Axe was a bit too good compared to the GLA and LWA and buffing the swing damage didn't feel right.
Nodachi: 43 Cut, 91 Speed, 122 Length
Miaodao: 42 Cut, 96 Speed, 115 Length
Highland Claymore: 43 Cut, 92 Speed, 117 Length
Really, do this 7 points in length and 1 point in damage compensate for the 5 less in speed the Nodachi has compared to Miaodao? Or having 5 length more than the Highland Claymore, but who cares, Claymore can stab which will outreach Nodachi anytime. It can stun 1hers with an overhead, but the Claymore can do the same with .5 weight less while being cheaper and superior. Nodachi should get like 1 or 2 points more in damage.
I know, but I got asked questions concering my thinking when it comes to balancing so I sort of had to answer.Yeah these changes would have to be discussed between the balance team before making into the game of course. Also, I have dueled Tor and he is damn good, but I doubt it is the GLA that makes him OP.
<Tydeus> Dear chadz, please grant the cRPG community 1 additional item balancer
<chadz_> bring me one :P
To the future of crpg!
That's basically what was decided on, I just didn't update my post. We've picked out a few people so far, but we're still trying to decide on a few others. There's no ETA on this, so if you didn't apply in the past, you can still go ahead and do so now.(click to show/hide)
No, but seriously:
I say you pick a few people and have them on a trial period (2 weeks or sth) so that they have to consult their 'good' ideas with you and if you like something, you just add it, or consult it with the overlords.
It's like you can never say by his post on the forum if he's going to improve the mod but if you picked 10 you'd get more good ideas then if you picked 1. Picking 20 would be too much for 1 person (you) to control but I guess that from those few that were chosen, after some time you could select with who to "renew the contract" and work with him/them for another 2 weeks or month or permanently.
Also, please state if the people that you are looking for have to have any special editing or modding skeelz.
That's basically what was decided on, I just didn't update my post. We've picked out a few people so far, but we're still trying to decide on a few others. There's no ETA on this, so if you didn't apply in the past, you can still go ahead and do so now.Well, I am going to apply then!
5. Arrows&bolts shouldn't destroy the shields as effectively as they do now.
I'll throw my hat in the ring as well. Been playing a long time, still relatively active and have played quite a lot with all classes, and the different weapons within those. I have formed opinions about the strength and weaknesses of said classes/weapons over the course these years. I'd gladly help if I can.
Can you tell us some changes you have in mind please??How dare you!
I'd settle with anyone except for a melee biased player doing archery changes. Please don't do that
The armor on upper tier horses (excluding plated charger) does not seem to be justly reflected in the statistics. In general the higher tier horses seem to die too easily and certainly don't reflect their monetary cost.
I supported Gurnisson's application because he knows stuff, but he's also archer hater who rarely if ever played the class.
I supported Gurnisson's application because he knows stuff, but he's also archer hater who rarely if ever played the class. Bagge would be better choice, because I know how long he played cav and pretty much everything else. Also Cooties is fine choice, but he's quite busy I bet. Also Karasu could be excellent balancer, he's mature, calm, doing fine work as admin and has a lot of gens of every class.Don't you think we could use an "archer hater" in the balance team considering how much I've buffed archery?
I might've played with polearms more (barely, if it even is the case), but archery must be at least my second most played class :lol:
Don't you think we could use an "archer hater" in the balance team considering how much I've buffed archery?
I mean... I buffed archery, 'nuff said.
Don't you think we could use an "archer hater" in the balance team considering how much I've buffed archery?Well, maybe it's time to let a reasonable and respected archer like Bagge or Steevee get their hands on Archery and bows. They actually know what they are talking about :wink:
I mean... I buffed archery, 'nuff said.
<Shik> since tydeus is balance now
<Shik> i guess we finally have STFU okiN
<Shik> as our acronym(click to show/hide)
Also, Item Balancers are not Devs.
I'll apply as well.
I have soon to be 3 years experience and I'm still active in the game. I've mainly played archery but I have great experience with other classes too, except for shield, throwing and HX,
I speak fluent english and swedish. I understand norwegian (except for Sieem fkng impossible to understand him).
My priorities would definitely be low tiers armors and low tier bows.
I'll apply as well.Oh look it's another Nord applicant. Out of curiosity, what's your opinion on those low tier bows?
I have soon to be 3 years experience and I'm still active in the game. I've mainly played archery but I have great experience with other classes too, except for shield, throwing and HX,
I speak fluent english and swedish. I understand norwegian (except for Sieem fkng impossible to understand him).
My priorities would definitely be low tiers armors and low tier bows.
We also need to nerf HA and the ability of its players to engage in fights where one player has no chance of success, where the HA can just delay until it gets valour. I say we make the penalty of armor to WPF stronger on horseback, and slow their draw speed with movement. I don't know. You guys figure this one out. I'm not that smart.
I'm obviously most familiar with 1h and cavalry, but I have also done generations of polearm, throwing, 2h (okay only once), and crossbow.
I'm just working with the information I know. That was how it turned out in NA.
I also think we need to make swashbuckler a more viable class, pull it up to the str of 2h and polearm. If there were some way to do that.
This is my crapplication [...] I've indicated that I have the ability and will to defecate hours for this game.
I am familiar with creating and tweaking porcelain toilet models in Warband. I also take a shit nearly every day for at least 10-15 minutes (usually more) so I am very familiar with the ever-changing balance of poop and bathroom conditions. I'm obviously most familiar with constipation and wiping, but I have also done generations of diarrhea, cholera, anal sex (okay only once), and shaving butt-hair.
My current advice towards the agenda of the bathroom team would be the following:
SYLLABUS OF NERDY STUFF I WROTE:
First and foremost we should try and come up with ways to encourage more hybridization of wiping styles and move away from pure toilet paper orientation as the only successful way to play. This will hopefully make pooping more fun. Second we need to alter what I feel is the current metagame of eating lots of fiber that are very quick but can take shits because of heavy turds and still deal ridiculously huge damage (I feel this is worst with psyllium husks). Third (and this is how you can know I am relatively unbiased right now) we need to change (nerf) toilet plungers.
PLUNGER OP:
The NA and EU poop tournaments were both absolutely dominated by plunger users. I did math on the distribution of clogged toilets in the final/top 10 players of the NA tournament and 90% of players were plunger-havers. This leads me to believe that plungers are too strong compared to Draino and just using your foot to jam it in melee only situations. So I would first look at some way of bringing these three classes into alignment.
Individual changes for plunger I would suggest are to give models such as the bog brush, deluxe double ringed, long plunger, etc, a slight nerf to damage or speed. The damage on these plungers when you include a speed bonus is devastating and in my opinion too strong. They hit harder than a steel pick from horseback full speed to the face. Those weapons are just off the top of my head so don't fault me if they're not perfectly sensible, they are just my impression of the most popular plungers right now.
STR-AGI BALANCE
I think the most effective thing we could do to bring more balance to the str-agi paradigm isn't to revert to the old days of 45-str shitting trains, nigga. What we should do is increase the str requirements on lifting the seat and plungers so that players using primarily agility don't get all the same unclogging and defense that str players get. It might help to balance str with agi if we made ironflush more of a useful skill so that agi players by nature aren't as tough as str players. The vast majority of good players I have asked for advice in this game have all told me "ironflush is worthless, don't use it". So maybe a slight buff to ironflush.
#2
As far as putting #2 into alignment with the other bathroom classes I won't pretend I know what to do. I've pooped it for one generation and I was not good. I would say plungers is stronger than #2 right now though.
#1
For going #1 I would like to see a comeback of non-sword items. I feel that the combined change of knockdown proc and stab buffs by Tydeus really changed the spread of going #1 you used to see in the bathroom. These days on a 75 population public toilet you're lucky to see a #1er using a dick or urethra at all. Plungers have by far become the most popular and successful weapon (the only one tat tops the scoreboards). I would like to see knockdown chance for going #1 closer to what it was a year ago so we might see people use names for their dicks like "the Iberian Mace" again. Also maybe give the lesser dicks a bit of love, like the fighting dick.
CROSSDRESSING
I'm not a very good crossdresser or very familiar with it but the most famous players of the class have all told me personally that they feel their class was nerfed to the point where it's not even fun to play it anymore.
CHANGE WPF/POO THROWING ESPECIALLY:
The whole WPF-spread thing of shared WPF in melee classes was a cool change! Very cool! However, I think it could be improved a little bit. It feels like all it did was boost WPF for floor-shitters because honestly who the fuck plays #1/#2 or #2/plunger. I think we could help hybridize classes by letting some melee WPF spread into ranged class WPF. I.E. #1 or plunger WPF could spread into poo-throwing WPF so throwers can hybridize into #1/thrower ("viking") or floor-shitter/thrower (roman guy). I would love to see throwing put into a stronger spot than where it is right now. Even the best players in NA have to struggle to get to the top of the scoreboard as a shit flinger. It's less accurate than crossdressing/long distance pissing but it seems like a lot of the time it still does less damage even when the stars align and you finally shit. Give a slight buff to the higher throwing items damage across the board (chimp turds, gorilla chunks, elephant dung).
EDIT: I nearly forgot, nerf urinals. First of all reduce splashback damage a fair amount, if you have 0 IF it takes like 3 good piss stains to kill you. Nobody should get free damage just for hitting you with a splash of your own piss. Remove this whole paradigm of trying to say urinals are balanced by its rim being so much higher--rim hieght doesn't stop people from playing it to destroy pants that are better than theirs. We need to bring urinals in line with the other melee classes somehow. First of all nerf the EU playstyle of #1 in the urinal with heavy urinal cake, heavy dick size, and calling your dick "an arabian cavalry sword". We also need to nerf long distance pissers and the ability of its players to engage in fights where one player has no chance of success, where the longpisser can just delay until it gets valour. I say we make the penalty of armor to WPF stronger for long distance pissers, and slow their draw speed with movement. I don't know. You guys figure this one out. I'm not that smart.
(click to show/hide)
also i am 8 years old
(click to show/hide)
also i am 8 years old
I just think it will be more interesting with more advisors/balancers, at least with some people who can be active.
That being said, we could use some more Item Advisors (particularly from eu.)Considering this I decided to give it another shot. My last post was messy and large, so I'll keep it a little shorter this time.
If you've posted in the past, you should post again to show interest.
I can balance things. I can easily balance an item such as a pencil on the tip of my finger. Also, I can balance up to 3 textbooks on my head. I can also balance my diet very well and go on a regular basis. With a little time I can even balance on two legs of a sturdy chair.
That being said, we could use some more Item Advisors (particularly from eu.)
If you've posted in the past, you should post again to show interest.
item balance team here i come, its all but secured, time to start a campaign for Daruvian Item Balancer 2014
Correct me if I'm wrong, but if your spot was all but secured, wouldn't you have little to no need for a campaign?
132 length polearm is quite a bit shorter than ~120 2 hander. The length doesn't take into account the animation reaches, so the 2 hander will have a bigger effective reach on all swings and stabs. 2 hand animations are easier to blend together so its easier to make people mess up their blocks. Personally I find speed a pretty crappy stat until you get it very high, especially on polearms. It just doesn't seem to matter much imo
The good thing about the elegant poleaxe is really that it does extra damage against shields. Besides that 2 handers are better imo
Another thing is the way the polearms interact with things around you. Poles of comparable reach to 2 handers don't necessarily get to use the reach in the same circumstances that a 2 hander could because they will glance on team mates or walls. A 2 hander with similar reach to a polearm gains more usability and are better for feinting imo. 2 hander stabs seems to work better up close too and have a large reach bonus. Its similar with 1 handers - great reach and easy to use
And if you want a damage against shield polearms there's no reason to take a poleaxe over the long bardiche. That thing is stupidly strong.
I think there should be a decent amount of advisors from experienced or knowledgeable players as well as a few more balancers with voting power. At this point, I think there are many powerful weapons out there, but I would like to give as many weapons as possible reasons to be used in certain scenarios. There are many polearms/2h I don't use and therefore can't really provide much insight on them outside of glaring stats imbalances.
A large problem with being an item balancer is that the information gained from knowing how much damage you deal is substantial, but you need to be an admin. I tried to get the calc at http://tinyurl.com/cprgcalc to simulate the current observed damage as close as I can, but it doesn't account for speed and hold bonuses which both greatly affect it.
A large problem with being an item balancer is that the information gained from knowing how much damage you deal is substantial, but you need to be an admin. I tried to get the calc at http://tinyurl.com/cprgcalc to simulate the current observed damage as close as I can, but it doesn't account for speed and hold bonuses which both greatly affect it.I never understood why they made that only accessible by admins. There are a lot of people who would love having such a tool available, and it would make it a lot easier for community members to provide better balance suggestion.
I never understood why they made that only accessible by admins. There are a lot of people who would love having such a tool available, and it would make it a lot easier for community members to provide better balance suggestion.
A large problem with being an item balancer is that the information gained from knowing how much damage you deal is substantial, but you need to be an admin.
I never understood why they made that only accessible by admins.Convenience. The admin level check already looked similar to what would have to be done in order to pick and choose who gets access and who doesn't and by hi-jacking the admin level stuff, Urist was able to script the damage reporter without needing much work (nothing had to be done on the website side). So there was no point not using the admin system, since all the current balancers were already also long-time admins and it had previously been decided by devs that it shouldn't be open and accessible to players. 98% of admins don't have the admin level required to use the damage reporter.