cRPG
cRPG => Suggestions Corner => Topic started by: Johammeth on May 27, 2013, 08:20:07 am
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Here's a simple fix that makes the game much better.
-If you completely miss an attack (hit nothing but air), you have a slight penalty to movement speed, block, and attack speed for a short duration.
-The debuff "stacks" with consecutive misses, meaning that you get slower and slower as you miss more and more.
Example:
-I'm fighting some dude. I take a sideswing at him, and I miss completely. I have 10% reduced attack/block/movement speed for the next .5 seconds. It's a slight inconvenience for a slight mistake, but nothing deadly.
-I'm drunk and I have a big polearm. I miss 3 overhand attacks in quick order, and find my attack/block/movement speed reduced by 30%. This is a noticeable penalty, so I stop spamming and re-evaluate my strategy.
-I'm a super cool dude with a big 2hander. There are a bunch of enemies in front of me. I start swinging left-right with reckless abandon, hoping to outplay some nooblord with my leet skills. After 8 complete misses, I have 80% reduced attack/block/movement speed for a short duration. It's a big penalty, and it sucks. I die quickly, and spend the rest of the round yelling in *DEAD*chat about how lucky my opponents were.
Results:
-"Slap on the wrist" penalty for a single missed strike. Shit happens, and you won't get screwed over because of a single lucky/laggy/(insert your excuse here) missed strike.
-Wild punishment for mindless spammers who hit nothing but air.
-No real change for skilled/smart play.
-Appropriate penalty for reckless/thoughtless play.
The part where I play on your ego:
-You're a really skilled player who never misses attacks, so this is a great idea that won't ruin the normal flow of your play.
-You only get killed my noob spammers/luckers/crutchers/badkids/BRs, so the game will be much better because you're much less likely to get killed by something lame.
And yes, I am posting this because I was just killed by a person who was nonstop overhand chopping the air as he ran me down
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Nope.
Missing hits is a vital part of my duelling skills. Makes ppl put their guard down for an attack, so i get my second hit in for free.
Also nerfs unbalanced weps (since they can't always stop their hits) and nerfs fakes too much.
No nerfs, buffs.
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not a bad idea, but its not necessary.
Maybe this could be added to blunt unbalanced 2H and they could get break block back or something.
I don't thing swinging your wep should be punished any more than it already is.
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Nerfing misses could have horrible consequences that are unpredictable right now.
IMO it's kinda weird that missing in the current game gives you the advantage but it works ok.
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Nerfing misses could have horrible consequences that are unpredictable right now.
IMO it's kinda weird that missing in the current game gives you the advantage but it works ok.
Well there should be a recovery time after a miss with a skill that you can put points into that would reduce your recovery time. Longer, heavier weapons should have a longer recovery than shorter, lighter weapons.
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Well there should be a recovery time after a miss with a skill that you can put points into that would reduce your recovery time. Longer, heavier weapons should have a longer recovery than shorter, lighter weapons.
If so just make it Weapon Master.
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IMO it's kinda weird that missing in the current game gives you the advantage but it works ok.
Could you elaborate on this? I'm fairly new to the game.
Is it
-Miss = no blockstun whereas blocked = blockstun?
or
-"I can intentionally miss to make my opponent think that I am vulnerable (when I am not) and bait him into a bad attack which I, in turn, counter."
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Intentionally missing has uses in 1v1 combat. I remember Beeper intentionally missing warspear stabs in order to elicit a chamber attempt from his opponent, which he would then chamber with a followup stab.
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Would buff backpedallers, make pike/longspear even more frustrating to use and add a lot of wtf to general gameplay. I vote no :|
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This would give the opposite result of what you to want; a nerf to short weapons.
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This would give the opposite result of what you to want; a nerf to short weapons.
this.
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Could you elaborate on this? I'm fairly new to the game.
Is it
-Miss = no blockstun whereas blocked = blockstun?
or
-"I can intentionally miss to make my opponent think that I am vulnerable (when I am not) and bait him into a bad attack which I, in turn, counter."
When you miss and immediately attack again, chances are you will hit your opponent if he commits to an attack after your miss thinking he has the initiative and if you start to backpedal after missing. This is quite common among all the little mind games in this combat system. A little bit like feinting except instead of aborting your attack you intentionally remain far enough not to hit.
And in its current state it favors long weapons.
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There are enough penalties for missing an attack. It usually involves getting hit or your timing going out of whack. No need for anything else.
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-I'm a super cool dude with a big 2hander. There are a bunch of enemies in front of me. I start swinging left-right with reckless abandon, hoping to outplay some nooblord with my leet skills. After 8 complete misses, I have 80% reduced attack/block/movement speed for a short duration. It's a big penalty, and it sucks. I die quickly, and spend the rest of the round yelling in *DEAD*chat about how lucky my opponents were.
Main reason I gave you a + :)
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Main reason I gave you a + :)
you plus anythaing with nerf and 2h in it