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cRPG => General Discussion => Topic started by: Keshian on January 07, 2011, 08:11:56 am

Title: Heavy armor needs a significant nerf to run speed and wpf
Post by: Keshian on January 07, 2011, 08:11:56 am
Since the hotfix to the patch most people ar eback to heavier armor again who were using it before and using iit all the time.  Recently on the 80 man server roughly 80% of people were wearing 14 weight armor and heavier for several hours.  The new upkeep can support this.  Would apreciate a non-upkeep related fix where wearing heavy armor actually does give a meaningful run speed and wpf nerf.  Right now many of those heavier clad folks can easily keep pace with lightly armored opponents and there is no real drawback once you ahve all the equipment you want.  This has been exacerbated by the wpf soft cap as strength heavy armor builds can still have only slightly less wpf then non-heavily armored opponents because the weight nerf right now is extremely mild.  Balance requires a more significant speed nerf.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Siboire on January 07, 2011, 08:18:40 am
That would be a good idea. Even on the 120 NA server there was still a lot of tin cans around, too many for what the upkeep was suppose to do. Those guys have been playing around for a long time so they have a huge bank account so the upkeep is nothing for them.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: WaltF4 on January 07, 2011, 08:30:34 am
This has been exacerbated by the wpf soft cap as strength heavy armor builds can still have only slightly less wpf then non-heavily armored opponents because the weight nerf right now is extremely mild.

Anyone have a link to the relevant information about the new weight nerf to wpf? I know it now works in percentage, but that is all I've seen so far.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Keshian on January 07, 2011, 05:21:08 pm
Bump
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Vexus on January 07, 2011, 05:37:04 pm
Plate should have been changed to 18 with black armour needing 19 or 20 strength from the beginning.

If you want max protection you CAN'T be super fast too.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Cris on January 07, 2011, 05:38:43 pm
I agree.

From an archer point of view, its taking me 5+ arrows to kill light/mid armored people...

If someone wants to run with even more protection than that, speed and wpp should be more penalized
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: RandomDude on January 07, 2011, 05:39:08 pm
i always go for high athletics specifically so i can run faster in heavier armour

i will be at 21 agi at lvl 31, which i almost consider a waste because putting pts into weapon mastery for wpf is a waste past 150, but if i want to use the heaviest stuff and still be fast I need that 21 agi for 7 athletics

i dont know if wpf reduction from weight has changed with the patch but i definately could not play in black armour using my flamberge with anything less than 180 wpf
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Vexus on January 07, 2011, 05:43:12 pm
WPF penalty got changed to a % I heard but no real info apart of speculation.

chadz if your reading this could you explain how the wpf penalty on weight got changed?
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Keshian on January 07, 2011, 05:52:37 pm
To giv you a recent example post-patch.  My team is fighting a guy in heirloomed heraldic transitional armor who is taking out half our team,  I put 4 arrows with a warbow and bodkin arrows with 6 power draw and 150 wpf into him, which allows my team to hit him twice with swords.  He continues on to killing those swordsmen and chases after me.  I turn to shoot again after running for a while, but cant get a shot off because he is right on top of me still even though im wearing nomad robe and have 6 athletics.  This may be entering another whole discussion on the pierce to cutting damage only favoring tincans and plated charger riders, but essentially if youw ear heavy armor you become an unstoppable juggernaut far more so then pre-patch, with no real speed nerfs to slow you down so the wolves can harry the bear down.  And for people saying upkeep fixes this, with the new hotfix it really doesnt, you can wear that level armor 80-90% of the time and only need to grind naked 10%  of the time at worst.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Amadeo on January 07, 2011, 05:53:25 pm
Not that making sense has anything to do with gaming but ...

In the real world the true tradeoff to the heaviest armors (besides the fact that there were so expensive as to be mostly for ceremony) was that you had almost no manuverability in plate. Event splint/banded mails cut down on the ability to wield certain weapons. And if you've ever worn a suit of chain armor you know that it would be very unlikely for anyone to run any great distance in it ... let alone run a mile and then fight someone when they got there. =)
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Litho on January 07, 2011, 08:35:44 pm
Wounded players should run slower and swing slower, and this effect should be amplified by equipment weight (maybe mitigated a bit by ironflesh?), in addition to flat wpf and movement speed loss just for wearing too much armor. This would give us a handy way to tell how close another player is to death, and it'd stop tincans from being unstoppable juggernauts. All the little injuries would add up, and tincans wouldn't just be able to spin around like a top mashing attack and kill everyone because they swing twice as fast (that advantage would disappear quickly if they're reckless!)

So, players should have a choice between wearing light armor that lets them swing faster and have more endurance if they take a few hits (as long as those hits don't kill them), or heavy armor that slows them down and practically becomes a coffin if they start losing life. Heavies will still be able to put the hurt on people and take more hits, but they won't be able to rampage through a crowd taking 20 hits and keep on trucking just fine. Peasants would feel less useless too, since all those stones and pitchforks would add up!
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Ganon on January 07, 2011, 08:40:12 pm
Since the hotfix to the patch most people ar eback to heavier armor again who were using it before and using iit all the time.  Recently on the 80 man server roughly 80% of people were wearing 14 weight armor and heavier for several hours.  The new upkeep can support this.  Would apreciate a non-upkeep related fix where wearing heavy armor actually does give a meaningful run speed and wpf nerf.  Right now many of those heavier clad folks can easily keep pace with lightly armored opponents and there is no real drawback once you ahve all the equipment you want.  This has been exacerbated by the wpf soft cap as strength heavy armor builds can still have only slightly less wpf then non-heavily armored opponents because the weight nerf right now is extremely mild.  Balance requires a more significant speed nerf.

This is full of wrong, read the other post where the math has been done by multiple people(including me) to calculate what equip you can sustain. It takes only 5 minutes or less to do the math, but instead you waste your and our time by making things up. You can sustain exactly 48500 worth of equipment, and that's not a heavy armor setup. If they use such heavy armors, they are losing gold and will stop once they run out.

P.S.: Try using a hammer vs plated guys, i did that pre patch and it was hilarious.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Tai Feng on January 07, 2011, 08:56:59 pm
You can sustain exactly 48500 worth of equipment, and that's not a heavy armor setup.

:)
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Keshian on January 07, 2011, 09:27:07 pm
This is full of wrong, read the other post where the math has been done by multiple people(including me) to calculate what equip you can sustain. It takes only 5 minutes or less to do the math, but instead you waste your and our time by making things up. You can sustain exactly 48500 worth of equipment, and that's not a heavy armor setup. If they use such heavy armors, they are losing gold and will stop once they run out.

P.S.: Try using a hammer vs plated guys, i did that pre patch and it was hilarious.

LOL, only 48,500.  You can have heraldic transitional armor (22 lbs) for 19419, cased greaves (3.7 lbs) for 4627, mail gauntlets (.5 lbs) for 3427, great helmet (2.9 lbs) for 6723, german greatsword (2.5 lbs) for 11686 for a grand total of 45682 so you are still increasing your gold collection.
Total weight: 31.6 lbs

Head Armor: 53
Body Armor: 59
Leg Armor: 53
(all this if unheirloomed)

Meanwhile you can run almost as fast and swing almost as fast as a guy in nomad robe (5.5 lbs), no helmet, no boots, mail gauntlets (.5 lbs) = 6 lbs.

Maybe you only define heavy armor as black armor, but youa re effectively immune to most cutting damage other then from high strength builds like you that have high enough powerstrike to make cutting damage effective and can take 6 times as many hits as the guy in a nomad robe thats an agility build who runs and swings only negligibly faster.  Carrying around an extra 26 lbs around should really have an impact.

Protection v. speed should be real tradeoffs rather than a choice between speed v. speed and protection and damaging power.  If you cant fight without taking a large number of hits then you really should pay the tradeoff for that protection, since the rest of us actually die with 1-2 hits.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Babelfish on January 07, 2011, 10:12:59 pm
LOL, only 48,500.  You can have heraldic transitional armor (22 lbs) for 19419, cased greaves (3.7 lbs) for 4627, mail gauntlets (.5 lbs) for 3427, great helmet (2.9 lbs) for 6723, german greatsword (2.5 lbs) for 11686 for a grand total of 45682 so you are still increasing your gold collection.
Total weight: 31.6 lbs

Head Armor: 53
Body Armor: 59
Leg Armor: 53
(all this if unheirloomed)

Meanwhile you can run almost as fast and swing almost as fast as a guy in nomad robe (5.5 lbs), no helmet, no boots, mail gauntlets (.5 lbs) = 6 lbs.

Maybe you only define heavy armor as black armor, but youa re effectively immune to most cutting damage other then from high strength builds like you that have high enough powerstrike to make cutting damage effective and can take 6 times as many hits as the guy in a nomad robe thats an agility build who runs and swings only negligibly faster.  Carrying around an extra 26 lbs around should really have an impact.

Protection v. speed should be real tradeoffs rather than a choice between speed v. speed and protection and damaging power.  If you cant fight without taking a large number of hits then you really should pay the tradeoff for that protection, since the rest of us actually die with 1-2 hits.

Agree, there should be a tradeoff from being virtually immune to arrows.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Ganon on January 07, 2011, 11:18:37 pm
I don't know where these builds come from, i am a 1h with shield and throwing weapons and 48k only allows for medium to low armor. Sure you can get heavier armor if you use only 1 2h weapon and no shield. But that's already a tradeoff. (3 empty slots)

Edit : to clarify, the throwing weapons will be counted multiple times by the upkeep system, if they're used in multiple slots.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Keshian on January 07, 2011, 11:45:32 pm
I don't know where these builds come from, i am a 1h with shield and throwing weapons and 48k only allows for medium to low armor. Sure you can get heavier armor if you use only 1 2h weapon and no shield. But that's already a tradeoff. (3 empty slots)

Edit : to clarify, the throwing weapons will be counted multiple times by the upkeep system, if they're used in multiple slots.

Just geta  cheap shield for 2 h as it takes 6 arrows to even break those.  If you want more fancy weapons just go down to mail over plate only lose like 2-3 body armor and still weighs 20 lbs.  Heavy armor is way OP post-patch and needs some rebalancing done.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Goretooth on January 07, 2011, 11:52:29 pm
Thought no one could afford heavy armor.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Keshian on January 07, 2011, 11:57:58 pm
Thought no one could afford heavy armor.

Black and the heaviest plate, unless they own fiefs or go in light armor 1/3rd the time.  But heavy mail and light plate is rampant and has a huge benefit without drawback compared to mid-tier and lower-end armors as speed and wpf are not seriously affected.  Cutting damage has made them invulnerable tanks even though less armor then black armor.  Right now they are more invulnerable to archers and swordsmen then black armor was pre-patch.  partly also because level cap so lower powerstrikes for non-strength builds that dont want to be tincans.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Bulzur on January 08, 2011, 12:06:04 am
All this is the reason i'm running around with an heirloomed iron staff with my polearm alt, even though i prefer playing archer or my 2h/thrower. Blunt weapons is all you need.
But it's a shame to be "forced" to play one class if you really want to help your team.

Saw Urist mentionning arrows would get a little damage buff, so that at least archers can kill light/med people more easily, since that's all we can kill now. Dunno if it was a troll post though, since when someone asked when that would be implemented, he replied "december 2014".  :rolleyes:

But i agree tincans and other heavy armor should have a bigger speed penalty, since cut deals close to nothing to them, even though all archers/1h(no thrust)/2h(no thrust)/axes deal that damage. And since upkeep is a bit not expensive enough. (imo)
Title: archery
Post by: Rogue_Eagle on January 08, 2011, 12:30:07 am
current WPF limits can't support archers with longbows who require greater PD :(
Title: Re: archery
Post by: Babelfish on January 08, 2011, 12:37:05 am
current WPF limits can't support archers with longbows who require greater PD :(

Depends, dont think you get less wpf when you have more PD now
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Webb on January 08, 2011, 01:09:25 am
kesh is right, you could do some sort of stamina thing so that way the plated peepz can run for a certain distance before getting tired
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: SgtAlex86 on January 08, 2011, 01:21:53 am
my pike goes trough light plate like it wasnt there... cant see the broblem  :twisted:
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: RandomDude on January 08, 2011, 02:29:29 am
Just geta  cheap shield for 2 h as it takes 6 arrows to even break those.  If you want more fancy weapons just go down to mail over plate only lose like 2-3 body armor and still weighs 20 lbs.  Heavy armor is way OP post-patch and needs some rebalancing done.

i cant take u seriously when u make comments like that

i presume ur talking about 0 req shields? the ones i use break in 2 hits from arrows atm
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Ganon on January 08, 2011, 02:55:16 am
I agree with the OP this game demands that everyone wears cloth armor, it would be unfair otherwise and too capitalistic, and we don't like capitalism. Just remove all metal armor except chain and give a huge malus so that you cannot move or fight with it.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: panderson on January 08, 2011, 03:24:03 am
I've traded down from my usual Churburg Cuirass, Great Long Bardiche, Heavy Lance, Shield to a Mail Shirt, Long Vouge and Lance.  I have no problems killing tin cans either on horse or foot.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: SalmonGod on January 08, 2011, 03:33:42 am
I would love to see more pronounced differences between light & heavy armors.

Make heavy armors have high strength requirements and make them even more protective than they are with more of a speed penalty. 

Tanks should be support characters - unable to do much on their own.  They mark the front line and look intimidating.  They're there for teammates to hide behind.  They should be slow, but hit hard.  On their own, they're easily whittled down.  When surrounded by teammates, they can look for openings to land a hard blow.  They should be able to take a lot of punishment from archers, but then be no threat to them in return.

If we had this kind of balance, upkeep would be completely unnecessary.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: EponiCo on January 08, 2011, 09:43:41 am
Disagree completely. Either upkeep or armor nerf. If someone pays 50-100 gold per minute for armor he should have a significant advantage over someone who pays nothing at all, or you have lots of exploiters who just run around with agistack and light armor without reduced effectiveness and farm gold for plated charger time.
With 25 weight armor the advantage is there against arrows, against crossbows I die in 2 hits like everyone else, and many meleers can kill me in three or less hits, too.
In fact making it so that plate users can't agistack, and agistackers can't use weapons that hurt platers much would be more balanced.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Lordark on January 08, 2011, 10:11:01 am
Noob tincans are good for defence and soaking up. The ones who put in time and have more skill and more agil shold be able to fight back against lighter foes.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: bruce on January 08, 2011, 10:16:57 am
Archers can still pull out a melee weapon and kill that tincan in melee. On my crossbowman I get probably 75% of the kills meleeing (because, well, it would just be unpractical to reload and stay in position to do so when I could run into the melee and fight), people in transitional and such go down even to a cutting weapon fairly fast.

Alternatively, if you want to do damage, at expense of firing speed, use a longbow, with its damage and the huge bonus from powerdraw it really does hurt when it hits. Even a warbow really hurts - with 45 body armour, it takes about 35% of my HP (15 str / 5 IF).



 
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: SalmonGod on January 08, 2011, 10:26:45 am
In fact making it so that plate users can't agistack, and agistackers can't use weapons that hurt platers much would be more balanced.

I would like to see power strike as difficulty for melee weapons, just like throwing weapons.  A hunk of metal shouldn't get shredded apart like paper by a flurry of light blows. 

Ideally, I would like to see a heavy vs light infantry play out where the heavy has to hope his opponent makes a mistake while he's being slowly whittled down, and the light has to avoid making a mistake that will get him hit by a slow but deadly blow and finish the fight before teammates show up.

I know this is a very stereotypical style of balance, but it's so common for a reason.  It makes sense.  It works.  It balances well for teamplay.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: LLJK_Korea1 on January 08, 2011, 10:53:30 am
http://www.youtube.com/watch?v=H6IL2giKNN8

i am a whirlwind of metal and death

e: http://www.youtube.com/watch?v=D3997HZuWjk archers Q_Q
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: verinen on January 08, 2011, 10:56:31 am
http://www.youtube.com/watch?v=H6IL2giKNN8

i am a whirlwind of metal and death

I'm sure he spit his own lungs after 20 secs of action like this....
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: UrLukur on January 08, 2011, 01:39:47 pm
Oh so Keshian want to kite people with his bow, so they can't fight back ?

NO. Go back to your basement kid, YOU played and want to play one of the most retarded build. It's good it was fixed.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Bulzur on January 08, 2011, 01:50:11 pm
Archers can still pull out a melee weapon and kill that tincan in melee. On my crossbowman I get probably 75% of the kills meleeing (because, well, it would just be unpractical to reload and stay in position to do so when I could run into the melee and fight), people in transitional and such go down even to a cutting weapon fairly fast.

Alternatively, if you want to do damage, at expense of firing speed, use a longbow, with its damage and the huge bonus from powerdraw it really does hurt when it hits. Even a warbow really hurts - with 45 body armour, it takes about 35% of my HP (15 str / 5 IF).

o_O
Nonsense. Except if you're a hybrid. Try to kill a tincan with 0 PS, 1wpf, 15 str and a longsword, for example.
Warbow does indeed do good damage. But the accuracy is terrible, not even speaking of the firing speed.

You can't compare melee archers to melee xbows. Since xbows can put skill points in PS, when archers put them in PD.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: UrLukur on January 08, 2011, 02:11:49 pm
Go hybrid then ? 80 wpf, 3/4 ps, some weapon that deal blunt or pierce damage, problem solved. It cost you 3 or 5 archery wpf, i donno how much they cost on high wpf level. I think even few 2h/pole wpf less do the job. If you want to do PURE archer, deal with consequences.

Not that you have to fight that tincan, you can flee, you can help your teammates to put him down.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Radix on January 08, 2011, 02:36:47 pm
I am wearing a plate armor, and I agree cose it seems to be resonable. However there is another solution as well besides this, once I spoke about stamina bar and been laughed at, however I always will keep thinking that stamina would cut tincan's versatility and give a kick to 2h spammers. But I know that stamina for some reason equals for some ppl HP potions and fireballs, so lest just stick to wpf nerf and higher STR requirements
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: UrLukur on January 08, 2011, 02:41:36 pm
Stamina is reasonable concept, but most games do it wrong, so people don't like it.

Another solution is some kind of wound penalties, this would allow archers to soften up people, so they don't have same weapon speed, movement and reaction times as characters with full health.

But i don't think those two will be ever implemented in M&B:W. Maybe on some other game engine ?
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Cup1d on January 08, 2011, 03:32:18 pm
wound penalties for horses already realised in Rubic's mod. Drastically reducing speed, maneuvrability and charge damage.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: UrLukur on January 08, 2011, 03:36:05 pm
wound penalties for horses already realised in Rubic's mod. Drastically reducing speed, maneuvrability and charge damage.

Oh wait, there is flag that work on hit. Good, just ask chadz to implement it!
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: bruce on January 08, 2011, 03:37:05 pm
o_O
Nonsense. Except if you're a hybrid. Try to kill a tincan with 0 PS, 1wpf, 15 str and a longsword, for example.
Warbow does indeed do good damage. But the accuracy is terrible, not even speaking of the firing speed.

You can't compare melee archers to melee xbows. Since xbows can put skill points in PS, when archers put them in PD.

Polearms - even slow ones - work just fine with 40-ish wpf, and 5 PS and hurt just about everyone these days now plate is very very rarely present on the battlefield. That means sacrificing a very negligible amount of wpf (since wpf around 120 becomes very expensive, so it's a question whether I have 128 crossbow wpf and 0 melee wpf or 121 crossbow wpf and 50 melee wpf), and doing a few point conversions less so you have powerstrike. I also got ironflesh because I value extra survivability over having 2 atribute points more; character creation choices. But you don't get to whine about the consequences of bad character creation choices.

If you want MAX attributes for archery/etc, then deal with it, seriously. The reason why people hybridise is to be able to take on a larger selection of classes. For instance, I sacrificed the spammability and damage of my polearm (my last gen was a pure polearmer, it was much easier with the extra wpf) and armour (with 14.5K more to play with, I could pack much better gear) to be able to shoot other ranged (and occasionally, horses, although tbh throwing is the superior choice for anti-horse work and close ranged combat in general).

Anyway, with the current situation good archers are still a menace (not the ultimate weapon, but I see them near/at the top of the killboard), and bad archers are just like bad melee, inefficient.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: HoboJoe on January 08, 2011, 04:48:33 pm
Another thing I've noticed that the level of athletics has a lot less effect on movement speed now. Too little if you ask me.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: bruce on January 08, 2011, 04:56:10 pm
Another thing I've noticed that the level of athletics has a lot less effect on movement speed now. Too little if you ask me.

 :rolleyes:
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Keshian on January 08, 2011, 05:34:45 pm
Oh so Keshian want to kite people with his bow, so they can't fight back ?

NO. Go back to your basement kid, YOU played and want to play one of the most retarded build. It's good it was fixed.

Wow you arrogant ass, its about overall game balance for everyone.  I had a level 3 alt I have taken to level 20 so far and by level 7 it was easy mode.  All I had to do was 2H/thrower and strength build.  Throw javelins (1hit pierce kill with 34 damage and 3 powerthrow now 6 powerhtrow) and then charge with a 2 handed weapon and block once (many spammers now that people are lower levels so easier to 1 hit kill) and the combat speed is much slower now so far easier to block then before and you can 1-2 hit kill with a fast melee weapon.  Archers shoot me and almost all only take 5-10% of my health and I can run them down easily with 3 athletics or throw a javelin in their back as they run away from me and their drawing speed is so much slower then my throwing speed so incredibly easy.  I get to put almost all my points into strength and IF, PS and Powerthrow and have 63 health already with much stronger armor that  allows me tos urvive many cutting damage hits.
My javelins may sink a lot so you have to arc them, but they always go dead center where you aimed them with 96 wpf.

Meanwhile, my level 30 archer alt with 6 powerdraw and 162 wpf in archery has arrows go randomly shanked left and right, up and down from the aiming reticule most of the time so yes I can take 1/5 to 2/5ths of your health if I can hit with warbow and bodkin arrows and 6 pwrdrw, but because of the randomness it becomes a slow spamfest.  I fanyone charges you with any erractic movement almost impossible to hit becuase of a delayed trigger release from when you release the button thanks to the new combat animation.  Ive topped the charts twice with the archer alt when people were still uncertain about the patch and wearing lighter armor and maps heavily favored ranged (gulley down to the beach), but I have not seen any other archer in the top 3 by the end of a map with a sevrer having more then 30 people (and no I am not trying to be arrogant about this, because I have not been in top 3 nor any other archer that I can see since hotfix (unless fake archer doing mostly melee build and fighting melee) where everyone wears heavy mail or light plate and still makes money).

My xbow alt (level 13) with wpf in only xbow can shoot faster than  alongbow with hunting and light xbow and more accurately because it shoots dead center of smaller reticule.

I dont know about you, but when a lot of changes were made its easy for imbalances to be created and right now throwing and 2h heavy strength builds heavy mail armor is heavily imbalanced.  (xbows at least got some nerf, even more with hotfix - so seem more balanced)  Maybe adding an aspect of realism would help, yes you can be near impervious to cutting but you actually move lower and swing slower as a tank.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: UrLukur on January 08, 2011, 05:52:00 pm
Wow you arrogant ass, its about overall game balance for everyone.  I had a level 3 alt I have taken to level 20 so far and by level 7 it was easy mode.  All I had to do was 2H/thrower and strength build.  Throw javelins (1hit pierce kill with 34 damage and 3 powerthrow now 6 powerhtrow) and then charge with a 2 handed weapon and block once (many spammers now that people are lower levels so easier to 1 hit kill) and the combat speed is much slower now so far easier to block then before and you can 1-2 hit kill with a fast melee weapon.  Archers shoot me and almost all only take 5-10% of my health and I can run them down easily with 3 athletics or throw a javelin in their back as they run away from me and their drawing speed is so much slower then my throwing speed so incredibly easy.  I get to put almost all my points into strength and IF, PS and Powerthrow and have 63 health already with much stronger armor that  allows me tos urvive many cutting damage hits.
My javelins may sink a lot so you have to arc them, but they always go dead center where you aimed them with 96 wpf.

Meanwhile, my level 30 archer alt with 6 powerdraw and 162 wpf in archery has arrows go randomly shanked left and right, up and down from the aiming reticule most of the time so yes I can take 1/5 to 2/5ths of your health if I can hit with warbow and bodkin arrows and 6 pwrdrw, but because of the randomness it becomes a slow spamfest.  I fanyone charges you with any erractic movement almost impossible to hit becuase of a delayed trigger release from when you release the button thanks to the new combat animation.  Ive topped the charts twice with the archer alt when people were still uncertain about the patch and wearing lighter armor and maps heavily favored ranged (gulley down to the beach), but I have not seen any other archer in the top 3 by the end of a map with a sevrer having more then 30 people (and no I am not trying to be arrogant about this, because I have not been in top 3 nor any other archer that I can see since hotfix (unless fake archer doing mostly melee build and fighting melee) where everyone wears heavy mail or light plate and still makes money).

My xbow alt (level 13) with wpf in only xbow can shoot faster than  alongbow with hunting and light xbow and more accurately because it shoots dead center of smaller reticule.

I dont know about you, but when a lot of changes were made its easy for imbalances to be created and right now throwing and 2h heavy strength builds heavy mail armor is heavily imbalanced.  (xbows at least got some nerf, even more with hotfix - so seem more balanced)  Maybe adding an aspect of realism would help, yes you can be near impervious to cutting but you actually move lower and swing slower as a tank.

Woah, arrogant ass Keshian spoken. Now hear the response:

Aspect of realism is that armor protects very well against arrows. Aspect of realism is that infantry guy with mail or coat of plates is fast enough to catch an archer on low distances. Armor does not slow fit person much, it just drain stamina faster. There is no stamina in this game. It does not make you swing noticeably slower, it just cut off some moves.

Both archers and throwing should have 2 stage shooting.

2h and Poles own thank to very good animations. You don't need high STR to be effective with either.

From game balance perspective, it's good that effective kiting archers are way of the past, as it should be. I already state my feeling about archery adjustment, you may check my other posts to find it out.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: EponiCo on January 08, 2011, 06:20:33 pm
If you want MAX attributes for archery/etc, then deal with it, seriously. The reason why people hybridise is to be able to take on a larger selection of classes. For instance, I sacrificed the spammability and damage of my polearm (my last gen was a pure polearmer, it was much easier with the extra wpf) and armour (with 14.5K more to play with, I could pack much better gear) to be able to shoot other ranged (and occasionally, horses, although tbh throwing is the superior choice for anti-horse work and close ranged combat in general).

Sorry, but that's bs.
With a crossbow you can hybridize easily, but thanks to the archer formula which makes you more inaccurate with every point of PD you get you can't just say, oh I got 120wpf and 6pd, I'll raise melee now. At that point you don't bother at all, make pure melee in plate and str/3 pd and shoot while blind. It is the same system that meant once the archer got over a certain level he would just agispam and get superfast, superaccurate and do still good damage. Of course this assumes the system is still in effect. And 4 ps 40 wpf is laughable against a 150 wpf twohander in plate as everyone can make.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: SalmonGod on January 08, 2011, 06:38:17 pm
I'm sure he spit his own lungs after 20 secs of action like this....

I would give longer than that.  If you put out a level of exertion on a regular basis, your stamina will adjust.  I used to work at Fedex throwing freight around for 4-5 straight hours.  I went max speed the whole time.  I single-handedly moved at least 6 tons worth of stuff (average 1500 packages a day filling 3-4 cans weighing 4-5k lbs each) over a distance of 10 feet or so, including half of it lifted over my head.  At first it was killer, but after a year or so I hardly ever broke a sweat. 

I can easily believe a person training to fight in equipment like that for at least several minutes before suffering too much.

Of course this has little to do with game balance.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: AirPhforce on January 08, 2011, 06:58:59 pm
Does anyone actually think a guy with a sword and board in the heaviest armor should be attacking as fast as the guy in the mail shirt and a pick?

Hell no. The game is about tradeoffs. Heavy armor gets you durability, it should take away from something OTHER then your wallet.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Rumblood on January 08, 2011, 07:13:53 pm
Archery was nerfed till kiting is no longer possible, period.

Difficulty needs to be raised on all plate armor. Black Plate should require 27 STR. Weight needs to slow the wearer down to half naked peasant speed.

URLurker - Humanity has had an understanding of basic physics for centuries now. You might catch up to the rest of us. Next time you think you know what you are talking about, run a 50 yard dash, then run a 50 yard dash again while carrying a 50 lb weight. Take your time afterwards to see if you can figure out why you were slower with the 50 lb weight.  :rolleyes:
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Wench on January 08, 2011, 09:14:27 pm
Since the hotfix to the patch most people ar eback to heavier armor again who were using it before and using iit all the time.  Recently on the 80 man server roughly 80% of people were wearing 14 weight armor and heavier for several hours.  The new upkeep can support this.  Would apreciate a non-upkeep related fix where wearing heavy armor actually does give a meaningful run speed and wpf nerf.  Right now many of those heavier clad folks can easily keep pace with lightly armored opponents and there is no real drawback once you ahve all the equipment you want.  This has been exacerbated by the wpf soft cap as strength heavy armor builds can still have only slightly less wpf then non-heavily armored opponents because the weight nerf right now is extremely mild.  Balance requires a more significant speed nerf.

Good idea, I support this. It's getting weird watching Kenyens in Battle Armor.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Keshian on January 09, 2011, 04:51:58 pm
Bump.

Really would like to see this adjusted for game balance.
Title: Re: Heavy armor needs a significant nerf to run speed and wpf
Post by: Dwarden on January 09, 2011, 07:19:55 pm
actually i wonder one thing ... if you have multiple heavy shields and very heavy amor / weapons ...
it seems You can still move quite agile ...

i would say there should be slight increase in slow down by weight ... 25% maybe 33% for starter to see how it fare