cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: Konrax on August 15, 2013, 08:14:08 pm

Title: 1h Stab animation change... ?
Post by: Konrax on August 15, 2013, 08:14:08 pm
Just to clarify...

They changed the animation to better match the actual hit box of the 1h stab?

So really 1h stab isn't buffed at all, it just looks the way it acts now?

Just wanted to make sure, I keep hearing they buffed 1h stab but after reading a bit into it, it seems more like it just visually looks more like how it performs.

Thanks
Title: Re: 1h Stab animation change... ?
Post by: Kafein on August 15, 2013, 08:31:40 pm
The 1h stab now works almost as well as the 2h stab, and by that I mean hitting when your arm reaches full extension actually works instead of automatically glancing.
Title: Re: 1h Stab animation change... ?
Post by: Jarold on August 15, 2013, 08:35:33 pm
I think it's sweetspot last longer now so it doesn't glance nearly as much. So I think the animation starts off faster but I don't think it was sped up, if that makes sense.

That's just my thoughts.
Title: Re: 1h Stab animation change... ?
Post by: Tydeus on August 15, 2013, 08:50:56 pm
Just to clarify...

They changed the animation to better match the actual hit box of the 1h stab?

So really 1h stab isn't buffed at all, it just looks the way it acts now?

Just wanted to make sure, I keep hearing they buffed 1h stab but after reading a bit into it, it seems more like it just visually looks more like how it performs.

Thanks
No, it's actually a huge buff. Weapon "hitboxes" are simple things. Warband just creates something like a bar that protrudes out from the hand until it reaches the appropriate distance depending upon the weapon length stat. If this "bar" come into contact with a player's hit capsule, warband registers a hit. Warband checks to see where you hit as far as sweet spots go, then finishes the damage calculation. For thrusts, the sweetspot is entirely dependent upon when in the release animation the weapon connected with the opponent ( as a matter of total progression, 30% through the anim, 50% through, 70%,etc). For thrusts, you want to hit between 35 and 65% of the release animation's progression, otherwise you suffer from large damage penalties(up to 0% total raw damage).

All I did was move frames around so that at 65% through the animation's progression the arm has nearly reached full extension. Before, you were looking at only having the arm extended just above half of the total distance the arm covers in the entire animation. This also means that part of the beginning of the animation where the character was still holding his arm back, not doing anything, was within the sweet spot. That is to say, you would do 100% damage by walking your character, or turning, into someone, even though the arm has quite literally not moved more than one or two cm, and would still not be moving more than just a few cm for several more MS.

Again, sweetspots are completely unchanged. "Sweetspots" exist in warband code and are not just a way of talking about "where" and "when" you should hit.
Title: Re: 1h Stab animation change... ?
Post by: Teeth on August 15, 2013, 11:02:44 pm
Did you do the same type of moving of sweetspots to the polestab and does this mean I will have a harder time stabbing at close range with a pike?
Title: Re: 1h Stab animation change... ?
Post by: Tydeus on August 15, 2013, 11:20:42 pm
Did you do the same type of moving of sweetspots to the polestab and does this mean I will have a harder time stabbing at close range with a pike?
It's not moving a sweetspot, it's changing when the tip of the weapon moves. Answer: Yes and yes, although much less was done to the pole thrust than the 1h thrust. It's worth mentioning though, that if you turn your thrusts into your opponent you're no worse off than before(you just have to get used to reacting to slightly different visuals.
Title: Re: 1h Stab animation change... ?
Post by: Nordwolf on August 15, 2013, 11:22:31 pm
My thoughts on 1h stab - it's awesome.
But there is an issue, now it's an ultimate 1h hit direction, even more than stab as 2h.
I think you should revert it by about 20-30% to make it balanced, Tydeus. That way it would reach a perfect balance point imo.
Title: Re: 1h Stab animation change... ?
Post by: Tydeus on August 15, 2013, 11:46:41 pm
My thoughts on 1h stab - it's awesome.
But there is an issue, now it's an ultimate 1h hit direction, even more than stab as 2h.
I think you should revert it by about 20-30% to make it balanced, Tydeus. That way it would reach a perfect balance point imo.
Right now all thrusts are basically on the same page as far as how optimized they are for the thrust sweetspots. I'd agree that all thrusts are probably too easy to use. To fix this, all that needs done, is to increase the speed at which the weapon goes from ~50-60% to about 95% total reach, this way the timing for an optimal max distance hit becomes more difficult, although still doable. As it stands, all thrust animations are pretty easy to land a solid max distance hit with. It is true however, that I much prefer thrusts how they are now, than how they were.

To be clear, there isn't anything that can really be done about the so called "lolstab". It's just the nature of the beast, you either have a shit thrust, or you have all the different things that people call "lolstab". Fixing this would require a hell of a lot of work, and so I think it's extremely unrealistic to expect such a thing. Blame TW.
Title: Re: 1h Stab animation change... ?
Post by: TheAppleSauceMan on August 16, 2013, 12:20:16 am
First off, thanks for the hard work Tydeus. The 1h stab is a beast of a move now, nice to have that in our set of options as a shielder. Before it was pretty shit imo, so much so that I actually only used weapons with no stab as it's tendency to glance would get me killed constantly. Now I'm considering switching to a weapon with a stab, it's damaging, fast, and almost instant to the point where it leaves little time for reaction (though I believe that's my ping). Anywho enough ranting, thanks again Tydeus.  :D
Title: Re: 1h Stab animation change... ?
Post by: Gurnisson on August 16, 2013, 01:34:51 am
So easy to follow up a swing with a free stab and breaking the attack/block pattern now. An enemy literally can't re-attack if you do it right. :D
Title: Re: 1h Stab animation change... ?
Post by: dreadnok on August 16, 2013, 02:12:52 am
its too good and i only use 1h.
Title: Re: 1h Stab animation change... ?
Post by: Bronto on August 16, 2013, 02:18:19 am
So much thrusting
Title: Re: 1h Stab animation change... ?
Post by: EyeBeat on August 16, 2013, 03:10:22 am
Rebuff elite scimi please...  thx
Title: Re: 1h Stab animation change... ?
Post by: Matey on August 16, 2013, 03:41:35 am
Rebuff elite scimi please...  thx
No! fuck the scimi.
Title: Re: 1h Stab animation change... ?
Post by: Taser on August 16, 2013, 04:34:36 am
First off, thanks for the hard work Tydeus. The 1h stab is a beast of a move now, nice to have that in our set of options as a shielder. Before it was pretty shit imo, so much so that I actually only used weapons with no stab as it's tendency to glance would get me killed constantly. Now I'm considering switching to a weapon with a stab, it's damaging, fast, and almost instant to the point where it leaves little time for reaction (though I believe that's my ping). Anywho enough ranting, thanks again Tydeus.  :D

This.

A major reason for me when I considered the military cleaver when I made the full switch to shielder. Now.. I might play with different weapons.
Title: Re: 1h Stab animation change... ?
Post by: dreadnok on August 16, 2013, 05:48:54 am
i dont get if a guy runs past me and his elbow hits me i get full damage
Title: Re: 1h Stab animation change... ?
Post by: EyeBeat on August 16, 2013, 06:55:11 am
No! fuck the scimi.

Needs to be rebuffed because the stab is OP.
Title: Re: 1h Stab animation change... ?
Post by: Tibe on August 16, 2013, 07:10:10 am
Still getting used to this thing. The 1h stab animation has been so useless for so long now, that when someone acctually uses it I dont see it coming. Im also having a hard time convincing myself on the inside that when I go for a stab with my 1h it nolonger means a 100% definate fuck up, like it did before.

Point is: Thank you! :D
Title: Re: 1h Stab animation change... ?
Post by: HarryCrumb on August 16, 2013, 07:25:34 am
Honestly, give us back the old 1h stab. It was absurdly hard to do but wasn't nearly as useless as some folks on this forums claimed it to be.
Title: Re: 1h Stab animation change... ?
Post by: Sir_Hans on August 16, 2013, 07:40:51 am
Still getting used to this thing. The 1h stab animation has been so useless for so long now, that when someone acctually uses it I dont see it coming. Im also having a hard time convincing myself on the inside that when I go for a stab with my 1h it nolonger means a 100% definate fuck up, like it did before.

Point is: Thank you! :D

This.


So easy to follow up a swing with a free stab and breaking the attack/block pattern now. An enemy literally can't re-attack if you do it right. :D

I don't see this happening and I'm definitely not able to do this. Any time someone blocks a swing, I can't do a stab before they get a counter hit in, even against very slow weapons like the Long Maul. Only time I get free hits after someone blocks me is when they delay too long instead of attacking, or when they have an Ultra slow pike and I still find the left to right swing much faster when I need to spam a quick hit.
Title: Re: 1h Stab animation change... ?
Post by: Falka on August 16, 2013, 10:41:10 am
I have only 3 chars; 1h no shield, 1h shielder and 1h cav. I'm also proud owner of +3 side sword and Long espada... Well, I think I can live with OP 1h stab :P
Title: Re: 1h Stab animation change... ?
Post by: Boerenlater on August 16, 2013, 12:15:46 pm
As a former 1h player I think it's buffed too much actually.
Title: Re: 1h Stab animation change... ?
Post by: Tears of Destiny on August 16, 2013, 12:22:35 pm
Needs to be rebuffed because the stab is OP.


Which is nutty, instead of fixing the slightly-nerfed lightsaber stab of two-handers, they brought the rest of the weapons equivalent lightsaber stabs to compensate.


Still have mixed feelings on that...
Title: Re: 1h Stab animation change... ?
Post by: EyeBeat on August 16, 2013, 02:44:39 pm

Which is nutty, instead of fixing the slightly-nerfed lightsaber stab of two-handers, they brought the rest of the weapons equivalent lightsaber stabs to compensate.


Still have mixed feelings on that...
I am glad you agree that the elite scimi should be rebuffed to compensate for everything that has just been buffed.

I always did like you!
Title: Re: 1h Stab animation change... ?
Post by: //saxon on August 16, 2013, 03:33:08 pm
they need more damage tbh im getting hit off like scottish sword thrusts and they are doing like 10hp each hit, yes i have tested it.
Title: Re: 1h Stab animation change... ?
Post by: Kafein on August 16, 2013, 03:33:34 pm
So easy to follow up a swing with a free stab and breaking the attack/block pattern now. An enemy literally can't re-attack if you do it right. :D

As it always was with a poleaxe, or any similar polearm if you pulled it right. I've been spending yesterday afternoon having fun with a bec barely doing anything but right swing -> stab followups not even looking at the enemy. I did get killed a few times by people like Radament with a BSS through long distance stabs which simply weren't possible before, because I don't have integrated that I have to block those yet. So yes it's a 1h stab buff but there's really nothing gamebreaking. If I read Tydeus correctly, facehug stabs are actually slightly harder to do.
Title: Re: 1h Stab animation change... ?
Post by: dreadnok on August 16, 2013, 05:04:31 pm
they need more damage tbh im getting hit off like scottish sword thrusts and they are doing like 10hp each hit, yes i have tested it.

I don't know man, I been blackbared by one stab. There pretty damn devastating. I'm watching dudes with rondels 2 to 3 shifting in plate. Its hilarious! I still think the stabs on spears are more absurd. The wiggling around nonsense till it hits is too weird. A thrust is straight not side to side
Title: Re: 1h Stab animation change... ?
Post by: CrazyCracka420 on August 16, 2013, 06:18:15 pm

Which is nutty, instead of fixing the slightly-nerfed lightsaber stab of two-handers, they brought the rest of the weapons equivalent lightsaber stabs to compensate.


Still have mixed feelings on that...

I don't...they should have fixed the 2h stab (aka being able to stab someone as soon as the animation starts, or still doing full damage after the animation has stopped moving forward). 

It is still awkward for me when I do a thrust or right hand and expect to glance and get a hit (even better when you kill a good player doing that).  It's a nice feeling, but I feel a little bit dirty afterwards.
Title: Re: 1h Stab animation change... ?
Post by: Nehvar on August 16, 2013, 07:33:22 pm
Don't nerf 1h stab yet, I'm not done abusing it.
Title: Re: 1h Stab animation change... ?
Post by: Kincore on August 16, 2013, 08:18:16 pm
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Title: Re: 1h Stab animation change... ?
Post by: CrazyCracka420 on August 16, 2013, 08:20:48 pm
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Title: Re: 1h Stab animation change... ?
Post by: Kincore on August 16, 2013, 08:41:55 pm
visitors can't see pics , please register or login


You know that it's just a joke ?
Title: Re: 1h Stab animation change... ?
Post by: Tibe on August 16, 2013, 08:44:03 pm
You know that it's just a joke ?
A rather lame joke. Go take the lametrain to Lametown you megalaming sperg.
Title: Re: 1h Stab animation change... ?
Post by: Kincore on August 16, 2013, 08:44:35 pm
A rather lame joke. Go take the lametrain to Lametown you megalaming sperg.


ahhaha :D
Title: Re: 1h Stab animation change... ?
Post by: Zlisch_The_Butcher on August 16, 2013, 08:45:06 pm
You know that it's just a joke ?
Huseby was no doubt referring to your avatar and his opinions on peasantry
Title: Re: 1h Stab animation change... ?
Post by: Kincore on August 16, 2013, 08:45:51 pm
Edited the post!
Better now ?
Title: Re: 1h Stab animation change... ?
Post by: CrazyCracka420 on August 16, 2013, 08:49:58 pm
I was actually referring to your empty spoilers (pro tip, if you see more than 2 spoilers in a post, just click "Quote" and it bypasses the bullshit). 

Also peasant scum are building up in my horse's hooves, so I'm not a big fan of them.  Don't you have some wheat to harvest so the brewer can make this beer that I'm such a big fan of?
Title: Re: 1h Stab animation change... ?
Post by: Kincore on August 16, 2013, 08:52:33 pm
I was actually referring to your empty spoilers (pro tip, if you see more than 2 spoilers in a post, just click "Quote" and it bypasses the bullshit). 

Also peasant scum are building up in my horse's hooves, so I'm not a big fan of them.  Don't you have some wheat to harvest so the brewer can make this beer that I'm such a big fan of?

Now it should be okay.
Title: Re: 1h Stab animation change... ?
Post by: Tyefire on August 16, 2013, 09:33:09 pm
fuck 1h stab nuff said
Title: Re: 1h Stab animation change... ?
Post by: Konrax on August 17, 2013, 05:44:41 pm
Cool, I didn't notice much of a difference but I have always been a 1h stab weapon enthusiast.

Played 20 gens and currently lvl 33 and almost always used a 1h stab focused weapon.

Mind you I hated glancing on an enemy with a stab when it was nearly fully extended, so I am glad to see that gone.

Has anyone tested if stabs work at all on enemies running away from you?

I have a horrible tendency to glance stabs on enemies who just turn and run the opposite direction. (8 athletics atm and its easy for me to ctach up to someone and try to stab but it will ALWAYS glance)
Title: Re: 1h Stab animation change... ?
Post by: Matey on August 17, 2013, 08:06:19 pm
I play a ton of 1H and my fav wep is the long espada so I do a ton of stabbing. That said... I don't find my stabs any easier to land, but they do seem to hurt people a bit more. I think it might be more noticeable for those with more than 5PS though cause I have been seeing people getting 1shot a lot more with stabs lately (just not often from me!)
Title: Re: 1h Stab animation change... ?
Post by: Tydeus on August 17, 2013, 08:30:10 pm
I play a ton of 1H and my fav wep is the long espada so I do a ton of stabbing. That said... I don't find my stabs any easier to land, but they do seem to hurt people a bit more. I think it might be more noticeable for those with more than 5PS though cause I have been seeing people getting 1shot a lot more with stabs lately (just not often from me!)
My guess would be that you're trying to hit at the same spot in the animation(same frame by appearance), this would result in you hitting before the sweet spot(too early), as frames were shifted forward, you are now looking for different indicators to tell you when to connect the weapon with the opponent.
Title: Re: 1h Stab animation change... ?
Post by: XyNox on August 17, 2013, 08:56:33 pm
I never understood why so many people complained about 1h sweetspots in the past. It was obviously not as good as the 2h ones but I never had much trouble with them, even with a hybrid build. I believe most comments adressing how bad they were, were meant in comparison with the 2h sweetspots.

The amount of late-hits with the new onehand stab, that actually connect for full damage has definitly increased. I made quite some hits after thinking I missed but could then turn into the enemy when the animation was almost through, just like a 2h sword always could.

In the end I am happy for the buff but I think a more sophisticated move would have been to tone down the sweetspot of 2h instead of bringing 1h on the same level. "OMG devs never buff they only nerf ..." yes yes I know, but in this case nerfing the 2h stab is long overdue anyway. Not for nothing terms like "lolstabbing 2h hero" are an inherent part of cRPG language for decades now.
Everyone and their mother knows that the 2h stab, with its sI love youcraper reach and tankbusting damagevalues during the whole animation is one of the easiest attacks in the game and those people who are against nerfing it are obviously the ones that constantly abuse it.
Title: Re: 1h Stab animation change... ?
Post by: Rumblood on August 17, 2013, 11:29:56 pm
In the end I am happy for the equality but I think a more sophisticated move would have been to tone down the sweetspot of 2h instead of bringing 1h on the same level.

Corrected.
Title: Re: 1h Stab animation change... ?
Post by: Prpavi on August 17, 2013, 11:35:33 pm
You guys are aware that the stabs will get a slight nerf next patch because they are a bit too much, both 1h and polearm.

For the record I play with Bamboo and think both pole animations are a bit quick and connect reidiculously fast as 1h stab does.

two steps forwad, one step back, I see no problem in that.
Title: Re: 1h Stab animation change... ?
Post by: EyeBeat on August 18, 2013, 04:35:48 am
Maybe we can get a better animation like this:

http://www.youtube.com/watch?v=JQGR4KLJY9w&
Title: Re: 1h Stab animation change... ?
Post by: Sagar on August 18, 2013, 10:57:56 am
First of all I'm all the way for animation buff.
It is ok. that 1H have better animation stab. But on the other side if animation stay like this, devs need to think about lowering pierce for some 1H swords.
Because with this fast animation - thrust over 30 and speed over 100 (some swords) - this is too deadly.
2H swords - only German Greatsword +3 have 29 pierce, but speed 91, also some polearm have high thrust but low speed.
Title: Re: 1h Stab animation change... ?
Post by: Nightmare798 on August 18, 2013, 11:53:33 am
First of all I'm all the way for animation buff.
It is ok. that 1H have better animation stab. But on the other side if animation stay like this, devs need to think about lowering pierce for some 1H swords.
Because with this fast animation - thrust over 30 and speed over 100 (some swords) - this is too deadly.
2H swords - only German Greatsword +3 have 29 pierce, but speed 91, also some polearm have high thrust but low speed.
as far as i know, only weapons specialized for stabbing have stab over 30 and they need to be loomed for this. point is they usually pay with slash, so all-in-all this is balanced.

edit: my bad, espada has indeed 31, but that sword is useless for anything but stab, rest of weapons must be loomed to archieve this.

P.S german greatsword has also 39 cut unloomed, i think we wont be seeing this on 1h stab weapons anytime soon.
Title: Re: 1h Stab animation change... ?
Post by: El_Infante on August 18, 2013, 12:21:21 pm
I didn't try the new stab animation, but reading Tydeus and as far as I can understand, if you get full damage in the early animation of the stab, that is a very abusable thing. Left-swing or upswing and after just spam the stab and you have the new lolstab animation. So I agree, there is no way to make it balanced. You have to choose to have a monster or not to have it. The old animation was the king of warband glances; a very situational attack.

So my suggestion is just increasing the stun time after getting a stab blocked to avoid 24/7 stab abusers, either for 2h/polearm and 1h.
Title: Re: 1h Stab animation change... ?
Post by: rufio on August 18, 2013, 12:48:16 pm
there was a reason 1 handed stabs were nerfed to glance alot way back, this is because they are fuckin op if they dont have the glance chance, huge damage and eazy to spam. i dont even dare to ride into 1handers nomore on a loomed heavy horse because they just get 1 shot to the face by the stabs.
Title: Re: 1h Stab animation change... ?
Post by: Corsair831 on August 18, 2013, 01:28:02 pm
 i think the overarching problem is not that 1h stabs have now been brought up to the level of 2h stabs and polearm stabs

 but that the devs, in their infallible wisdom ( :rolleyes: ) decided to change the native stab animations in order to try and remove lolstab

 What they actually managed to achieve was instead of the lolstab where greatsword users would bury their weapon in the ground (which was still easily blockable); they created a stab which was simply instantaneous. It's like replacing one small problem with another entirely bigger set of problems
Title: Re: 1h Stab animation change... ?
Post by: Kafein on August 18, 2013, 02:30:24 pm
there was a reason 1 handed stabs were nerfed to glance alot way back

So tell me what was this good reason to make an attack direction for a whole weapon type suck so much all the good players just switched to pole, 2h or no-stab 1h ? Don't you love it when tiny 1h hammers knock you down ? That's the precise reason so many people use 1h hammers and picks.

, this is because they are fuckin op if they dont have the glance chance,

And neverglancing 2h or pole stabs at any distance are just fine

huge damage and eazy to spam.

Just like 2h and polearms except if you get a 1h sword with "huge" stab damage, you don't get 39c swings like a GGS. In fact the swing damage on these swords is so bad even held attacks will glance on armor, and that didn't change.

i dont even dare to ride into 1handers nomore on a loomed heavy horse because they just get 1 shot to the face by the stabs.

Well IMO cav needs more maneuver so that playing properly would mean not getting your horse hit at all.

It is ok. that 1H have better animation stab. But on the other side if animation stay like this, devs need to think about lowering pierce for some 1H swords.
Because with this fast animation - thrust over 30 and speed over 100 (some swords) - this is too deadly.

5-hitting people is too deadly ? How many hits should be necessary in your opinion ?
Title: Re: 1h Stab animation change... ?
Post by: Prpavi on August 18, 2013, 02:54:33 pm
Ah shameless class lobbying has started, let the games begin!
Title: Re: 1h Stab animation change... ?
Post by: Sagar on August 18, 2013, 03:03:22 pm
5-hitting people is too deadly ? How many hits should be necessary in your opinion ?

No, but with new animation is enough 1 or 2 stab easy. Check out servers, players dying from 1h - 1 stab non stop.
Title: Re: 1h Stab animation change... ?
Post by: Kafein on August 18, 2013, 03:12:58 pm
No, but with new animation is enough 1 or 2 stab easy. Check out servers, players dying from 1h - 1 stab non stop.

Maybe they just were lucky, effective damage is very random. Many people use heirloomed medium armor which drops in about 4 stabs for average IF. Considering the stab is the most damaging attack of most swords against that kind of armor, it's already a lot of room for error.
Title: Re: 1h Stab animation change... ?
Post by: rufio on August 18, 2013, 03:40:49 pm
2handers cant facehug insta stab like 1 handers can, 2handers also suffer glance downtime, im not saying 2handed stab isnt good, im just stating 1 handed is way better if you are in the heat of combat, ive seen people get 5 kills in a row with just spamming the onehanded stab recently.
Title: Re: 1h Stab animation change... ?
Post by: Mala on August 18, 2013, 03:42:56 pm
2handers cant facehug insta stab like 1 handers can ...

what?
Title: Re: 1h Stab animation change... ?
Post by: Sagar on August 18, 2013, 03:43:19 pm
Yea they all lucky after patch  :mrgreen:

You love that stab, don't you ..  :D  Say it loud "I love that OP insta mega high pierce stab", say it!  :mrgreen:

As I wrote above in post - I don't have anything against new stab animation, but thrust damage is too high for some 1H swords with new animation. That is all.
Title: Re: 1h Stab animation change... ?
Post by: dreadnok on August 18, 2013, 03:52:15 pm
First of all I'm all the way for animation buff.
It is ok. that 1H have better animation stab. But on the other side if animation stay like this, devs need to think about lowering pierce for some 1H swords.
Because with this fast animation - thrust over 30 and speed over 100 (some swords) - this is too deadly.
2H swords - only German Greatsword +3 have 29 pierce, but speed 91, also some polearm have high thrust but low speed.

Of course. The smaller slimmer swords should def do alot of pierce. You got pole arms with 27 pierce and 90 something speed black barring and 2 shifting people. Stab should be the deadliest animation in the game, especially for a stabby 1 1h.
Title: Re: 1h Stab animation change... ?
Post by: Anita_Henjaab on August 18, 2013, 03:56:37 pm
Honestly...
It's the side sword that's OP.
Espada and scottish and Long Espada Eslavona all have such low cut damages (and glance a lot) that wielders have to commit to the stab, so they are effective cause the it's a committed weapon.
Side sword has the cut too , plus it doesnt glance at all . Nerf side sword to 28 28 at least.
I really like the new stab!!! Great job devs
Title: Re: 1h Stab animation change... ?
Post by: dreadnok on August 18, 2013, 03:57:01 pm
2handers cant facehug insta stab like 1 handers can, 2handers also suffer glance downtime, im not saying 2handed stab isnt good, im just stating 1 handed is way better if you are in the heat of combat, ive seen people get 5 kills in a row with just spamming the onehanded stab recently.


You can wiggle 2h stab around corners and shields which is bullshit. 1h thrust should be easier to do because its a simpler motion. 2h stab looks goofy and awkward as fuck. Also, 1h stab has a descent recover time with a blocked stab. 1h without a shield is stun locked almost after every hit for fucksake.
Title: Re: 1h Stab animation change... ?
Post by: rufio on August 18, 2013, 04:24:09 pm
false, 2 hander has longer recover time nab,and no u cant wiggle them arround... only things that truly do that are pikes.
Title: Re: 1h Stab animation change... ?
Post by: karasu on August 18, 2013, 04:39:01 pm
You guys are aware that the stabs will get a slight nerf next patch because they are a bit too much, both 1h and polearm.

For the record I play with Bamboo and think both pole animations are a bit quick and connect reidiculously fast as 1h stab does.

two steps forwad, one step back, I see no problem in that.

   Taking into account the overall medium to low speed, stab stun, and 1 or 2 direction movements in the case of polearms, taking such advantage from them would mean killing it (again). Which isn't the case with 1h, which are fast by definition, and with animation that hit the head most of the time, even when you don't aim. :P


Also ruf, that is a lie, I have no problem lolstabing around corners in my 2h alt, and the enemies don't have as-well.
Title: Re: 1h Stab animation change... ?
Post by: Teeth on August 18, 2013, 04:44:43 pm
false, 2 hander has longer recover time nab,and no u cant wiggle them arround... only things that truly do that are pikes.
How would you be able to wiggle around a pike and not a 2h, your turn speed is a shit ton higher. Think you're the nab here who needs to step up his wiggling because I can stab around teammates and corners with a 2h and I can also facehug stab with a 2h. Just because you can't doesn't mean the weapon can't.

The reach on 2h stab turns an already good swinging weapon into an extremely potent anti cav and support weapon. You basically get a Great Long Axe and a Long Awlpike in an all in one package. Don't go all boohoo poor 2h on me. 1h stab is pretty ridiculous right now, I agree, but not more ridiculous than the 2h stab has been forever.
Title: Re: 1h Stab animation change... ?
Post by: Anita_Henjaab on August 18, 2013, 05:28:15 pm
1h stab is pretty ridiculous right now, I agree, but not more ridiculous than the 2h stab has been forever.

AMEN TO THAT
Title: Re: 1h Stab animation change... ?
Post by: Kafein on August 18, 2013, 05:34:25 pm
I don't get the complaints about 1h facehug stabs. Those always existed and they are 100% about wiggling, armor and damage, just like 2h and pole facehug stabs. This patch made 1h facehug stabs harder by making the arm extend earlier and therefore more likely to connect before the sweetspot. What was increased is the effective range of 1h stabs by changing the animation. Also all this talk of "speed of 1h" makes me laugh. Unless hiltslashing was fixed somehow, a glaive (89 speed) will always hit faster than a nordic broad short sword (103 speed), time of release and everything else being the same.

What I think is happening is people clad with +3 armor seeing a 1h guy starting a stab further away than 1 meter are so used to how it has been for ages, they don't think they need to block.

Title: Re: 1h Stab animation change... ?
Post by: Tibe on August 18, 2013, 05:53:10 pm
Rufio here again, sharing his brilliant knowledge of this games weapon balancing. And Sagar here aswell? Oh god, the 2 "smartest" 2h heroes have amassed here to complain. This is clear proof that we are moving in the right direction! Keep up the good work developers! :D
Title: Re: 1h Stab animation change... ?
Post by: Christo on August 18, 2013, 05:55:58 pm
Honestly...
It's the side sword that's OP.

Did you just jump out of a Time machine, coming from the spring of 2011?
Title: Re: 1h Stab animation change... ?
Post by: rufio on August 18, 2013, 06:07:40 pm
How would you be able to wiggle around a pike and not a 2h, your turn speed is a shit ton higher. Think you're the nab here who needs to step up his wiggling because I can stab around teammates and corners with a 2h and I can also facehug stab with a 2h. Just because you can't doesn't mean the weapon can't.

The reach on 2h stab turns an already good swinging weapon into an extremely potent anti cav and support weapon. You basically get a Great Long Axe and a Long Awlpike in an all in one package. Don't go all boohoo poor 2h on me. 1h stab is pretty ridiculous right now, I agree, but not more ridiculous than the 2h stab has been forever.

typical arrogant response from you, im saying pike can do it because it has the ability to hit through stuff, if you let a 2 hander hit you with a lol stab as a shielder it means you are failing your block not the 2hander hitting ''arround'' your shield. point blank hitting with 2 hander still requires a ''lol'' turnstab, witch 1 handers dont really need as it currently is, so ye the lol stab isnt as instant. also it is true that i dont lol stab asmuch as other 2 handers , but thats because my heavy greatsword has slowest turn speed of all greatswords. still know how to abuse it thow. but fuck that.
Title: Re: 1h Stab animation change... ?
Post by: Kafein on August 18, 2013, 06:10:44 pm
rufioe eez nub I defeet he with 1h sword naked
Title: Re: 1h Stab animation change... ?
Post by: Mala on August 18, 2013, 06:12:39 pm
1h facehug stabs glance like before if you just stab.
Title: Re: 1h Stab animation change... ?
Post by: rufio on August 18, 2013, 06:13:15 pm
1h facehug stabs glance like before if you just stab.
with your agil build maybe
Title: Re: 1h Stab animation change... ?
Post by: Kafein on August 18, 2013, 06:16:05 pm
with your agil build maybe

I confess

(click to show/hide)
Title: Re: 1h Stab animation change... ?
Post by: rufio on August 18, 2013, 06:19:42 pm
(click to show/hide)

(click to show/hide)

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Title: Re: 1h Stab animation change... ?
Post by: Teeth on August 18, 2013, 06:22:58 pm
typical arrogant response from you, im saying pike can do it because it has the ability to hit through stuff, if you let a 2 hander hit you with a lol stab as a shielder it means you are failing your block not the 2hander hitting ''arround'' your shield. point blank hitting with 2 hander still requires a ''lol'' turnstab, witch 1 handers dont really need as it currently is, so ye the lol stab isnt as instant. also it is true that i dont lol stab asmuch as other 2 handers , but thats because my heavy greatsword has slowest turn speed of all greatswords. still know how to abuse it thow. but fuck that.
Not so typical because I rephrased my post after reading you are calling people nabs yourself, so perhaps a typical response when dealing with arrogant you.
Title: Re: 1h Stab animation change... ?
Post by: rufio on August 18, 2013, 06:25:24 pm
well there is a difference between calling people nab because they blatantly put down a false statement, and calling someone on an assumption. but ok kid , its fine.
Title: Re: 1h Stab animation change... ?
Post by: Kafein on August 18, 2013, 06:32:46 pm
This thread, now about rufio.

Btw I don't really get this post :

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Is it not impossible that you couldn't not find by error that maybe the opposite of everything I wasn't saying was not sarcastic ?
Title: Re: 1h Stab animation change... ?
Post by: Tydeus on August 18, 2013, 06:33:03 pm
but that the devs, in their infallible wisdom ( :rolleyes: ) decided to change the native stab animations in order to try and remove lolstab
Who the... What? Who said that was the objective? It was purely to optimize the animation for its sweetspot. This has nothing to do with "lolstab". To be quite honest, the animation changes have done exactly what I knew they would do, and that's cause QQ for being nearly as effective as 2h thrusts.
Title: Re: 1h Stab animation change... ?
Post by: Tibe on August 18, 2013, 06:35:24 pm
This thread, now about rufio.

Btw I don't really get this post :

Is it not impossible that you couldn't not find by error that maybe the opposite of everything I wasn't saying was not sarcastic ?

He's just looking for some attention, he doesnt care about the balancing.
Title: Re: 1h Stab animation change... ?
Post by: rufio on August 18, 2013, 06:39:37 pm
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Title: Re: 1h Stab animation change... ?
Post by: Christo on August 18, 2013, 08:00:05 pm
Dra-ma! Dra-ma!
Title: Re: 1h Stab animation change... ?
Post by: Kafein on August 18, 2013, 08:37:14 pm
We want more !
Title: Re: 1h Stab animation change... ?
Post by: Molly on August 19, 2013, 10:10:05 am
I don't get it. Finally 1h has actually all 4 attack directions viable and they actually feel proper and consistent with the animations and everywhere you look some 2h hero is complaining about not being the Primadonna of the ballet any more.
Get the fuck over it and start to downblock... I play 1h w/o at the moment and I am sorry but I don't have issues to downblock once in a while when facing another 1h. If anything happened to the game play with these changes, then that you actually have to downblock now and then when fighting a 1h. Instead of just watching out for the left swing spam... What horror!

Normally I just shrug when there are patches to crpg cuz most of the time they don't actually change anything. Since I love playing 1h w/o, these changes are actually something that makes me happy, and it would be just sad if some 2h elitist pricks ruin this nice change for everyone else.

Tweak the stab damage on some swords? Maybe but it's not really necessary. I play with 5PS and I still need at least 4 stabs for someone in MW medium armor. Makes it probably 3 stabs for 6PS and 2 stabs for 7PS. Doesn't sound overpowered to me considering the, still, way better damage output on any 2h sword.

Just leave it like it is now for 2 - 3 weeks and the amount of 1h will go down again, 2h get used to down block once in a while and nobody will talk about this anymore. Please devs, just stand your ground on this one!
Title: Re: 1h Stab animation change... ?
Post by: rufio on August 19, 2013, 10:22:17 am
learn to downblock, damn man havent thought of that, il go practice now! thx for the indepth advice!!
Title: Re: 1h Stab animation change... ?
Post by: Molly on August 19, 2013, 10:24:35 am
learn to downblock, damn man havent thought of that, il go practice now! thx for the indepth advice!!
Yeah, guess what... that is the perfect way to not get hit by a stab. Awesome, isn't it? :wink:
Title: Re: 1h Stab animation change... ?
Post by: Sagar on August 19, 2013, 11:52:00 am
That is not a problem. If I don't downblock, and get stabbed it is my mistake.
But if you kill me, or take 80% health from ONE stab with 1H sword - than, that is the problem.
It is the weapon for ONE hand and should not be possible to make more damage than TWO handed sword or polearm.
Title: Re: 1h Stab animation change... ?
Post by: Molly on August 19, 2013, 11:55:34 am
That is not a problem. If I don't downblock, and get stabbed it is my mistake.
But if you kill me, or take 80% health from ONE stab with 1H sword - than, that is the problem.
It is the weapon for ONE hand and should not be possible to make more damage than TWO handed sword or polearm.
And it doesn't do more. Difference is only that before you got slashed with a swing cuz nobody really bothered using the stab cuz it wasn't good. That was cut damage on your plate.
Now people can do a proper stab which does pierce damage to your plate. That is the difference.

And I call bullshit on the 80% health thing with one stab. Not to mention that you posted before that one stab killed you. Which one is it? 80% Insta-kill? Or maybe 50%? Or even just 40%?  :|
Title: Re: 1h Stab animation change... ?
Post by: rufio on August 19, 2013, 12:00:35 pm
a power attack stab while moving towards eachother to the face could have very well oneshot him.
Title: Re: 1h Stab animation change... ?
Post by: Rebelyell on August 19, 2013, 12:06:24 pm
1h is new 2h, now I can lolstab like madman and spam with my longsword and still be cool
Title: Re: 1h Stab animation change... ?
Post by: Sagar on August 19, 2013, 12:11:21 pm
That was ONE stab kill, as I wrote before. Maybe he was running, speed bonus - who knows, but it was one stab kill. Wish I recorded that.
Title: Re: 1h Stab animation change... ?
Post by: Gurnisson on August 19, 2013, 02:31:58 pm
Anyone saying that the 1h thrust wasn't viable before was just bad at using it. I used a non-loomed espada with 6 ps and 6 ath and it was awesome. :)

However, a small buff is also acceptable (though toning down 2h stab and keeping polestab and 1h stab the same would've been better, in my opinion, makes it harder to master), but I haven't gotten around to testing it myself yet, so won't comment too much on it. I've seen a ton of shielders only using thrusts though, but the amount will probably reduce when people are done testing the changes made to it.
Title: Re: 1h Stab animation change... ?
Post by: Molly on August 19, 2013, 04:33:47 pm
And along comes Gurni stating that he could do it and everyone else was just bad.

You should find a new routine, gets a bit tiring.  8-)
Title: Re: 1h Stab animation change... ?
Post by: Konrax on August 19, 2013, 06:36:36 pm
Right, so now my 81 length weapon has a good stab on it, hence why I bought it in the first place.

The issue with lolstab was it was fast, long, and hit for a lot of damage.

1h stab hits for a lot of damage and is fast, but by no means is it nearly as long as a pole or 2h stab.
Title: Re: 1h Stab animation change... ?
Post by: Falka on August 19, 2013, 07:16:06 pm
And along comes Gurni stating that he could do it and everyone else was just bad.

Well, 1h stab really wasn't that bad before patch :P I saw quite a lot guys doing fine with 1h stabbing weapons and never got why ppl complain so much about broken 1h thrust.

At the beginning I thought that 1h stab with new animation and whatever else Tydeus did was really OP. Now, after playing a few hours, though I still think it's overbuffed I don't agree it's game breaking at any point. I'd prefer a bit harder "animation", currently it's really hard to fail with 1h stab, but whatever, doesnt really matter to me.
Title: Re: 1h Stab animation change... ?
Post by: Bulzur on August 19, 2013, 08:08:18 pm
Right, so now my 81 length weapon has a good stab on it, hence why I bought it in the first place.

The issue with lolstab was it was fast, long, and hit for a lot of damage.

1h stab hits for a lot of damage and is fast, but by no means is it nearly as long as a pole or 2h stab.

Humm... thanks for this viable commentary. I'll add my own : Though agility people run faster than others, by no means are they faster than dedicated cav.

Though i'm still pretty sure the 1h stab is longer than my ironstaff stab. :mrgreen:
The fact that a one handed weapon (one free hand) does so much damage with a single fast attack is the issue.

Even before, 1handers without shield were pretty common (even more after nudge patch). But now, they can take 2 less PS and take 6 shield for the same efficiency.
1h/shielders becoming a real jack of all trade, strong/normal against everything is a shame.
Title: Re: 1h Stab animation change... ?
Post by: Molly on August 19, 2013, 08:21:53 pm
Well, 1h stab really wasn't that bad before patch :P I saw quite a lot guys doing fine with 1h stabbing weapons and never got why ppl complain so much about broken 1h thrust.

At the beginning I thought that 1h stab with new animation and whatever else Tydeus did was really OP. Now, after playing a few hours, though I still think it's overbuffed I don't agree it's game breaking at any point. I'd prefer a bit harder "animation", currently it's really hard to fail with 1h stab, but whatever, doesnt really matter to me.
Never sad it was bad. I actually used quite a lot but it was way harder to get in properly as it is now. Just stating this doesn't mean I wasn't capable as was assumed.
Title: Re: 1h Stab animation change... ?
Post by: Legs on August 19, 2013, 09:05:03 pm
The old 1h stab was a little hard to land without glancing and required good timing and footwork. I would have supported a small adjustment to make it more viable.

Unfortunately the adjustment that was made totally overshot that and made the 1h thrust completely ridiculous. You can land it anywhere in the animation, from insta-stab to full extension.
Title: Re: 1h Stab animation change... ?
Post by: Berserkadin on August 19, 2013, 10:15:41 pm
It can still glance.
Title: Re: 1h Stab animation change... ?
Post by: Mala on August 19, 2013, 10:37:15 pm
Anyone saying that the 1h thrust wasn't viable before was just bad at using it. I used a non-loomed espada with 6 ps and 6 ath and it was awesome. :)

...

my major problem with the 1h stab was and still is that it glances at short range with a short weapon. mid and long range are not an issue.
on the other hand i am able to land a successful hit with a longer 2h weapon with less damage than my 1h swords, with less ps and the same attack pattern.
Title: Re: 1h Stab animation change... ?
Post by: Nightmare798 on August 20, 2013, 11:29:01 am
i love how at this point people complain about 1h stab, while completely ignoring the fact hiltslashing has not yet been fixed and lolstabbing same as before. tbh i tried no shield spear build few days ago and it was pretty fine imo, you just have to leard to block down at right time. the stab still glances at point blank.
Title: Re: 1h Stab animation change... ?
Post by: Macropus on August 20, 2013, 01:14:55 pm
People have to actually block 1h stabs now -> people complain.
Title: Re: 1h Stab animation change... ?
Post by: Nightmare798 on August 20, 2013, 07:33:29 pm
People have to actually block 1h stabs now -> people complain.

hence the nerf threads
Title: Re: 1h Stab animation change... ?
Post by: Lethwin Far Seeker on August 21, 2013, 05:56:52 pm
Instead of fixing 2h stab they broke 1h stab to "balance" things.  Now you can stab into the sky with 1h and bring it down effectively impaling some guys face with your knuckles just like 2h now.
Title: Re: 1h Stab animation change... ?
Post by: Matey on August 21, 2013, 09:32:13 pm
Instead of fixing 2h stab they broke 1h stab to "balance" things.  Now you can stab into the sky with 1h and bring it down effectively impaling some guys face with your knuckles just like 2h now.

actually, that always worked but very few people did it. now you dont have to do goofy ass shit to make your stab land reliably, you just have to do a nice stab and instead of glancing 50% of the time you will probably hit! much better!
Title: Re: 1h Stab animation change... ?
Post by: Smoothrich on August 21, 2013, 09:58:12 pm
actually, that always worked but very few people did it. now you dont have to do goofy ass shit to make your stab land reliably, you just have to do a nice stab and instead of glancing 50% of the time you will probably hit! much better!

This is honestly the truth to the change. I'm a nonstop 2hand abuser but I've always enjoyed 1hand classes, which my main currently is.

Pretty sure the great majority of "good" 1handers ended up using weapons without a stab, because it was practically useless garbage in the majority of situations. Thrusting was a feint direction, unless you really wanted to punch yourself in the dick over struggling with the Warband engine to get anything but a glance at all no matter the circumstances.

Even still the 1hand stab isn't as bullshit as a 2hand stab. Its not as easy to aim and nowhere near as long. Not as reliable for killsteals or cav kills like the Longsword and up is.

But 1hand stabs are certainly fun to use! Which is the best part of the change. It actually added "fun" to a class, instead of removing it like every other cRPG change I can remember.
Title: Re: 1h Stab animation change... ?
Post by: Lethwin Far Seeker on August 22, 2013, 01:28:15 am
This is honestly the truth to the change. I'm a nonstop 2hand abuser but I've always enjoyed 1hand classes, which my main currently is.

Pretty sure the great majority of "good" 1handers ended up using weapons without a stab, because it was practically useless garbage in the majority of situations. Thrusting was a feint direction, unless you really wanted to punch yourself in the dick over struggling with the Warband engine to get anything but a glance at all no matter the circumstances.

Even still the 1hand stab isn't as bullshit as a 2hand stab. Its not as easy to aim and nowhere near as long. Not as reliable for killsteals or cav kills like the Longsword and up is.

But 1hand stabs are certainly fun to use! Which is the best part of the change. It actually added "fun" to a class, instead of removing it like every other cRPG change I can remember.

Respect earned.  Ultimately I like new 1h stab over old one.  I just have this image burned to my retina of Rulka's Long Espada Eslavona sword tip going half a foot to the side of my head and taking full damage to the face.  Still, better than whiff whiff power and it's good to hear a 2her NOT spamming how skilled he is for not using "shielder autoblock hax" or how unjustly he is raped by arrows that actually don't bounce off his mediocre armour.
Title: Re: 1h Stab animation change... ?
Post by: Camaris on August 28, 2013, 05:00:38 pm
Its cool that there are changes but now a lot of 1h has so deadly stabs cause damages are not adjusted to that good attack.
That would be like my bastard sword had a 28 pierce stab. It has 21.
There was no need to look at stabstats of 1h until now cause it was not used by a lot of people.
Now every 2nd attack is a stab so its time to have a look at some stats.

And pls dont forget 1h/shield is more common then 1h w/o. It would be awesome if there could be some weapons that dont allow a shield to keep that class viable.
That way you could adjust damage better.
Title: Re: 1h Stab animation change... ?
Post by: Lethwin Far Seeker on August 28, 2013, 06:04:17 pm

To be clear, there isn't anything that can really be done about the so called "lolstab". It's just the nature of the beast, you either have a shit thrust, or you have all the different things that people call "lolstab". Fixing this would require a hell of a lot of work, and so I think it's extremely unrealistic to expect such a thing. Blame TW.

Would cutting back on the turn speed on the thrusts (like what was done to the pole thrust a while back) not at least make it more difficult to do the lolstab?  In other words, when you release a thrust, the thrust would be made to go in the general direction that you initiated the thrust in rather than you being able to start an thrust, turn 90+ degrees and still land with full damage (the latter is physically impossible irl).

Thank you for being involved in this community discussion btw, its good to see someone with demi-dev powers or potential involved and interacting with the players.
Title: Re: 1h Stab animation change... ?
Post by: Vodner on August 28, 2013, 07:03:48 pm
Quote
Would cutting back on the turn speed on the thrusts (like what was done to the pole thrust a while back)
All weapons had their turn speeds greatly reduced during thrusts and overheads. The amount depends on the weight and length of the weapon, with the length malus also depending on the weapon class.

The turn speed reduction is what caused the need for the thrust buff in the first place. Prior to it, you were guaranteed to be able to land a full-damage 1h stab at close range, no matter what your opponent did.
Title: Re: 1h Stab animation change... ?
Post by: Phew on August 28, 2013, 08:32:57 pm
1h thrust is no longer in the "useless" category, but it still has weaknesses. If you are fighting a 1h user that is preparing a thrust, just charge his right arm and it will probably still glance unless he does some wrist-wounding maneuver (thrust over your head then drag it down, or violently spin to the left). They have to decide whether they are willing to trade carpal tunnel syndrome for some close-range stabs landing.

The best part of the change is now that the low cut/high thrust 1h swords are popular again, a mediocre player using an unloomed espada/long espada/side sword is pretty much a quick free kill; just facehug them and spam away. As long as you have decent armor, their weak 25-29 cut sideswings will just glance.
Title: Re: 1h Stab animation change... ?
Post by: Mala on August 28, 2013, 09:03:57 pm
Its cool that there are changes but now a lot of 1h has so deadly stabs cause damages are not adjusted to that good attack.
That would be like my bastard sword had a 28 pierce stab. It has 21.
There was no need to look at stabstats of 1h until now cause it was not used by a lot of people.
...

while it has 35 cut damage. there is no 1h weapon with a thrust attack that has that high damage for swings.
Title: Re: 1h Stab animation change... ?
Post by: MURDERTRON on August 28, 2013, 09:08:53 pm
Before the change, the good stab 1h weapons had such a high damage stat so they wouldn't glance.  However, they never really dealt full damage because the animation is so bad.  Now they are dealing as much damage as two directional pole arms and more than hoplite weapons, which isn't how it should be.

This is mostly evident with the Side Sword, it recently got rebalanced (major buff), (minor) nerfed and then it got buffed again.  The CRPG team needs to stop doing double buffs and double nerfs.
Title: Re: 1h Stab animation change... ?
Post by: San on August 28, 2013, 09:35:27 pm
Side sword is only +1 cut, +1 pierce, and -1 speed from what it was before, not that much better. Other stab 1hs like the broad short sword were also already nerfed. Only a few swords have greater than 26 pierce stabs.

Good pierce 1hs typically have low cut swings. Only exception is the spathion, but it's slow, its overheads sometimes bounce on the ground, and its turn radius is pretty bad compared to the others.
Title: Re: 1h Stab animation change... ?
Post by: Phew on August 28, 2013, 09:50:03 pm
Side sword is only +1 cut, +1 pierce, and -1 speed from what it was before, not that much better. Other stab 1hs like the broad short sword were also already nerfed. Only a few swords have greater than 26 pierce stabs.

Good pierce 1hs typically have low cut swings. Only exception is the spathion, but it's slow, its overheads sometimes bounce on the ground, and its turn radius is pretty bad compared to the others.

QFT. Think of stabby 1h+shield users as hoplites that trade horse rearing and nearly a meter of reach for really crappy sideswings that often glance. Even at +3, a side sword (with one of the better cut damage values of the stabby weapons) often requires over 10 sideswings to kill a typical strength 2h players in loomed medium armor.

I was fighting Asca yesterday (who routinely tops the scoreboard using a +3 LEE), and I just made a conscience effort to avoid getting stabbed, while exposing myself to sideswings. His slashes did pitiful damage, and I only have 53 HP and moderate armor (52h/64b). A str 2h in loomed transitional or something can pretty much ignore 30c sideswings and assume they will glance.
Title: Re: 1h Stab animation change... ?
Post by: Lethwin Far Seeker on August 29, 2013, 01:34:47 am
QFT. Think of stabby 1h+shield users as hoplites that trade horse rearing and nearly a meter of reach for really crappy sideswings that often glance. Even at +3, a side sword (with one of the better cut damage values of the stabby weapons) often requires over 10 sideswings to kill a typical strength 2h players in loomed medium armor.

I was fighting Asca yesterday (who routinely tops the scoreboard using a +3 LEE), and I just made a conscience effort to avoid getting stabbed, while exposing myself to sideswings. His slashes did pitiful damage, and I only have 53 HP and moderate armor (52h/64b). A str 2h in loomed transitional or something can pretty much ignore 30c sideswings and assume they will glance.

Well said.  Asca is a she irl btw.

I've found the thrust now actually useful for stabbing at foes between allies (where a broad swing would tw and an over head risks the same).
I'm currently using a +3 Italian Sword and having piddled with the weapon damage calculator I found that the pierce stat on the weapon (27) doesn't out do the cut damage (33) until striking adversaries wearing 30 or higher and even then the difference is minimal (.5-1.0 average damage higher).  So basically this weapon (which has stats comparable to your average 1h sword) is pretty well balanced.  As Phew stated earlier, you still can't quite lolstab with 1h without having trippy mouse sensitivity or chucking our mouse across the desk (or cheap foam board for backing framed artwork that I got at Walmart in my case QQ).  Despite mentioned "general turn speed nerfing", I still find 2h stab to be an out of control beast (along with "hilt slashing fyi).

So there's my 2 cents.... for the third time.                 chadz you owe me 6 cents.
Title: Re: 1h Stab animation change... ?
Post by: Canuck on August 29, 2013, 02:27:48 am
I'd say instead of nerfing the thrust damages on the high pierce 1h weapons we should look more towards adding 2h weapons like the Estoc and shit that Smoothrich suggested a little while back. The heavy bastard swords and longswords don't need a thrust buff because they already have a huge cut advantage over the actually useful 1h thrust weapons + greater length. Also the people who use side swords or espadas with a shield are scum anyway, not true cool duelists
Title: Re: 1h Stab animation change... ?
Post by: Camaris on August 29, 2013, 03:42:08 pm
while it has 35 cut damage. there is no 1h weapon with a thrust attack that has that high damage for swings.

Oh cmon Mala. You can still use that weapons with a shield. Thats the thing that can block arrows. Thats the thing that can block mutltiple attacks at once. Thats the thing blocking all directions of attacks without special effort. Its hard to discuss serious about a topic if 35 cut of the bastard sword are the reason why 1h should have particullary superstabdamage without keeping all the other benefits in mind.
1hers always think they have the worst possiblities of all the classes. That´s what it has been 12 months ago. They were already good before they got a 2h-like stab.

I am not even saying revert the stab cause it was crap for sure. I am just saying that there are multiple 1h which need readjusted stabdamage.
Title: Re: 1h Stab animation change... ?
Post by: CrazyCracka420 on August 29, 2013, 04:10:11 pm
Yes Camaris, 1h's can be used with shields.  1h swords are also much shorter than 2h swords, they do much less cut damage, and they have inferior animations.  You sound like a typical 2h lobbyist my old friend who can't be objective and think about both sides of the coin.  1h's have downsides as well, it's not all positives.  But you already knew that.

Also, everyone has a penis in game, regardless of what you have dangling between your legs IRL.  Calling people a "he" is not disrespectful. 
Title: Re: 1h Stab animation change... ?
Post by: Konrax on August 29, 2013, 05:34:01 pm
I love how one of the comments was that stab didn't matter on stats before for 1h because hardly anyone ever used it.




So you basically just admitted it was gimp as shit before since "no one" used it.

I used it, it sucked learning how to land attacks.

Now it's really easy, I land attacks I could only dream of before.




One thing I did notice with stabs, is that polearm and 2h are still very dangerous stabbing weapons.
Title: Re: 1h Stab animation change... ?
Post by: Elindor on August 29, 2013, 06:02:34 pm
One thing I did notice with stabs, is that polearm and 2h are still very dangerous stabbing weapons.

All weapons types are now very dangerous when it comes to stab - 1h, 2h, polearms

Stab in this game is probably the worst execution of physics, which is somewhat understandable as that kind of attack is the hardest for the engine to deal with realistically. 

And of course, one can always "BLOCK DWN NOOBZ" but of course as we all know, everyone occationally has trouble with stabs even though they know very well how to block down and do so on a regular basis. 
Title: Re: 1h Stab animation change... ?
Post by: Kafein on August 30, 2013, 02:51:12 am
Oh cmon Mala. You can still use that weapons with a shield. Thats the thing that can block arrows. Thats the thing that can block mutltiple attacks at once. Thats the thing blocking all directions of attacks without special effort. Its hard to discuss serious about a topic if 35 cut of the bastard sword are the reason why 1h should have particullary superstabdamage without keeping all the other benefits in mind.
1hers always think they have the worst possiblities of all the classes. That´s what it has been 12 months ago. They were already good before they got a 2h-like stab.

I am not even saying revert the stab cause it was crap for sure. I am just saying that there are multiple 1h which need readjusted stabdamage.

Learn to block.
Title: Re: 1h Stab animation change... ?
Post by: Camaris on August 30, 2013, 02:57:59 pm
Its funny like all those people behave. Probably those "2h-my old friendgs" or whatever you call them are 1h now cause i dont think anyone is interested in a serious discussion.
My only statement was that i think that some of the stabdamages have to be looked at and all of you go full retardmode saying i want an overall 1hnerf and that i am a stupidfuckbitchwhore or something like that ;) Just like those 2h-people you all cry so much about.
Title: Re: 1h Stab animation change... ?
Post by: Zlisch_The_Butcher on August 30, 2013, 03:37:45 pm
Oh cmon Mala. You can still use that weapons with a shield. Thats the thing that can block arrows. Thats the thing that can block mutltiple attacks at once. Thats the thing blocking all directions of attacks without special effort. Its hard to discuss serious about a topic if 35 cut of the bastard sword are the reason why 1h should have particullary superstabdamage without keeping all the other benefits in mind.
1hers always think they have the worst possiblities of all the classes. That´s what it has been 12 months ago. They were already good before they got a 2h-like stab.

I am not even saying revert the stab cause it was crap for sure. I am just saying that there are multiple 1h which need readjusted stabdamage.
Blocking arrows is an advantage, but if you know how to play and got more than 5 ath and don't wear plate blocking multiple attacks at once isn't a huge advantage.
Title: Re: 1h Stab animation change... ?
Post by: Bobthehero on August 30, 2013, 06:47:48 pm
I approve, I'll give you babies later Tydeus.
Title: Re: 1h Stab animation change... ?
Post by: San on August 30, 2013, 07:18:05 pm
Its funny like all those people behave. Probably those "2h-my old friendgs" or whatever you call them are 1h now cause i dont think anyone is interested in a serious discussion.
My only statement was that i think that some of the stabdamages have to be looked at and all of you go full retardmode saying i want an overall 1hnerf and that i am a stupidfuckbitchwhore or something like that ;) Just like those 2h-people you all cry so much about.


It's just that you can't nerf the stab damage much without completely destroying some of those weapons. 1hs don't have much variance in their damage, so you can't really nerf anything by more than 1 point. Long espada has 27 cut, espada has 25 cut, side sword has 29 cut. Side sword can probably go to its old stats without much trouble, but I think the others may have problems if they were nerfed, since they would just become a watered down side sword or italian.

They work similarly to spear weapons now with low cut damage instead of low blunt, lower reach with side swings, and better natural reach bonus with stabs (final range of stabs are probably similar). Spears also completely stop opponents briefly when they hit, so the two weapon types have their own perks that make them unique.

Edit: And I think 2h's vastly superior cut damage and stab reach offsets similar stab damage.
Title: Re: 1h Stab animation change... ?
Post by: Lethwin Far Seeker on August 30, 2013, 07:38:21 pm

Edit: And I think 2h's vastly superior cut damage and stab reach offsets similar stab damage.

Give this man a cookie.
Title: Re: 1h Stab animation change... ?
Post by: EponiCo on August 31, 2013, 12:00:14 am
Blocking arrows is an advantage, but if you know how to play and got more than 5 ath and don't wear plate blocking multiple attacks at once isn't a huge advantage.

It's a huge advantage in siege where it allows you to grab the attention of 3 enemies in a chokepoint so that your allies can swarm in.
Title: Re: 1h Stab animation change... ?
Post by: San on August 31, 2013, 03:29:58 am
Eh, shield is more of a sidegrade than an upgrade IMO. When I have to choose between 7kg more weight of armor or a shield, that becomes difficult which is truly better.

I used the spathion (+3 has 29p stab, 34c swing, 97 speed, ~103 reach) for a week and the stab was quite nice, but it's just so clunky. I switched back to the stabless liuyedao and performed much better (astonishingly so). I think it's safe to treat stab and swing damage equally for 1h since they seem quite balanced now. Because of the balance of damage types, side sword may overpower a few other 1h swords a bit now, but 29-32 cut is still mediocre. I think the espadas and the shorter stab weapons are in a good spot.

Overall, side sword and grosse messer seem balanced, but the swords in-between seem a little underpowered now compared to those two.
Title: Re: 1h Stab animation change... ?
Post by: Kafein on September 03, 2013, 08:59:52 pm
Its funny like all those people behave. Probably those "2h-my old friendgs" or whatever you call them are 1h now cause i dont think anyone is interested in a serious discussion.
My only statement was that i think that some of the stabdamages have to be looked at and all of you go full retardmode saying i want an overall 1hnerf and that i am a stupidfuckbitchwhore or something like that ;) Just like those 2h-people you all cry so much about.

Some of the stab damages have to be looked at because a few are ridiculously low, yeah. That's not what you meant, and by nerfing the best 1h you are nerfing 1h as a whole. A shield isn't grounds for abysmal weapon stats anymore. Years ago when people were bad at blocking it was though.
Title: Re: 1h Stab animation change... ?
Post by: Phew on September 03, 2013, 09:36:21 pm
A shield isn't grounds for abysmal weapon stats anymore. Years ago when people were bad at blocking it was though.

I swear even the 100+ speed shields are vastly slower to block than weapons are, at least within a short window after releasing your block. I "block feint" (release block for a split second to force a holder to release their swing) a lot, and I'm amazed how often my 103 speed shield doesn't re-raise fast enough. Not to mention it seems shields are easier to crush through than weapons, and the aforementioned weight penalty.
Title: Re: 1h Stab animation change... ?
Post by: rustyspoon on September 03, 2013, 10:16:53 pm
I swear even the 100+ speed shields are vastly slower to block than weapons are, at least within a short window after releasing your block. I "block feint" (release block for a split second to force a holder to release their swing) a lot, and I'm amazed how often my 103 speed shield doesn't re-raise fast enough. Not to mention it seems shields are easier to crush through than weapons, and the aforementioned weight penalty.

First off, the shield animations have absolutely nothing to do with blocking. The animation is just for show.

I think a lot of issues with "attacks going through shields" has to do with the terrible shield implementation in m&b:

As far as crushthrough, I have a few theories:


Shields are still very useful utility items. You are practically invulnerable from the front unless you make a mistake. Still, I REALLY wish they would reduce the weight of shields somehow. Either a straight reduce or by having shield skill reduce the effective weight. The MASSIVE penalty they put on movement speed makes me not want to use them.
Title: Re: 1h Stab animation change... ?
Post by: Phew on September 03, 2013, 10:57:16 pm
First off, the shield animations have absolutely nothing to do with blocking. The animation is just for show.

I'm not even talking about the animation; when you are holding block, release it for a split second then re-block (to entice a holder to release their swing), their swing usually goes right through the block. This doesn't seem to happen with weapon blocks.
Title: Re: 1h Stab animation change... ?
Post by: CrazyCracka420 on September 03, 2013, 11:02:33 pm
I've also noticed that too, Phew...I've always chalked it up to my over-clicking (even though it seems like I hit block before they hit me). I think certain circumstances the shields do not block when they should be (i.e. same as manual blocks on 100+ speed shields)
Title: Re: 1h Stab animation change... ?
Post by: Rebelyell on September 04, 2013, 12:32:58 am
nvm
Title: Re: 1h Stab animation change... ?
Post by: EyeBeat on September 05, 2013, 02:12:49 am
I REALLY wish they would reduce the weight of shields somehow. Either a straight reduce or by having shield skill reduce the effective weight. The MASSIVE penalty they put on movement speed makes me not want to use them.

SOUNDS GOOD TO ME!  :P
Title: Re: 1h Stab animation change... ?
Post by: Lethwin Far Seeker on September 05, 2013, 10:29:57 am
First off, the shield animations have absolutely nothing to do with blocking. The animation is just for show.

I think a lot of issues with "attacks going through shields" has to do with the terrible shield implementation in m&b:
  • It's much more difficult to judge a shield's blockable area than blocking with a weapon. When you block with a weapon, the weapon actually moves giving you visual indication of the area that it covers. A shield remains stationary and it is held in such a way that makes it easy to mis-judge the centerpoint of your character.
  • A shield's surface area is completely different from its blockable area. (vs melee) No matter what shield you have, it covers the SAME exact area as manual blocking does. Again, it makes it easy to mis-judge the actual blockable area.

As far as crushthrough, I have a few theories:

  • Shields are a pretty steep investment in points. Most classes have more points to spend and on average will have higher strength, making it easier to resist crushthrough.
  • Shield weight makes you slow as hell, not to mention that you move turtle slow when going backwards with a shield up.
  • When blocking, shielders tend to hold and manual players tap. A manual blocker will often move backwards faster because of this. Thereby dramatically reducing the speed bonus of the mauler. Because the mauler is doing less damage, it's easier to resist. Shielders with their turtle-slow, shield-up backwards movement, barely reduce the speed bonus.

Shields are still very useful utility items. You are practically invulnerable from the front unless you make a mistake. Still, I REALLY wish they would reduce the weight of shields somehow. Either a straight reduce or by having shield skill reduce the effective weight. The MASSIVE penalty they put on movement speed makes me not want to use them.

While it doesn't really address what Phew said as he pointed out in the following post (and I know exactly what you are talking about Phew- happened to me 3 or more times this night), I agree with every iota of text in this quote.  Hats off to you Rusty.
Title: Re: 1h Stab animation change... ?
Post by: MURDERTRON on September 05, 2013, 04:52:56 pm
First off, the shield animations have absolutely nothing to do with blocking. The animation is just for show.

I think a lot of issues with "attacks going through shields" has to do with the terrible shield implementation in m&b:
  • It's much more difficult to judge a shield's blockable area than blocking with a weapon. When you block with a weapon, the weapon actually moves giving you visual indication of the area that it covers. A shield remains stationary and it is held in such a way that makes it easy to mis-judge the centerpoint of your character.
  • A shield's surface area is completely different from its blockable area. (vs melee) No matter what shield you have, it covers the SAME exact area as manual blocking does. Again, it makes it easy to mis-judge the actual blockable area.

As far as crushthrough, I have a few theories:

  • Shields are a pretty steep investment in points. Most classes have more points to spend and on average will have higher strength, making it easier to resist crushthrough.
  • Shield weight makes you slow as hell, not to mention that you move turtle slow when going backwards with a shield up.
  • When blocking, shielders tend to hold and manual players tap. A manual blocker will often move backwards faster because of this. Thereby dramatically reducing the speed bonus of the mauler. Because the mauler is doing less damage, it's easier to resist. Shielders with their turtle-slow, shield-up backwards movement, barely reduce the speed bonus.

Shields are still very useful utility items. You are practically invulnerable from the front unless you make a mistake. Still, I REALLY wish they would reduce the weight of shields somehow. Either a straight reduce or by having shield skill reduce the effective weight. The MASSIVE penalty they put on movement speed makes me not want to use them.

I'm playing shielder this gen, getting a good KD and valor every other round while half asleep.  If you're too slow, stop crutching strength so much.

I'm really surprised how many shielders waste their time with IF and WM.
Title: Re: 1h Stab animation change... ?
Post by: Phew on September 05, 2013, 05:30:31 pm
I'm playing shielder this gen, getting a good KD and valor every other round while half asleep.  If you're too slow, stop crutching strength so much.

I'm really surprised how many shielders waste their time with IF and WM.

Considering that nearly every death for a shielder is the result of a nudge, kick, teamhit, or projectile, IF is just as important for a shielder as any other melee. But you also need high athletics due to your shorter reach and to avoid maulers. And you pretty much need to hybrid polearms or throwing to have a chance against cavalry, so you need WM.

Basically, shielders need to be lvl 33+ to not have a major deficiency, much like archers. Pure 2h and pole are pretty much set at lvl 30 (just bring a cheap shield for ranged).

Title: Re: 1h Stab animation change... ?
Post by: MURDERTRON on September 05, 2013, 06:26:39 pm
Considering that nearly every death for a shielder is the result of a nudge, kick, teamhit, or projectile, IF is just as important for a shielder as any other melee. But you also need high athletics due to your shorter reach and to avoid maulers. And you pretty much need to hybrid polearms or throwing to have a chance against cavalry, so you need WM.

Basically, shielders need to be lvl 33+ to not have a major deficiency, much like archers. Pure 2h and pole are pretty much set at lvl 30 (just bring a cheap shield for ranged).

Footwork will save you from kicks and nudges.  I've been winning over 50% of challenges from cav, that's how good the 1h stab is now.

I would further deconstruct your post, but it would be a waste of time.  All I'm saying is stop going 24/15 or 21/15 and then complaining you're too slow.  I was getting valor consistently at level 24 with 3 shield skill.  It's not nearly as big of an investment as you'd think.  Cavalry players have to invest more points and gold for a much smaller payoff.
Title: Re: 1h Stab animation change... ?
Post by: CrazyCracka420 on September 05, 2013, 06:59:45 pm
Having a shield makes you a lot less agile than a 2h hero without a shield.  Even with a sword it can be hard to get in range (without being too predictable) if you're trying to 1v1 a 2h'er with decent agility.  Kicks have a really large area of effect and the effects last longer than the animation shows (i.e. the foot is still hanging in the air, not actually kicking and still will stagger you if you come within 3 feet of it). 

Kicks weren't a problem in native, or before they made the kick hitbox be about 3 feet on either side of the leg/foot.  If I'm trying to hit someone from the front and they are kicking (even if I'm off to the side in front of them) I'm likely going to get hit with the kick.
Title: Re: 1h Stab animation change... ?
Post by: Matey on September 05, 2013, 07:00:26 pm
Footwork will save you from kicks and nudges.  I've been winning over 50% of challenges from cav, that's how good the 1h stab is now.

I would further deconstruct your post, but it would be a waste of time.  All I'm saying is stop going 24/15 or 21/15 and then complaining you're too slow.  I was getting valor consistently at level 24 with 3 shield skill.  It's not nearly as big of an investment as you'd think.  Cavalry players have to invest more points and gold for a much smaller payoff.

Step 1: invest 3 points into riding
Step 2: get a rouncey
Step 3: be a dickless coward who only ever blindsides people from behind.
Step 4: profit.

Sounds easier than doing well as a shielder to me!
Title: Re: 1h Stab animation change... ?
Post by: Gurnisson on September 05, 2013, 07:38:59 pm
Step 1: invest 3 points into riding
Step 2: get a rouncey
Step 3: be a dickless coward who only ever blindsides people from behind.
Step 4: profit.

Sounds easier than doing well as a shielder to me!

3 riding and a rouncey is shit. 3 shield skill and a round shield is really good. As cavalry, any less than 5 points invested makes for a bad build. As shielder, any more than 3 or 4 shield skill makes for wasted points.
Title: Re: 1h Stab animation change... ?
Post by: Phew on September 05, 2013, 07:47:57 pm
Footwork will save you from kicks and nudges.  I've been winning over 50% of challenges from cav, that's how good the 1h stab is now.

I would further deconstruct your post, but it would be a waste of time.  All I'm saying is stop going 24/15 or 21/15 and then complaining you're too slow.  I was getting valor consistently at level 24 with 3 shield skill.  It's not nearly as big of an investment as you'd think.  Cavalry players have to invest more points and gold for a much smaller payoff.

As Jona pointed out in another thread, athletics actually makes you more likely to be kicked, not less. The faster you move, the more likely you are to end up in the giant stuncone that lasts over a second. Most of the people complaining about shield weight slowing you down are agility builds anyway (myself included), so I don't know why you keep talking about strength builds.

The valor argument isn't relevant to anything; the current system rewards people for staying alive and being near the fight; actually killing people has a very small overall contribution. Anyone with a shield is a low priority target, so they can stay near the action and not get targetted. That doesn't mean shields are awesome, just that the point/valor system is flawed.
Title: Re: 1h Stab animation change... ?
Post by: MURDERTRON on September 05, 2013, 08:52:11 pm
As Jona pointed out in another thread, athletics actually makes you more likely to be kicked, not less. The faster you move, the more likely you are to end up in the giant stuncone that lasts over a second. Most of the people complaining about shield weight slowing you down are agility builds anyway (myself included), so I don't know why you keep talking about strength builds.

The valor argument isn't relevant to anything; the current system rewards people for staying alive and being near the fight; actually killing people has a very small overall contribution. Anyone with a shield is a low priority target, so they can stay near the action and not get targetted. That doesn't mean shields are awesome, just that the point/valor system is flawed.

Why are you face hugging, being predictable and getting kicked?  I don't stay that close to 2h cause I don't want to get hilt slashed.  I don't stay close to other 1h cause steel picks are short.  I don't want to say you're a bad player, but you sure post like one.

Also, Matey, play a cav gen.  I gave it up after the double nerf to
bumps and heavy lances.  You'll find the sudden emergence of Hoplites, the new 1h stab and the staggering amount of dickless crossbowers quite frustrating.  And even people who use rounceys rarely have only 3 riding.
Title: Re: 1h Stab animation change... ?
Post by: Phew on September 05, 2013, 09:02:03 pm
Why are you face hugging, being predictable and getting kicked?  I don't stay that close to 2h cause I don't want to get hilt slashed.  I don't stay close to other 1h cause steel picks are short.  I don't want to say you're a bad player, but you sure post like one.

It doesn't take a mind reader to predict an opponent's location within +/- 30 deg (all that's required to land a kick). And the kick range seems to be nearly a meter, so most 1-handers have the be within that to land a hit. That's not facehugging; that's just normal spacing for a 1h.

Also, rule of thumb on calling someone a bad player; if you are hundreds of spots below them on the duel ladder, don't. Not saying duel ranking means anything, just that San/Saul/etc have earned the right to call people bad, and the rest of us haven't.
Title: Re: 1h Stab animation change... ?
Post by: Kafein on September 05, 2013, 09:18:02 pm
A 2h with the same build and armor will always move faster and be more agile than you. As a shielder it's very rare to not fight with footwork heavily tilted against you.
Title: Re: 1h Stab animation change... ?
Post by: Konrax on September 06, 2013, 08:05:47 pm
It's why I have 8 athletics and still feel slow
Title: Re: 1h Stab animation change... ?
Post by: MURDERTRON on September 06, 2013, 08:23:48 pm
It's why I have 8 athletics and still feel slow

No, that's because you have a shit ton of armor.
Title: Re: 1h Stab animation change... ?
Post by: San on September 06, 2013, 08:40:08 pm
Before, when circling around an opponent properly, you could avoid most kicks, but it would be a challenge to get to their back so they couldn't block. Now, it almost counters that way of moving, so it makes it pretty difficult when the animation looks exactly the same and you move that way out of habit or try to close in after dodging because the animation looked like it already missed.

Carrying a 6-7kg shield right now is close to losing 1 ath when wearing the lighter shields, and a little more than that with the heavier ones. I think going back to realistic weights for shields (assuming weight is kg) would fix the problem. Quickly looking over the native shield weights and they seem fine to me (maybe make the heavier ones a bit heavier), varying between 2-5kg.

http://mountandblade.wikia.com/wiki/Shields


Also, cav is fine, coming from a guy who played on a rouncey with normal lance even after the bump "nerf" (made it easier to bump stab as a side effect).

I think 1h stab is tougher to pull off than hoplite stab. I perform much better with the stabless liuyedao. I think the 1h stab "problem" is isolated to the side sword stats. It should return to 28p/28c with 100 speed for now IMO. Also, there shouldn't be some swords that get +2 on stabs and others with +3 for no reason.
Title: Re: 1h Stab animation change... ?
Post by: CrazyCracka420 on September 06, 2013, 08:45:49 pm
Kind of a side note here, but the horse bump nerf has both saved me and hurt me dozens upon dozens of times.  Sometimes I'll get stuck on one person if the elevation is right (but doesn't look too steep) and will get me killed (yeah a person is going to stop a horse from moving forward...good call crpg).  Other times it's saved me where I'll bump/lance the first guy and I'll slow down so much that I'm able to steer away from the pikeman/spearman who was waiting behind the first infantry guy.  I gotta imagine those guys are like "WTF"?

I personally think the bumps were better before the nerf, and weren't OP.  It's pretty ridiculous if I'm riding at top speed on a courser and can get routinely stuck if two infantry guys are basically right next to each other (I'll come to a complete stop on the second guy).  Or will get stuck/reared by one person if there's any sort of elevation.
Title: Re: 1h Stab animation change... ?
Post by: Zlisch_The_Butcher on September 06, 2013, 09:15:45 pm
Kind of a side note here, but the horse bump nerf has both saved me and hurt me dozens upon dozens of times.  Sometimes I'll get stuck on one person if the elevation is right (but doesn't look too steep) and will get me killed (yeah a person is going to stop a horse from moving forward...good call crpg).  Other times it's saved me where I'll bump/lance the first guy and I'll slow down so much that I'm able to steer away from the pikeman/spearman who was waiting behind the first infantry guy.  I gotta imagine those guys are like "WTF"?

I personally think the bumps were better before the nerf, and weren't OP.  It's pretty ridiculous if I'm riding at top speed on a courser and can get routinely stuck if two infantry guys are basically right next to each other (I'll come to a complete stop on the second guy).  Or will get stuck/reared by one person if there's any sort of elevation.
I can ride over at least two infantry if they're not standing on a small cliff on my 0+ steppe horse, so I don't see how it can be a problem on a courser, and while before the bump nerf regular people only took like 10% damage from a 3+ destrier bump such a bump would onehit people without/with low armor.
Title: Re: 1h Stab animation change... ?
Post by: CrazyCracka420 on September 06, 2013, 09:23:46 pm
I can run over an infinite amount of infantry, if they are spaced out far enough.

If there's two people standing nut to butt, my courser will get stopped on the second guy. 

I honestly don't care if my horse bumps do 0 damage (even on a +3 plated charger), I just want my horse to not get stopped by something that weighs a 1/5th to a 10th of it's weight, when my horse is plowing down at top speed.
Title: Re: 1h Stab animation change... ?
Post by: San on September 07, 2013, 12:26:48 am
Yeah, I think it's just a bit buggy. I've been reared when trying to run over some infantry, too. I usually tend to knock down 1 enemy at a time, sometimes 2, so I wasn't affected as much as other playstyles.
Title: Re: 1h Stab animation change... ?
Post by: chaosegg on December 15, 2013, 02:05:35 am
I just came back after over 1 year away, and it seems like the variety of builds I see that can work has increased dramatically for the better.
I seem to remember that it used to be it was pretty much just a Heavy Armor + STR + 2h/pole spam-win-to-fest,
but now I think a slightly more balanced STR:AGIL build can work (at least for pub battle/siege).
Of weapon changes... I'm not sure anything is super different but this change is an obvious and nice one so that 1h is not awful-for-anyone-other-than-specialists now.  :shock:

I'm carrying an axe or crushthrough weapon almost all the time now due to so many shielders though!  :P

(8 athletics atm and its easy for me to ctach up to someone and try to stab but it will ALWAYS glance)
8 athletics would mean fairly low powerstrike and thus more glance would it not?
I don't know how I ever played with less than 6 ps after I tried out 8+ PS back in the day and found how fun it was. heheh