cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: San on September 28, 2013, 09:20:05 pm

Title: Serious 1h Stab Discussion
Post by: San on September 28, 2013, 09:20:05 pm
As a non-stab 1h player who doesn't feel like he's missing out much with the stab, I am trying to understand people's woes on the 1h stab change recently.

These animations have been changed recently to have better speeds/alignment:

1h stab
1h right swing

polearm overhead
polearm stab
polearm left swing

The 1h stab animation length increase, from what I noticed, helped beat out the non-dedicated stabbing polearms, because by the time the polearm is nearly at full extension, the 1h is closer to middle extension, therefore the 1h can hit earlier at midrange. On the flip side, these polearms have much longer swings with no more "blind spots" like in the past (left swing or overhead = death most of the time), and polearm hits stop the enemy in his tracks. Dedicated stabbing polearms are so long that it doesn't really matter without the 1h player moving much faster. From what I notice, I don't really find any kind of stab easier than the other.

All in all, I don't think it's much of an animation problem, but a stats problem. Some of the 1h stab damages were artificially buffed to compensate for the poor animation. I think that these changes should just be reverted for the longer weapons since the animation is fixed and the old stats were more balanced. The shorter 1h stabs are still damaging, but the natural length is short enough, and they're overshadowed by the current long weapons' damages. That and/or tweak the +3p/+3c heirloom bonus to +3p/+2c.

Changes made:
Espada Eslavona: 30p->31p
                             101speed->102speed (maybe keep this? Its 25c is pretty bad IMO)

Long Espada Eslavona: 28p->29p

Side Sword-> 100speed->99speed
                       thrust: 28p->29p
                       swing: 28c->29c

tl;dr change these back, +3 gives +3p/+3c.
Title: Re: Serious 1h Stab Discussion
Post by: Falka on September 28, 2013, 09:35:57 pm
28 cut is pretty bad, so I would leave side sword its 29 cut. Decreasing stab dmg by 1 or 2 points should be enough. And espadas are so rare on the battlefield that I don't see the point in nerfing them. Their stab is great, but cut dmg is obsolete. I mostly use niuweidao or other cut oriented swords like grosse or langes messer and don't think that 1h stab is the problem.
Title: Re: Serious 1h Stab Discussion
Post by: Grumbs on September 28, 2013, 09:48:03 pm
Need to compare 1 hand stabbing swords to hoplite playstyle, and I believe the hoplite takes a bigger damage nerf when equiped with a shield than 1 handers right? And you lose the side swings. ATM the shorter spears seem kind of obsolete to me, especially if you don't have the horse rearing ability. ~20 blunt is also on par with 30 cut, but you have to put the shield away for it
Title: Re: Serious 1h Stab Discussion
Post by: Falka on September 28, 2013, 09:54:14 pm
I believe the hoplite takes a bigger damage nerf when equiped with a shield than 1 handers right?

Nope? There's no "damage nerf" as far as i know.
Title: Re: Serious 1h Stab Discussion
Post by: Duster on September 28, 2013, 09:56:56 pm
~20 blunt is also on par with 30 cut,

no
Title: Re: Serious 1h Stab Discussion
Post by: HappyPhantom on September 28, 2013, 10:10:13 pm
Nope? There's no "damage nerf" as far as i know.

Isn't there a speed bonus penalty with a shield equipped?
Title: Re: Serious 1h Stab Discussion
Post by: EyeBeat on September 28, 2013, 10:22:52 pm
The problem with the new 1h stab is that everyone leads with the stab.  There is no reason not to.  It has the longest range and the "activation of a hit" time is the longest of all swings on a 1h.  The swing is instantaneous.  Pierce damage is the best damage and does more if you hit someones head if I am not mistaken.

If a 2h stab is blocked they get delayed longer than if a 1h stab gets blocked.

1h stab is ridiculous right now and that is why you see every single person using it. 

Everyone is saying that Tydeus ruined the game with it.  I think it just needs to be tweaked further maybe buffing previously nerfed weapons around the new 1h stab.
Title: Re: Serious 1h Stab Discussion
Post by: Vodner on September 28, 2013, 10:24:42 pm
Quote
Pierce damage is the best damage and does more if you hit someones head if I am not mistaken.
All damage types get the same bonus from a headshot.
Title: Re: Serious 1h Stab Discussion
Post by: EyeBeat on September 28, 2013, 10:25:46 pm
All damage types get the same bonus from a headshot.

For some reason I thought pierce got more of a bonus.
Title: Re: Serious 1h Stab Discussion
Post by: Gurnisson on September 28, 2013, 10:34:18 pm
For some reason I thought pierce got more of a bonus.

People said so way back in warband beta, but it turned out not to be true, iirc.
Title: Re: Serious 1h Stab Discussion
Post by: Tyefire on September 28, 2013, 10:42:41 pm
My issue with 1h stab is how people use it. Hey if you do it then do it but don't make it like its the only attack you can do and just abuse the shit out of it.
Another thing this brings rondel dagger builds out and makes them overpowered as hell.
Title: Re: Serious 1h Stab Discussion
Post by: Matey on September 28, 2013, 10:54:08 pm

Everyone is saying that Tydeus ruined the game with it.  I think it just needs to be tweaked further maybe buffing previously nerfed weapons around the new 1h stab.

http://forum.melee.org/the-chamber-of-tears/cry-some-more!/

Actually, only 10% of people seem to be crying about 1H now.
Title: Re: Serious 1h Stab Discussion
Post by: Grumbs on September 28, 2013, 11:00:38 pm
no

20 blunt vs 30 cut against 60 armour in spoilers below. Only the average damage matters now since they changed how armour damage works (its only 5% variance now rather than up tp 45%). Against 70 armour its the same, 8 for cut, 7.5 for blunt

(click to show/hide)

Hoplites lose 15% of damage and speed of the shown stats I believe, when you equip a spear with a shield, but gain some reach.

Title: Re: Serious 1h Stab Discussion
Post by: San on September 28, 2013, 11:15:01 pm
I compare the stab swords to the spear weapons mostly. Because of the low variance in cut for most 1h weapons, mostly 30-32 with a few outliers, 29 cut isn't bad at all. It used to be crippling with the crappy stabs, but not anymore.

Also forgot spathion's pierce change. It should be changed in a way that still makes it unique, but I don't know how exactly. It used to just be a knightly arming sword clone.

@Grumbs
None of our damage calculators are that accurate anymore. I have the pseudocode in a script, but don't know how exactly the minimization of the random factor was performed. I know they changed the penalty for polearm with shield in the past, too. At times, it feels like they're as powerful as ever IMO, but the reach bonus is very good either way.

Edit: 20b~=30c is good, because the weapons we're comparing it to is 25-28c, even weaker.
Title: Re: Serious 1h Stab Discussion
Post by: Huscarlton_Banks on September 29, 2013, 05:01:36 am
All damage types get the same bonus from a headshot.

Yep, ranged hits have a different (bigger) multiplier than melee hits though.

The multiplier seems to be applied after the armor math.

Code: [Select]
randomized_damage = (random.random() * 0.1 + 0.9) * raw_damage
soaked_damage = randomized_damage - randomized_soak

if (soaked_damage < 0.0):
soaked_damage = 0.0

randomized_reduction = math.exp((random.random() * 0.55 + 0.45) * reduction_factor * 0.014)
reduced_damage = (1.0 - 1.0 / randomized_reduction) * soaked_damage

if (reduction_factor < 0.00001):
reduced_damage  = 0.0

damage_difference = round(reduced_damage + randomized_soak)

effective_damage = randomized_damage - damage_difference

if hit_bone == head:
effective_damage *= 1.2

if item_is_ranged:
effective_damage *= 1.75
elif hit_bone == calf or hit_bone == thigh:
effective_damage *= 0.9

effective_damage = clamp(effective_damage, 0.0, 500.0)
Title: Re: Serious 1h Stab Discussion
Post by: AntiBlitz on September 29, 2013, 06:47:09 am
I think my biggest gripe with the 1h stab animation is just how quickly it starts, you can be midway through a left or right swing and they are able to put out a quick thrust and beat you nearly everytime, and they just do so much damage.  On top of that its quite clear that it is op when the major playerbase shifts from using other weapon types to weapons with higher pierce damage.  Just look at most archers, they now carry high pierce swords over blunt weapons,  we now also have agi espada spammers and rondel daggers galore. 

I'd like to see a chart showing the usage of each weapon just to justify what i am saying, i remember they did that before, and id surely like to see the comparison from pre/post patch.
Title: Re: Serious 1h Stab Discussion
Post by: Teeth on September 30, 2013, 12:32:28 am
It is time, I've given it a while for me to get used to, but they simply are fucking OP. They connect ridiculously quick, at ridiculous reaches and hurt a fuck ton. They have been overbuffed. That said, I find 1h, 2h and polearm all active for too long. They should not deal damage when they have stopped moving, they should stop dealing damage a bit before that. I can literally walk my pike into people when the pike isn't even moving.

Slow 1h stab down a little, and make all stabs stop dealing damage a bit earlier.
Title: Re: Serious 1h Stab Discussion
Post by: Phantasmal on September 30, 2013, 12:42:23 am
The main reason there was a shift in usage is because the 1h stab actually became viable. Before that it was the high cut damage 1hers that dominated the majority of the player base. My only gripe with the 1h stab is the lightning fast ready and release of it. There is almost 0 prep time for it.
Title: Re: Serious 1h Stab Discussion
Post by: Torben on September 30, 2013, 12:52:57 am
They should not deal damage when they have stopped moving

this,  please.
Title: Re: Serious 1h Stab Discussion
Post by: Grumbs on September 30, 2013, 01:25:48 am
I think it makes it more fun to fight 1 handers when they use all the attack types, rather than just spamming left attack. But the stats on some of these swords are really OP for how good the stab is now.

Title: Re: Serious 1h Stab Discussion
Post by: MURDERTRON on September 30, 2013, 07:22:53 am
The 1h stab has a longer hot zone than pole arms do.  Pole arms glance if too far or too close and your footwork is not exactly perfect.  While that is true for 1h stabs, it is much much less extreme.

You can tell its too powerful here, because I am not a 10 kill player.  Not even in my wildest dreams.
visitors can't see pics , please register or login
Title: Re: Serious 1h Stab Discussion
Post by: Kafein on September 30, 2013, 09:41:57 am
It doesn't really make sense that people complain about 1h facehug stabs when polearms have always been able to do just that. I don't think anybody would argue it is normal to hit for full damage with a long spear yet not with a short sword when your target is 10 centimeters away.
Title: Re: Serious 1h Stab Discussion
Post by: rufio on September 30, 2013, 10:04:10 am
like was overly clear when the changes were implemented , 1 handed stab has been overbuffed and is very broken atm, polearm stabs need a tweak to but not as bad as the 1 handers, lighter 2handed stabs are also op but come 3rd in needing the tweak. but ye chamber of tears chamber of tears chamber of tears, because devs are to snobby and stuck up to realise the current feedback is legit.
Title: Re: Serious 1h Stab Discussion
Post by: Grumbs on September 30, 2013, 02:04:18 pm
It doesn't really make sense that people complain about 1h facehug stabs when polearms have always been able to do just that. I don't think anybody would argue it is normal to hit for full damage with a long spear yet not with a short sword when your target is 10 centimeters away.

You're comparing a 4 direction 1 hander to a 1 direction hoplite though. Otherwise you're comparing to someone who doesn't get the antiranged ability of the shield while fighting, or who has to manual block every incoming attack (can't block 2 directions at once etc). Or they have no side swings available with a crappy overhead, or they have a crappy stab damage with 3 other directions, huge movement speed nerf (some turn speed nerf too) with the length of the weapon etc. The stab is balanced by taking something else away that limits the player in some fashion, encourages them to play in a certain way with their team or adds some extra level of skill requirement.

1 hand with shield is just an amazing multi tasker atm. They aren't really limited in any particular way. They have the shield, 4 directions, awesome stab, great feinting/insta hit on some swings, naturally hits the head with swing animations etc. The stab isn't even short, its got a great range and is active early and late in the animation. Someone has tried to balance 1 handers with 2 handers based on the 2 hand stab, but they forget the utility that a shield brings when you have it active all the time with your primary weapon, and 1 hand with shield has been very strong in the meta game for ages due to the amount of ranged and that left swing.

Solutions for me are to stop trying to balance around the 2 hand stab. Do something with 2 hand stab if you need to, just make it harder to use well than it is now. Stop trying to move away too much from A-synchronous game balance. Its ok that 1 handers don't have a great stab as well as great other directions (but make the stab useful in some situations). Its ok that polearms have weaker swings than 2 handers but a good stab. Its ok that 2 hand have a nice stab (but it is kind of quirky and their swings are amazing too). 1 hand with shield never needed a big buff with its attacks

Title: Re: Serious 1h Stab Discussion
Post by: Nightmare798 on September 30, 2013, 02:50:47 pm
if you fail to stab 1h user with polearm before he stabs you, you need to train more.
Title: Re: Serious 1h Stab Discussion
Post by: Grumbs on September 30, 2013, 03:20:08 pm
Your comment is "L2P" basically. Want to elaborate? I've played 1 hand with 1 WPF several times after this change and it is a super fast and long stab while maintaining the swings with a shield. Its like a hoplite with swings
Title: Re: Serious 1h Stab Discussion
Post by: Nightmare798 on September 30, 2013, 03:54:25 pm
Your comment is "L2P" basically. Want to elaborate? I've played 1 hand with 1 WPF several times after this change and it is a super fast and long stab while maintaining the swings with a shield. Its like a hoplite with swings

i can assure you you will do horribly with 1 wpf, unless you go full agility and dagger. even at 140wpf in 1h sometimes feel slow with my long espada.

anyone who has met longsword spammer as 1h knows they have no hope of beating them with with low wpf.

this also works for 2h. i once looted some guy for mw katana for shits and giggles, and even with 18 agi, i was slow as fuck.

EDIT: also you have no idea how hoplite works. hoplite relies in backpedaling, range and hit-wiggling [also a thing that needs to be fixed]. 1h shielder plays completely different.
Title: Re: Serious 1h Stab Discussion
Post by: Grumbs on September 30, 2013, 04:17:14 pm
I've done 1 wpf plenty with this new stab and I can tell you it is very fast still. If you think any 1 hander is slow you aren't used to using actual slow weapons. I'm not going to go into how well I do, I'll just say I do as well as with my 160 polearm
Title: Re: Serious 1h Stab Discussion
Post by: Nightmare798 on September 30, 2013, 04:22:56 pm
I've done 1 wpf plenty with this new stab and I can tell you it is very fast still. If you think any 1 hander is slow you aren't used to using actual slow weapons. I'm not going to go into how well I do, I'll just say I do as well as with my 160 polearm

the problem is not being used to slow weapons, but not being used to fighting all master work superspeed scrubs.
Title: Re: Serious 1h Stab Discussion
Post by: Gurnisson on September 30, 2013, 04:27:47 pm
It doesn't really make sense that people complain about 1h facehug stabs when polearms have always been able to do just that. I don't think anybody would argue it is normal to hit for full damage with a long spear yet not with a short sword when your target is 10 centimeters away.

You have to wiggle it to instastab with a long spear, unlike shorter polearms (spear, forks etc.), and 1h weapons. 2h weapons almost always require wiggling, if the enemy is not really low on armour. 2h and polearms bounce at long range as well, which grants your an enemy a free hit because of the long stun. Haven't really noticed a very hard thrust-stun when I've stabbed with one-handers though, unless using a slow shield like the steel shield.

i can assure you you will do horribly with 1 wpf, unless you go full agility and dagger. even at 140wpf in 1h sometimes feel slow with my long espada.

anyone who has met longsword spammer as 1h knows they have no hope of beating them with with low wpf.

I've done 1 wpf fighting with 1h both as a crossbowman and a pikeman. It works quite well (just like polearms and 2h), but I would recommend getting at least 50 if you plan to use it a lot. Beating a longswordman with 1 1h wpf is no different to a player with elite scimitar, niuweidao, hafted blade, long axe or other very fast weapons. You'll be at a disadvantage for sure, but you'll be able to beat them if you play better than them.
Title: Re: Serious 1h Stab Discussion
Post by: Kafein on September 30, 2013, 04:29:57 pm
I've done 1 wpf plenty with this new stab and I can tell you it is very fast still. If you think any 1 hander is slow you aren't used to using actual slow weapons. I'm not going to go into how well I do, I'll just say I do as well as with my 160 polearm

Actual slow weapon usually have badass damage that largely compensates for the slower speed. Why ? Because higher damage means hitting earlier without bouncing, and hitting earlier is hitting effectively faster. Also known as : why I spam Great Maul sideswings while turning around and win. To go back to polearms, replace Great Maul with basically anything in the LWA-elegant poleaxe range and you got something that hits earlier than any 1h if played correctly.
Title: Re: Serious 1h Stab Discussion
Post by: San on September 30, 2013, 04:47:40 pm
Nice to hear about some people's opinions. For some, I'm unsure if they're talking about the effectiveness of the best stabbing 1hs or the stab animation for every 1h, even the ones with low pierce damage.

@kafein

I feel the same, but also for 1h stabs that seem to get a good hit earlier/later than they should. I would guess that the 1hs around 21-24pierce would have a bit more trouble around the extremes of their sweetspots without having 9-10PS. That's why I believe toning down the artificial stab damage buff is a nice first step, then see if there are any additional tweaks that need to be made to the animation.
Title: Re: Serious 1h Stab Discussion
Post by: Grumbs on September 30, 2013, 05:22:23 pm
I've only really played with the high stab damage swords like Scottish Sword or Long Esparda. I doubt I would play with 1 wpf if I didn't have the stab to abuse. The stabbing swords should have less damage, I'm playing with 1 wpf / unloomed and people are dying in a couple stabs. I'd take away all the swings with these if the damage stays the same, make them have alternate mode like daggers maybe
Title: Re: Serious 1h Stab Discussion
Post by: Fartface on September 30, 2013, 05:47:02 pm
I've done 1 wpf plenty with this new stab and I can tell you it is very fast still. If you think any 1 hander is slow you aren't used to using actual slow weapons. I'm not going to go into how well I do, I'll just say I do as well as with my 160 polearm
I´m going to have to say Grumbs went like 22-2 with 1 wpp long espada, just proving his point.
Title: Re: Serious 1h Stab Discussion
Post by: Osiris on September 30, 2013, 06:39:52 pm
1 person going 22-2 one time doesn't prove much. If it was THAT op most 1h players would be raping everyone. That said the high pierce 1h could use a slight nerf.
Title: Re: Serious 1h Stab Discussion
Post by: Nightmare798 on September 30, 2013, 07:31:38 pm
1 person going 22-2 one time doesn't prove much. If it was THAT op most 1h players would be raping everyone. That said the high pierce 1h could use a slight nerf.

if 2h gets fixed too then i am fine with it.
Title: Re: Serious 1h Stab Discussion
Post by: Falka on September 30, 2013, 07:40:35 pm
i can assure you you will do horribly with 1 wpf, unless you go full agility and dagger. even at 140wpf in 1h sometimes feel slow with my long espada.

This is not true. Sometimes after a few duels ppl take my 1h sword instead of their 2h/pole and quite often they're much more dangerous than with their primary weapon.

As a 1h/shielder I don't see side sword or any other stabbing 1h sword OP per se (some of them can be OP in comparison to other 1h swords though). I get more or less the same scores with niuweidao, scimitar, grosse and side sword, if any of them I'd say that niuweidao is most effective and "OP", not side sword. So from my point of view 1h stab is hardly game breaking, especially in comparison to insta pole stab attacking from the air :P But, well, I don't play any other class, so quite possible that I'm biased :P
Title: Re: Serious 1h Stab Discussion
Post by: Nightmare798 on September 30, 2013, 07:43:14 pm
This is not true. Sometimes after a few duels ppl take my 1h sword instead of their 2h/pole and quite often they're much more dangerous than with their primary weapon.

As a 1h/shielder I don't see side sword or any other stabbing 1h sword OP per se (some of them can be OP in comparison to other 1h swords though). I get more or less the same scores with niuweidao, scimitar, grosse and side sword, if any of them I'd say that niuweidao is most effective and "OP", not side sword. So from my point of view 1h stab is hardly game breaking, especially in comparison to insta pole stab attacking from the air :P But, well, I don't play any other class, so quite possible that I'm biased :P

we are talking about 1wpf. i remember how slow i swung that short sword as peasant with 50wpf and i dont even want to think about having 1wpf.
Title: Re: Serious 1h Stab Discussion
Post by: Falka on September 30, 2013, 07:47:22 pm
we are talking about 1wpf

This is not true. Sometimes after a few duels ppl take my 1h sword instead of their 2h/pole and quite often they're much more dangerous than with their primary weapon.

I doubt that dedicated 2h or polearmers have more than 1 wpf in 1h  :rolleyes:
Title: Re: Serious 1h Stab Discussion
Post by: Nightmare798 on September 30, 2013, 07:50:56 pm
I doubt that dedicated 2h or polearmers have more than 1 wpf in 1h  :rolleyes:

maybe they do. what about close quarter sidearm? i heard poles are pretty hard to use in confined places.
Title: Re: Serious 1h Stab Discussion
Post by: Bulzur on September 30, 2013, 08:45:38 pm
OP 1h stab.

I'm happy they got a new very good stab animation now, mind you. The previous one was much harder to use correctly.
This one may be a bit too quick though, as people already said : no preperation time.
But they mainly need to balance the pierce damage on most/all swords to even it out. And by balancing, i clearly mean nerfing.

What's wrong with 1wpf 1h ? Just use a 99 speed sword, and you'll do okay.
Then try playing hoplite or longspear user with 1wpf in polearm. Your stab will get blocked so long, the ennemy will get a free overhead on you.
Title: Re: Serious 1h Stab Discussion
Post by: Kafein on October 01, 2013, 12:30:35 am
I went 22-1 with a 1 wpf long spear, it doesn't mean the long spear is OP.

And no 1h stabs do not "prepare" any faster than polearms. The stab animation itself is faster, but the inactive time it the exact same. Without armor I can facehug a long spear user, he only needs to tap RMB to almost immediately inflict damage to me, because the instant his attack becomes active it connects with me.
Title: Re: Serious 1h Stab Discussion
Post by: MURDERTRON on October 01, 2013, 06:04:57 am
I went 22-1 with a 1 wpf long spear, it doesn't mean the long spear is OP.

And no 1h stabs do not "prepare" any faster than polearms. The stab animation itself is faster, but the inactive time it the exact same. Without armor I can facehug a long spear user, he only needs to tap RMB to almost immediately inflict damage to me, because the instant his attack becomes active it connects with me.

But you're lying, because with 1WPF it glances most of the time.  About the first part, that is.

On the second part, you're doing a shitty job face hugging, so you're actually only hugging the space in front of his face.  Also, being naked should not be considered the norm for balancing.  I'm sure Tydeus can pull average armor rating.
Title: Re: Serious 1h Stab Discussion
Post by: Kafein on October 01, 2013, 05:36:31 pm
But you're lying, because with 1WPF it glances most of the time.  About the first part, that is.

Not with the speed bonus and opportunities that being naked gives you. Making extraordinary k/d isn't that hard to do with any weapon if you do it the easy way.

On the second part, you're doing a shitty job face hugging, so you're actually only hugging the space in front of his face.

Turning around is pointless when you can get hit faster than you can possibly block.

  Also, being naked should not be considered the norm for balancing. I'm sure Tydeus can pull average armor rating.

Yes of course but it's still bullshit to say that 1h can hit earlier because that's simply not true. Providing enough damage, you can pull off the exact same kind of shit with polearms (or even 2h for that matter). Case in point, the awlpike is a much better weapon overall than say the LEE, with that reach and polestun (stopping movement on hits).
Title: Re: Serious 1h Stab Discussion
Post by: Zlisch_The_Butcher on October 01, 2013, 05:42:30 pm
The 1h thrust needs a nerf, atm there is no sense in ever rightswinging if your weapon got a pointy end and is used with one hand, amassed at the amount of bullshit I'm hearing about it though.
You can't stab when the weapon is retracting, the moment it starts glancing with the current animation is right before it is at 100% reach, which is for how long I believe stabs should be able to stab, before the buff the animation was also beyond retarded, starting to glance 50-60% into the reach it gives you. Damage is only really strong on espadas, sideswords, and scots, which (besides the sideswords) will deal very low amounts of damage swinging, and even with my 31 pierce I've yet to onehit someone with decent amounts of armor on my 4ps, 181 wpf, char (cannot say the same for my 3ps godknowshowmuchwpfand10ath 2h with a katana). Stab based 1hs are still not overpowered, they went from low to top tier 1h swords, true, but they're still only equal to the great swinging swords. You can't facehug stab someone without twirling a bit, same bit you need to twirl to do it with a 2h sword, the 1h animation makes that tiny bit of twirling extremely natural though.

Ideally the nerf should either be:
Flat -1, 2 or even 3 pierce damage on all 1hs, nerfing just a few 1hs stab would be idiotic, and shit on internal balance, either nerf all the stabs or leave them all alone.

Do a completely new animation, that extends only 75% or so as much as the current one does, but keeps the same overall speed as the current anim (so that you won't glance while still stabbing and not retracting).

Slow down the time it takes to prepare the stab quite a bit, making it as powerful as now for range stabbing, but easy to spam at facehug range.
Title: Re: Serious 1h Stab Discussion
Post by: Kafein on October 01, 2013, 05:49:11 pm
If you really want to nerf 1h stab damage, just give one more damage to all melee weapons on all directions except 1h stabs. Since when is it not normal to 3-shot balanced builds with your most powerful attack ?
Title: Re: Serious 1h Stab Discussion
Post by: MURDERTRON on October 01, 2013, 06:15:31 pm
The 1h thrust needs a nerf, atm there is no sense in ever rightswinging if your weapon got a pointy end and is used with one hand, amassed at the amount of bullshit I'm hearing about it though.
You can't stab when the weapon is retracting, the moment it starts glancing with the current animation is right before it is at 100% reach, which is for how long I believe stabs should be able to stab, before the buff the animation was also beyond retarded, starting to glance 50-60% into the reach it gives you. Damage is only really strong on espadas, sideswords, and scots, which (besides the sideswords) will deal very low amounts of damage swinging, and even with my 31 pierce I've yet to onehit someone with decent amounts of armor on my 4ps, 181 wpf, char (cannot say the same for my 3ps godknowshowmuchwpfand10ath 2h with a katana). Stab based 1hs are still not overpowered, they went from low to top tier 1h swords, true, but they're still only equal to the great swinging swords. You can't facehug stab someone without twirling a bit, same bit you need to twirl to do it with a 2h sword, the 1h animation makes that tiny bit of twirling extremely natural though.


It's all left swings and stabs right now.  People don't even bother to feint anything else.
Title: Re: Serious 1h Stab Discussion
Post by: Zlisch_The_Butcher on October 01, 2013, 06:21:36 pm
It's all left swings overheads and stabs right now.  People don't even bother to feint anything else.
Fixed, and before it was all left swings, overheads, and rightswings for anyone who didn't use a dagger or a stabbing weapon, which at the time was about 95% of the EU 1hs.
Title: Re: Serious 1h Stab Discussion
Post by: Matey on October 01, 2013, 06:35:19 pm
Fixed, and before it was all left swings, overheads, and rightswings for anyone who didn't use a dagger or a stabbing weapon, which at the time was about 95% of the EU 1hs.

I use right swings D:
Title: Re: Serious 1h Stab Discussion
Post by: San on October 01, 2013, 06:36:55 pm
I disagree. Overhead and right swing are very good nowadays.

Ideally the nerf should either be:
Flat -1, 2 or even 3 pierce damage on all 1hs, nerfing just a few 1hs stab would be idiotic, and shit on internal balance, either nerf all the stabs or leave them all alone.

Do a completely new animation, that extends only 75% or so as much as the current one does, but keeps the same overall speed as the current anim (so that you won't glance while still stabbing and not retracting).

Slow down the time it takes to prepare the stab quite a bit, making it as powerful as now for range stabbing, but easy to spam at facehug range.
I think that the stats on the stab weapons being too good is an internal balance issue (along with spathovaklion), and once that's fixed we can focus on global changes. I believe that 1c swing should = 1p stab for a fair tradeoff. I think non-stab focused 1hs have bad enough pierce stabs that they don't need a nerf there.

I do agree that the damage dropoff at the very end of the stab isn't quick enough, but I'm unsure about how much tweaking it takes to make it perfect. I would ideally have the stab have the same reach bonus as right swing, but it would be quite risky to attack at the very end of your range. That makes it so that right swing wins at the very edge of their ranges, but a stabber can move in a little bit more for a quicker hit. I cannot say how much more range the current stab has over right swing, but stab is dominating openers for 1h.

I think the stab preparation is okay since they're supposed to be faster than 89 speed awlpikes and the like. Stab with a shortened spear and that's also lightning fast, but it has no bonus reach. It's in the stats.
Title: Re: Serious 1h Stab Discussion
Post by: Penitent on October 01, 2013, 06:52:47 pm
I think 1h stab is fine now.  Before it was borderline unusable (even with a slight damage buff).  Now it is effective, just like overhead or left swing.

There is no need to nerf.  1h now has 4 valid attack directions.  1h stabs are potent now, but they are not dominating the battlefield in any way.
Title: Re: Serious 1h Stab Discussion
Post by: Zlisch_The_Butcher on October 01, 2013, 06:54:25 pm
I disagree. Overhead and right swing are very good nowadays.
I think that the stats on the stab weapons being too good is an internal balance issue (along with spathovaklion), and once that's fixed we can focus on global changes. I believe that 1c swing should = 1p stab for a fair tradeoff. I think non-stab focused 1hs have bad enough pierce stabs that they don't need a nerf there.
If just a few weapons got nerfed internal balance would be incredibly screwy, look at your list for example, nerfing the espada leaves the scottish sword being clearly superior again, nerfing that will leave something else clearly superior/just as good at what it did while still being good at something else.
I do agree that the damage dropoff at the very end of the stab isn't quick enough, but I'm unsure about how much tweaking it takes to make it perfect. I would ideally have the stab have the same reach bonus as right swing, but it would be quite risky to attack at the very end of your range. That makes it so that right swing wins at the very edge of their ranges, but a stabber can move in a little bit more for a quicker hit. I cannot say how much more range the current stab has over right swing, but stab is dominating openers for 1h.
What? I suggested that the moment the damage drops off fits the animation realistically, but that it leaves the stab either to fast or long. The stab has (crude guess) 10 points more reach than the rightswing, of which 8 points don't glance.
I think the stab preparation is okay since they're supposed to be faster than 89 speed awlpikes and the like. Stab with a shortened spear and that's also lightning fast, but it has no bonus reach. It's in the stats.
Point is you can stab about as fast as you can leftswing or overhead, while having far more reach, and far faster than the rightswing, which has a tiny bit less reach, internal animation balance is somewhat fucked.
Title: Re: Serious 1h Stab Discussion
Post by: Zlisch_The_Butcher on October 01, 2013, 07:01:21 pm
I use right swings D:
And your weapon is a onehander with a stab and not the warhammer?
Title: Re: Serious 1h Stab Discussion
Post by: San on October 01, 2013, 07:07:23 pm
By damage dropoff, I mean the last 5-10 cm of its reach, thought I was agreeing. I can't say much about the scottish sword, but it should probably just be balanced with short arming sword, so -1 pierce. The swords I mentioned in the OP being balanced with the knightlies, italian, etc.
Title: Re: Serious 1h Stab Discussion
Post by: Zlisch_The_Butcher on October 01, 2013, 07:13:25 pm
By damage dropoff, I mean the last 5-10 cm of its reach, thought I was agreeing. I can't say much about the scottish sword, but it should probably just be balanced with short arming sword, so -1 pierce. The swords I mentioned in the OP being balanced with the knightlies, italian, etc.
Nope, I believe that on all attacks the last 5-10 cm should still deal damage, but that damage should go to zero right after it moves the final pixel towards the enemy.
Title: Re: Serious 1h Stab Discussion
Post by: Inglorious on October 01, 2013, 07:35:11 pm
I think 1h stab is fine now.  Before it was borderline unusable (even with a slight damage buff).  Now it is effective, just like overhead or left swing.

There is no need to nerf.  1h now has 4 valid attack directions.  1h stabs are potent now, but they are not dominating the battlefield in any way.

While I agree with you on most of this, I do think that one handed weapons are now the dominant weapon tier you see at the current moment.

Now, I'd go as far as to say, "Hey, it's new, people are trying their luck with the new mechanic. Gotta be the reason why we so so many, right?". But I'd be beaten to a pulp by the many people who are now finding it increasingly difficult to bully around one handers like they used to.

I like the previous suggestion in the thread of optimizing the polearm stab animation to fit the new improved one handed update. I agree if you are being out ranged by a 90 reach one hand stab while you are using a spetum, awlpike, long spear, then it's a user error and certainly not a game mechanic failure.

The quick release, I'd say is a given of the one handed tier. They are fast, they are meant to be. If you are concerned with people "aboosing" the reach as an opener, look back on pre buff to when two handers were doing that with half the complain the one hander has gotten in the past month or so. People got used to it. It was to be expected out of half of them with a stab capable two hander. Same concept goes for the one hander now; if you see a player wielding a stabbing one handed weapon, expect a feint or two, then a stab. It's to be expected!!

^

I tested this just about thirty minutes ago with my STF and another players STF. Used variants of polearms vs variants of one handers, even into the rondel dagger range. No shield was used in the test as I was going for innate range, unaffected by shield distance increase via hoplite stance.

The only time I was out done by a one hander stab variant vs my polearm stab variant, is when he would slink around my thrust effectively dodgeing or when my attack was chambered.

BUT for polearms less than 145 length, the game changes. 1/3 of the usual one handed stab weapons you see being used had the upper hand in this area. Just as the great sword stab can outrange the warspear stab, I think it's something we are all going to have to brush off the shoulder and find a new way to counter it, like any good man/woman player would do.

IF a change is to be made to the one handed weaponry AFTER everything else is weighed and measured, due to the one hand still being a nuisance, then I'd be full in well with a damage decrease.

And yes, the stab animation should not deal full damage at the very end of the animation. But, previously it was doing little to nothing.

Progress People! We're working towards it!
Title: Re: Serious 1h Stab Discussion
Post by: CrazyCracka420 on October 01, 2013, 07:35:43 pm
I haven't noticed 1h stabs being OP now.  I've noticed them being actually useable and on par with a 2h stab. 

No stabs or kicks should deal damage when the animation has reached full extension and stopped moving.

That's not just 1h or 2h stab problem, overhead mauls can do the same (after they are buried in the ground), and kicks still kick you after the animation has stopped.
Title: Re: Serious 1h Stab Discussion
Post by: Zlisch_The_Butcher on October 01, 2013, 07:40:25 pm
No stabs or kicks should deal damage when the animation has reached full extension and stopped moving.

That's not just 1h or 2h stab problem, overhead mauls can do the same (after they are buried in the ground), and kicks still kick you after the animation has stopped.
Test it on two stationary people on NA_3 or something, the 1h stab still glances before being fully extended.
Title: Re: Serious 1h Stab Discussion
Post by: Inglorious on October 01, 2013, 07:50:58 pm
Test it on two stationary people on NA_3 or something, the 1h stab still glances before being fully extended.

One of the first things we did. And so, occasionally yes it happens :?  it still needs some possible work.

I haven't noticed 1h stabs being OP now.  I've noticed them being actually useable and on par with a 2h stab. 

I find it intriguing that people have forgotten the LOLstab of the 2h, and now completely re-coined it for 1h stab.
Title: Re: Serious 1h Stab Discussion
Post by: pingpong on October 01, 2013, 08:55:55 pm
Problem i have with these new "lolstabs" is that theyre too abusable with high wpf/agi builds, its so easy to spam 1hlolstab now its the new leftswingg only way better because pierce, theyre like awlpike pre turnspeed nerf, only better because 4d.

Solution: nerf p damage on all 1h to like low 20's , best swords might have 23 or 25 and replace 2hlolstab animation with halfsword thrust anim = game fixed.
Title: Re: Serious 1h Stab Discussion
Post by: Rebelyell on October 01, 2013, 09:10:09 pm
One of the first things we did. And so, occasionally yes it happens :?  it still needs some possible work.

I find it intriguing that people have forgotten the LOLstab of the 2h, and now completely re-coined it for 1h stab.

yes lol stab, 2h have to abuse animation to make it usable other way you will glance a lot
for example 1h is now noob way tp stab because there is almost no way to glance



Title: Re: Serious 1h Stab Discussion
Post by: Nightmare798 on October 02, 2013, 12:22:17 am
yes lol stab, 2h have to abuse animation to make it usable other way you will glance a lot
for example 1h is now noob way tp stab because there is almost no way to glance

thats bs and you know it. in fact i rarely see 2h swords to glance on stab, and they do NOT glance more that 1h stabs.
Title: Re: Serious 1h Stab Discussion
Post by: MURDERTRON on October 02, 2013, 01:07:10 am
thats bs and you know it. in fact i rarely see 2h swords to glance on stab, and they do NOT glance more that 1h stabs.

Both pole arm and 2h have to do the wiggle to stab at close range and not glance.  1h doesn't.  The guy you're replying to is correct.

Also, 1hers used to be bump-slash candy.  Now they are the deadliest threat to charging cavalry because the stab time is so quick and forgiving.
Title: Re: Serious 1h Stab Discussion
Post by: Zlisch_The_Butcher on October 02, 2013, 03:30:02 am
Both pole arm and 2h have to do the wiggle to stab at close range and not glance.  1h doesn't.  The guy you're replying to is correct.

Also, 1hers used to be bump-slash candy.  Now they are the deadliest threat to charging cavalry because the stab time is so quick and forgiving.
Bullshit, only the longer poles need wiggling, next to no wiggling is needed with most 2hs, 1h requires about the same amount of wiggling as 2h does with the shorter ones.
Title: Re: Serious 1h Stab Discussion
Post by: Nightmare798 on October 02, 2013, 03:36:46 am
Both pole arm and 2h have to do the wiggle to stab at close range and not glance.  1h doesn't.  The guy you're replying to is correct.

Also, 1hers used to be bump-slash candy.  Now they are the deadliest threat to charging cavalry because the stab time is so quick and forgiving.

cav retards deserve to get stabbed when they charge you head on, i would not do that even pre patch. also, what are you talking about here? get in game and try out the 2h. you obviously forgot the infamous LOLstab.
Title: Re: Serious 1h Stab Discussion
Post by: Rebelyell on October 02, 2013, 04:06:58 am
Bullshit, only the longer poles need wiggling, next to no wiggling is needed with most 2hs, 1h requires about the same amount of wiggling as 2h does with the shorter ones.

Wiggling lolstabs all of that are bad for game, but warband is fucked with stab animations , I don't like that on 2h too.
In my opinion stab should depend on footwork timing and distance control but way how it works on 1h is way worse that old "bit to hard" stab

and hey no one whine about 2h stab OP so something have to be on topic

but that is all my opinion
Title: Re: Serious 1h Stab Discussion
Post by: Inglorious on October 02, 2013, 05:46:08 am
Wiggling lolstabs all of that are bad for game, but warband is fucked with stab animations , I don't like that on 2h too.
In my opinion stab should depend on footwork timing and distance control but way how it works on 1h is way worse that old "bit to hard" stab

and hey no one whine about 2h stab OP so something have to be on topic

but that is all my opinion

This is a balance thread though, we are balancing the one hander stabs around the rest of the games aspects, even the stabs of polearms and two hands. How are we supposed to balance one handed stabs if we only compare it to other one handed stabs.
Title: Re: Serious 1h Stab Discussion
Post by: Tzar on October 02, 2013, 06:36:36 am
So 1h stab is now a viable options, instead of being complete sheeet, an now none 1h´ers want it nerfed  :?:

Pretty much sums up this thread.



Title: Re: Serious 1h Stab Discussion
Post by: rustyspoon on October 02, 2013, 07:40:27 am
1h stabs are just as stupid as all the other stabs now. I think people just aren't used to 1h stabs actually connecting instead of glancing.

Here's an easy way to take care of your 1-hander problem:

1. Buy one of these:
visitors can't see pics , please register or login
visitors can't see pics , please register or login


2. Block down.

3. Overhead the thrust stunned 1-hander.

Problem solved!
Title: Re: Serious 1h Stab Discussion
Post by: Kafein on October 02, 2013, 11:02:22 am
Test it on two stationary people on NA_3 or something, the 1h stab still glances before being fully extended.

This. The gap in animation progress over sweetspots between the weapon types has been reduced, but still hugely favors 2h.
Title: Re: Serious 1h Stab Discussion
Post by: Grumbs on October 02, 2013, 12:50:55 pm
1h stabs are just as stupid as all the other stabs now. I think people just aren't used to 1h stabs actually connecting instead of glancing.

Here's an easy way to take care of your 1-hander problem:

1. Buy one of these:
visitors can't see pics , please register or login
visitors can't see pics , please register or login


2. Block down.

3. Overhead the thrust stunned 1-hander.

Problem solved!

Good luck getting a held overhead in with a long maul after 1 stab :) . 1 on 1 you will still get wrecked unless you make sneak attacks when they try to kill someone else
Title: Re: Serious 1h Stab Discussion
Post by: rustyspoon on October 02, 2013, 01:06:28 pm
Good luck getting a held overhead in with a long maul after 1 stab :) . 1 on 1 you will still get wrecked unless you make sneak attacks when they try to kill someone else

I'm currently doing it with 50 polearm wpf, so....
Title: Re: Serious 1h Stab Discussion
Post by: Rebelyell on October 02, 2013, 01:08:47 pm
1h stabs are just as stupid as all the other stabs now. I think people just aren't used to 1h stabs actually connecting instead of glancing.

Here's an easy way to take care of your 1-hander problem:

1. Buy one of these:
visitors can't see pics , please register or login
visitors can't see pics , please register or login


2. Block down.

3. Overhead the thrust stunned 1-hander.

Problem solved!
you have no idea howshiet that weapons are in 1v1
Title: Re: Serious 1h Stab Discussion
Post by: rustyspoon on October 02, 2013, 01:25:55 pm
you have no idea howshiet that weapons are in 1v1

I disagree. If you practice with them they are pretty damn good in a 1v1. I used to duel with the long maul a lot BEFORE it got buffed.

Currently the long maul is slow enough to throw people's timing off, but not too slow where you will get spammed. And using it against a 1-hander works great. Generally after a stab, a 1-hander will retreat a bit. You retreat also while holding your overhead. You're now in perfect range for an overhead and have a crushthrough chambered. As long as you have a decent amount of athletics to keep people at it's best distance, it's a beastly weapon. Kills shielders a HELL of a lot faster than an axe in my opinion. Not to mention that most people don't seem to know that stabbing a mauler is a really, really dumb idea.

I think a lot of people try using mauls like other weapons and then think they are terrible when they do badly. You can't use a maul the way you use other weapons. It's a totally different playstyle.

But back to the thread at hand...

1h stab needed a fix for a long time. It's on par with all the other stabs now. I just don't think people are used to looking out for 1h stabs. If you pay attention to the weapon your opponent is using you can kinda figure out what they're gonna do. If he's using a LEE, he'll probably be stabbing a lot. If he's using a Grosse Messer, he'll probably be swinging more.

If it was a perfect world, ALL stabs would be less retarded than they are, but it is what it is. Given some time, I think everyone will adapt.
Title: Re: Serious 1h Stab Discussion
Post by: Grumbs on October 02, 2013, 02:02:18 pm
I disagree. If you practice with them they are pretty damn good in a 1v1. I used to duel with the long maul a lot BEFORE it got buffed.

Currently the long maul is slow enough to throw people's timing off, but not too slow where you will get spammed. And using it against a 1-hander works great. Generally after a stab, a 1-hander will retreat a bit. You retreat also while holding your overhead. You're now in perfect range for an overhead and have a crushthrough chambered. As long as you have a decent amount of athletics to keep people at it's best distance, it's a beastly weapon. Kills shielders a HELL of a lot faster than an axe in my opinion. Not to mention that most people don't seem to know that stabbing a mauler is a really, really dumb idea.

Does this actually work against good players though? I imagine after a blocked stab a 1 hander would just commit if he wants and start spamming away at you. The worst thing to do against a mauler is go defensive unless you can get well out of range. So 1 v 1 I think you're better off with most other weapons unless the other player makes fairly bad mistakes. I do like playing with the long maul though, it is a fun weapon
Title: Re: Serious 1h Stab Discussion
Post by: Phew on October 02, 2013, 05:52:53 pm
IMHO, the one and only problem with 1h stab is that the thrust damage on many 1-handers was balanced around the fact that the thrust animation was crap. For instance, the most "stabby" 2h has 27p, but the most stabby 1h has 31p. On top of that, certain 1h weapons get an extra pierce damage from heirlooming, and no 2h gets that.

Solution?
-Make it so every sword in the game gets +3 cut, +2 pierce at Masterwork
-Tone down the pierce damage on some of the thrusting 1h swords 1-2 points to account for the fact that the thrust is actually useful now (side sword should be 28c/28p, for instance)

 
Title: Re: Serious 1h Stab Discussion
Post by: Jona on October 02, 2013, 05:54:14 pm

I think we should balance all stabs against the Long Axe Stab, then people would really have something (or nothing) to QQ about.

IMHO, the one and only problem with 1h stab is that the thrust damage on many 1-handers was balanced around the fact that the thrust animation was crap. For instance, the most "stabby" 2h has 27p, but the most stabby 1h has 31p. On top of that, certain 1h weapons get an extra pierce damage from heirlooming, and no 2h gets that.

Solution?
-Make it so every sword in the game gets +3 cut, +2 pierce at Masterwork
-Tone down the pierce damage on some of the thrusting 1h swords 1-2 points to account for the fact that the thrust is actually useful now (side sword should be 28c/28p, for instance)

 


My only problem with it is the insta-hitting property it has. There is no reason there should be some weapons that are unblockable (okay, disregarding mauls) due to the near-zero prep time of the animation. Normally, a person's reaction time allows them to block in the proper direction when they see an opponents attack pulled back. But with 1h stabs all too often do you get stabbed just as they are pulling back... literally giving you no time to react. Sometimes you go into uber-twitch mode and get lucky, but that unfortunately just doesn't happen often enough. I am quite used to being 1-hit... so the massive damage is fine by me :D    But if there is a hit I can't ever hope to block, then that right there is something to rage about.

Also "1h is at least balanced with 2h now" is probably the dumbest thing to say. Yes, 2h is OP and it is nice for all 1handers to be able to stand up to them, but if something is already gamebreaking, shouldn't it be fixed (nerfed) instead of buffing everything else (or apparently just select things)? Soon enough archers and xbows won't need to reload and can shoot as fast as throwers can throw. Then archers and throwers will get the guaranteed-headshot accuracy of xbows. Next up polearms get turn speed buff that allows them to 180 degree stab people like 2h and 1h can now pull off. And finally you will see poles and 1h able to hilstslash people (before they can even block) and hit them with the beginning and end of their sideswings without ever glancing, just like 2h.  Does this really sound like a game you want to play?  It will soon become 'click left mouse button first to win.'
Title: Re: Serious 1h Stab Discussion
Post by: Phew on October 02, 2013, 06:00:47 pm
I think we should balance all stabs against the Long Axe Stab, then people would really have something (or nothing) to QQ about.

Whenever I see you stab, I assume it's a mistake.
Title: Re: Serious 1h Stab Discussion
Post by: Kafein on October 02, 2013, 08:28:23 pm
Long maul and great maul aren't slow, it's all about turning into your swings.

I think we should balance all stabs against the Long Axe Stab, then people would really have something (or nothing) to QQ about.

My only problem with it is the insta-hitting property it has. There is no reason there should be some weapons that are unblockable (okay, disregarding mauls) due to the near-zero prep time of the animation. Normally, a person's reaction time allows them to block in the proper direction when they see an opponents attack pulled back. But with 1h stabs all too often do you get stabbed just as they are pulling back... literally giving you no time to react. Sometimes you go into uber-twitch mode and get lucky, but that unfortunately just doesn't happen often enough. I am quite used to being 1-hit... so the massive damage is fine by me :D    But if there is a hit I can't ever hope to block, then that right there is something to rage about.

Also "1h is at least balanced with 2h now" is probably the dumbest thing to say. Yes, 2h is OP and it is nice for all 1handers to be able to stand up to them, but if something is already gamebreaking, shouldn't it be fixed (nerfed) instead of buffing everything else (or apparently just select things)? Soon enough archers and xbows won't need to reload and can shoot as fast as throwers can throw. Then archers and throwers will get the guaranteed-headshot accuracy of xbows. Next up polearms get turn speed buff that allows them to 180 degree stab people like 2h and 1h can now pull off. And finally you will see poles and 1h able to hilstslash people (before they can even block) and hit them with the beginning and end of their sideswings without ever glancing, just like 2h.  Does this really sound like a game you want to play?  It will soon become 'click left mouse button first to win.'

I found the mother of all slippery slope arguments
Title: Re: Serious 1h Stab Discussion
Post by: Phew on October 02, 2013, 08:59:01 pm
My only problem with it is the insta-hitting property it has.

It seems like all three weapon types have equally-fast thrusts now. Everyone complained about how the combat speed in cRPG is too slow compared to native, so they sped up half of the 1h and polearm animations to match 2h speed. Even the average players had gotten too good at blocking, and things were getting boring. Everyone will just have to adapt to the faster pace of combat.
Title: Re: Serious 1h Stab Discussion
Post by: Paul on October 02, 2013, 09:42:09 pm
Why did noone (a guess, didn't read lol) suggest to slightly increase the "blocked" duration for 1h stabs like it has been done with 2h/pole(maybe less for 1h) stabs before? That would probably make them more punishable and would deal with rodeleros to a certain degree.
Title: Re: Serious 1h Stab Discussion
Post by: Molly on October 02, 2013, 09:48:03 pm
Why did noone (a guess, didn't read lol) suggest to slightly increase the "blocked" duration for 1h stabs like it has been done with 2h/pole(maybe less for 1h) stabs before? That would probably make them more punishable and would deal with rodeleros to a certain degree.
DO EEET!

Title: Re: Serious 1h Stab Discussion
Post by: Jona on October 02, 2013, 10:27:40 pm
It seems like all three weapon types have equally-fast thrusts now. Everyone complained about how the combat speed in cRPG is too slow compared to native, so they sped up half of the 1h and polearm animations to match 2h speed. Even the average players had gotten too good at blocking, and things were getting boring. Everyone will just have to adapt to the faster pace of combat.

I don't see how polearm stab is nearly as good as 2h or 1h nowadays. The only noticeably wonky stabs are with the really long poles like pike and long spear. Other than very rarely getting poked super fast with a war spear, no other polearm seems to have an OP thrust in any way. None of the pole axes, staffs, axes, or bardiche/glaive-type weapons have ever thrown me for a loop.

Also, lets not forget that of all the weapon types a dedicated spear should kinda have the best stab. You don't normally go swinging a couple-meter-long weapon made of a thin wooden shaft [in before jokes] in all directions and bash it against solid shields/armor... it would snap and splinter in no time. The only reason sideswings exist on spears is so that the devs didn't have to make a stab animation from each attack direction, most likely. In a real fight you would see a spearman make a flurry of jabs from all angles at his opponent trying to get around his defenses before his opponent could close in and get inside his guard.

I don't know.. I think what really grinds my gears is the fact that in this game polearms also probably have the worst range modifier from the animation, while (at least hoplite-mode) it should be the best. Not to mention that polearm stabs can't ever hit someone near the end of their animation... 2h and 1h definitely have the advantage in that regard. AND not to mention the 180 degree stabbing capabilites of 1h and 2h, which once again poles lack.


Why did noone (a guess, didn't read lol) suggest to slightly increase the "blocked" duration for 1h stabs like it has been done with 2h/pole(maybe less for 1h) stabs before? That would probably make them more punishable and would deal with rodeleros to a certain degree.

This was suggested in another QQ thread about the new 1h stab... or at least someone mentioned how they could spam you with stab while no other class could since they get a slight stun/delay. As long as the other weapons have this, I don't see why 1h shouldn't. It's kinda a no-brainer in my opinion.  However, it still doesn't solve the insta-stab problem... it's only a way to reward the lucky sumbitchez who managed to block it in the first place.


/QQ
Title: Re: Serious 1h Stab Discussion
Post by: San on October 02, 2013, 11:03:31 pm
I'm just not sure something should be artificially altered to work like weapons with 10 worse speed. I do notice the stun when I block 1h stabs, but I use a fast weapon.

For me, polearm stabs I probably have the worst time dealing with, so there's at least one person.
Title: Re: Serious 1h Stab Discussion
Post by: Elindor on October 02, 2013, 11:10:31 pm
It does seem like 1h stabs have rather low animation time and rather low recovery time before another stab....

I like Paul's idea.
Title: Re: Serious 1h Stab Discussion
Post by: Jona on October 02, 2013, 11:24:57 pm
It does seem like 1h stabs have rather low animation time and rather low recovery time before another stab....

I like Paul's idea.

Or they could.. you know... take a look at the animation again. Tydeus took an educated guess when buffing 1h stab. Odds are he wouldn't nail it on his first try, and unfortunately he didn't (he came close, but close only counts in blah blah blah).  I don't see why he can't go all try-hard at fixing this again instead of giving up after one go.  The stab doesn't need to be unbuffed and reverted back into what it was, but the devs/Tydeus should still tweak it a little.
Title: Re: Serious 1h Stab Discussion
Post by: Kafein on October 03, 2013, 12:22:30 pm
Why did noone (a guess, didn't read lol) suggest to slightly increase the "blocked" duration for 1h stabs like it has been done with 2h/pole(maybe less for 1h) stabs before? That would probably make them more punishable and would deal with rodeleros to a certain degree.

We could use some of that for virtually any melee attack IMO. And increase damage across the board to make up for the increased control. It is very often much too easy (and relatively inconsequential if you fail) to just brute force spam your way through people, unless they play boring.