cRPG

cRPG => Suggestions Corner => The Chamber of Tears => Topic started by: rufio on October 14, 2013, 03:28:22 pm

Title: why onehanders are currently op..
Post by: rufio on October 14, 2013, 03:28:22 pm
30% more turn rate, meaning more damage , less glancing, and faster swings ( cant really miss overhead anymore ). incredibly broken strong stab atm. nudge that staggers long enough to get a free hit if done right, dousnt suffer a stabblockstun, ballanced blunts with high knockdown chance, piercing swing weapons that  shine in clusterfucks, specially when the leftswing autoaims for the head. all this while being able to use a shield or a ranged weapon. shieldbash that is very effective if utelized in teamplay. only thing they lack is long reach. but hey they can close gaps fast with shields, and the stab is effectinve up untill the tip of the animation. kicks are a decent counter but only 1vs1 and still risky, simply a no go in teamfights since kicks hold u in place... weapon stuns work to but arent that reliable..   any feedback to disprove the opness of this class is welcome.
Title: Re: why onehanders are currently op..
Post by: Nordwolf on October 14, 2013, 03:31:37 pm
Nothing other than 1h stab is op, nerf it's animation back by ~30% and they are fine.
Oh and also some stab damage nerf would be reasonable.

Knockdown is not "only 1h" problem.
(click to show/hide)
Title: Re: why onehanders are currently op..
Post by: rufio on October 14, 2013, 03:32:53 pm
its a combination of things, the 30% faster turnrate really makes the broken stab animation shine even more..
Title: Re: why onehanders are currently op..
Post by: Fartface on October 14, 2013, 03:43:07 pm
I think knockdown is fine since you can roll away , thrust is fine since all other thrust are OP aswel.
Title: Re: why onehanders are currently op..
Post by: RobertOfDrugsley on October 14, 2013, 04:02:07 pm
Stab: agree.
Rest: disagree.
Title: Re: why onehanders are currently op..
Post by: FleetFox on October 14, 2013, 04:03:31 pm
I play as 2h and I must say I quite welcome the new 1h stab animation, makes it a more equal playing field imo because lets face it, usually those with the most kills (at least on siege) tend to be 2 handers or those super speedy awlpike/ pole users :) (from my experience on the whole).
Title: Re: why onehanders are currently op..
Post by: Bjord on October 14, 2013, 04:05:08 pm
Turn rate does not add to speed bonus/damage. It lets you correct the arc of the swing if you have a feel for sweet spots, but that's about it.

BTW what browser do you use, Rufio?
Title: Re: why onehanders are currently op..
Post by: Fartface on October 14, 2013, 04:07:32 pm
You always got the same stupid people that always say there class is UP and other classes are OP , even after 3 years with a fuck load of changes alread..
Title: Re: why onehanders are currently op..
Post by: rufio on October 14, 2013, 04:13:40 pm
Turn rate does not add to speed bonus/damage. It lets you correct the arc of the swing if you have a feel for sweet spots, but that's about it.

BTW what browser do you use, Rufio?

explain how turning while the swing is released dousnt ad to the speed/damage?

You always got the same stupid people that always say there class is UP and other classes are OP , even after 3 years with a fuck load of changes alread..


i must say you sound very smart saying this, should i interpet this as a claim that the game is fully ballanced?

Title: Re: why onehanders are currently op..
Post by: Vodner on October 14, 2013, 04:20:15 pm
Quote
explain how turning while the swing is released dousnt ad to the speed/damage?
Speed bonus isn't based on player rotation rate.
Title: Re: why onehanders are currently op..
Post by: RobertOfDrugsley on October 14, 2013, 04:22:11 pm
explain how turning while the swing is released dousnt ad to the speed/damage?

Explain how, even if this is true, it would only work for 1h?
Title: Re: why onehanders are currently op..
Post by: rufio on October 14, 2013, 04:52:31 pm
because their turn rate is 30% faster, oh well its still a big bonus
Title: Re: why onehanders are currently op..
Post by: Laufknoten on October 14, 2013, 04:53:05 pm
Yeah, the 1h stab is so broken! The only 1h's that are used now are espadas and side swords... No, wait! Those weapons are still pretty much nonexistent on the battlefield, while we still have 20 NCS/ACS/Steel Pick-users on every server. Hmm, what a miracle!
Title: Re: why onehanders are currently op..
Post by: Erzengel on October 14, 2013, 04:56:19 pm
Here you go: http://forum.melee.org/the-chamber-of-tears/ (http://forum.melee.org/the-chamber-of-tears/)


I play as 2h and I must say I quite welcome the new 1h stab animation, makes it a more equal playing field imo because lets face it, usually those with the most kills (at least on siege) tend to be 2 handers or those super speedy awlpike/ pole users :) (from my experience on the whole).

This. Melee balance is fine, there are only some items that could need a little nerf. All three stabs are equally strong.

Let's be honest, Rufio is just mad because the overall skill level got higher while he got worse at the same time. Now there is nothing left for him besides bitching about 1h. Of course you can't chamber a 1h thrust if you suck at chambering in general. Just block it and stop crying.  :P

Title: Re: why onehanders are currently op..
Post by: Corsair831 on October 14, 2013, 05:20:54 pm
1/10th the length of 2h, half the damage, shield weighs >9000 kg ....
Title: Re: why onehanders are currently op..
Post by: Prpavi on October 14, 2013, 05:26:07 pm
All three stabs are equally wrong.



There, fixed it for you
Title: Re: why onehanders are currently op..
Post by: korppis on October 14, 2013, 05:27:20 pm
1/10th the length of 2h, half the damage, shield weighs >9000 kg ....

All high-end 1h swords are longer than my 2h.   :(
Title: Re: why onehanders are currently op..
Post by: Prpavi on October 14, 2013, 05:30:24 pm
Also the ammount of shileders atm is not caused so much by 30% higher turn rate or better stab, it's the counter that is missing.

Think about it lance cav is practically non existent so are crushtrough classes. The only thing to counter the shielders (as melee) are kicks and nudges, but people want them nerfed too.
Title: Re: why onehanders are currently op..
Post by: Tibe on October 14, 2013, 05:34:44 pm
How dare you buff my class!
Title: Re: why onehanders are currently op..
Post by: Fartface on October 14, 2013, 05:36:50 pm
1/10th the length of 2h, half the damage, shield weighs >9000 kg ....
You never have to worry about blocking , your thrust+ speed bonus 2 hits people , Certain 1handers can outrange 2handers. You're way better in big blob fights since you don't have to worry about certain stabs coming from behind enemies or multiple attacks on you not to mention you're way safer from xbowmen archers and throwers.
Title: Re: why onehanders are currently op..
Post by: Torben on October 14, 2013, 05:40:09 pm
it should be nerfed by buffing other weapon classes
Title: Re: why onehanders are currently op..
Post by: rufio on October 14, 2013, 05:40:29 pm
Here you go: http://forum.melee.org/the-chamber-of-tears/ (http://forum.melee.org/the-chamber-of-tears/)


This. Melee balance is fine, there are only some items that could need a little nerf. All three stabs are equally strong.

Let's be honest, Rufio is just mad because the overall skill level got higher while he got worse at the same time. Now there is nothing left for him besides bitching about 1h. Of course you can't chamber a 1h thrust if you suck at chambering in general. Just block it and stop crying.  :P

il still whoop your ass erzengel, youre statement is a standard eazy lets whiff away what hes saying statement, it just butthurt qq coz bad, yeye heard it all before, 1handed stab is still broken
Title: Re: why onehanders are currently op..
Post by: Fartface on October 14, 2013, 05:43:20 pm
Onehanders aren't OP, certain Onehanders are on the strong side with the stab buff but nothing to awfull and blunt/pierce 1handers are even more balanced. Anybody that complains about nudges/knockdown should realise there are counter mechanics for both.
Title: Re: why onehanders are currently op..
Post by: Falka on October 14, 2013, 05:44:40 pm
Maybe you have made a few good points Rufio, but the way you did that makes you QQufio.
Title: Re: why onehanders are currently op..
Post by: BlueKnight on October 14, 2013, 05:54:43 pm
it should be nerfed by buffing other weapon classes
Heavyyyyy Laaaance
Title: Re: why onehanders are currently op..
Post by: San on October 14, 2013, 05:56:32 pm
From my experience, you could get a weapon stun on a 1h (sword) every time if you hold it right. That sounds reliable to me.
Title: Re: why onehanders are currently op..
Post by: Micah on October 14, 2013, 06:11:20 pm
just to give my two cents into the messed up discussion ... i do welcome strong 1h stab for pure 1h , but shielders became to strong with it with the aditional defensive capabilities ... if there is no trade off for shielders related to their versatility and defensive bonus , i find it unfair towards other classes that all have their very strong weaknesses (aka , no ranged cover for unshielded melee classes aswell as ranged as well as weight increase for ranged )  . Considering that new 1h stab  even allows to deal with cav rather easy, due high thrust range, damage and speed besides the already ultra fast and strong swing attacks , i see no weakness anymore, and that seems just wronk ...

edit: the problem is see in the "balance" is, that shields already gives so much advantage alone, and multiplicative more advantage in a group , what no other class can achieve even with good teamwork ...
Title: Re: why onehanders are currently op..
Post by: Corsair831 on October 14, 2013, 06:13:52 pm
Also the ammount of shileders atm is not caused so much by 30% higher turn rate or better stab, it's the counter that is missing.

Think about it lance cav is practically non existent so are crushtrough classes. The only thing to counter the shielders (as melee) are kicks and nudges, but people want them nerfed too.

i don't understand this, i get easily better kdr's on my 2h alt than on my shielder main, which is 7 levels higher ...

2h is honestly so much easier if you have the slightest clue how to play passive
Title: Re: why onehanders are currently op..
Post by: Fartface on October 14, 2013, 06:15:52 pm
i don't understand this, i get easily better kdr's on my 2h alt than on my shielder main, which is 7 levels higher ...

2h is honestly so much easier if you have the slightest clue how to play passive
KDR says nothing , you got higher damage on 2handers so you got a better shot at making the finishing blow.
Title: Re: why onehanders are currently op..
Post by: Micah on October 14, 2013, 06:18:16 pm
i don't understand this, i get easily better kdr's on my 2h alt than on my shielder main, which is 7 levels higher ...

2h is honestly so much easier if you have the slightest clue how to play passive
exactly this .. to defeat a shielder / a group (with perhaps other support ) you are deemed to hide and play passive .. until you find a moment for successful backstab or singled out player .... trying to play agressive or active is 90% team death warrant .. for most situations and team compositions
Title: Re: why onehanders are currently op..
Post by: Prpavi on October 14, 2013, 06:20:49 pm
i don't understand this, i get easily better kdr's on my 2h alt than on my shielder main, which is 7 levels higher ...

2h is honestly so much easier if you have the slightest clue how to play passive

Well we'll have to agree to disagree that 2h is easier than shielder, maybe for you sure but overall I don't think so.

Like Micah above you wrote there are very little down sides to shielders atm compared to other melee classes.
Title: Re: why onehanders are currently op..
Post by: Gurnisson on October 14, 2013, 06:21:13 pm
i don't understand this, i get easily better kdr's on my 2h alt than on my shielder main, which is 7 levels higher ...

And I get higher kdr with an STF shielder than with a lvl 31 2h. Your point being?
Title: Re: why onehanders are currently op..
Post by: Carthan on October 14, 2013, 06:23:28 pm
30% more turn rate, meaning more damage , less glancing, and faster swings ( cant really miss overhead anymore ). incredibly broken strong stab atm. nudge that staggers long enough to get a free hit if done right, dousnt suffer a stabblockstun, ballanced blunts with high knockdown chance, piercing swing weapons that  shine in clusterfucks, specially when the leftswing autoaims for the head. all this while being able to use a shield or a ranged weapon. shieldbash that is very effective if utelized in teamplay. only thing they lack is long reach. but hey they can close gaps fast with shields, and the stab is effectinve up untill the tip of the animation. kicks are a decent counter but only 1vs1 and still risky, simply a no go in teamfights since kicks hold u in place... weapon stuns work to but arent that reliable..
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Title: Re: why onehanders are currently op..
Post by: Carthan on October 14, 2013, 06:30:28 pm
Also the ammount of shileders atm is not caused so much by 30% higher turn rate or better stab, it's the counter that is missing.

Think about it lance cav is practically non existent so are crushtrough classes. The only thing to counter the shielders (as melee) are kicks and nudges, but people want them nerfed too.

I think this comment is true about 90% of classes, almost any class ratio imbalance typically can be fixed by introducing a sort of 'predator' to said class.   
Title: Re: why onehanders are currently op..
Post by: Penitent on October 14, 2013, 06:37:50 pm
I think this comment is true about 90% of classes, almost any imbalance typically can be fixed by introducing a sort of 'predator' to said class.

Predator for shielders is cav, crushthrough, and shieldbreaking weapons.

Shieldbreaking weapons are available to all classes.

As a shielder for a dozen gens, I can tell you that shieldbreaking weapons make a difference.  Crack that shell!  Also, kicks are a royal (and often fatal) pain in the ass.

Ok, I will stop giving advice for my enemies now.
Title: Re: why onehanders are currently op..
Post by: Fartface on October 14, 2013, 06:42:09 pm
Predator for shielders is cav, crushthrough, and shieldbreaking weapons.

Shieldbreaking weapons are available to all classes.

As a shielder for a dozen gens, I can tell you that shieldbreaking weapons make a difference.  Crack that shell!  Also, kicks are a royal (and often fatal) pain in the ass.

Ok, I will stop giving advice for my enemies now.
Kicks are your own fault for walking in to them and everyone walks into one every now and then, stabbing with a 1hander fucked over all kickers for me. As for shieldbreaking weapons they are quite easy to avoid and if your shield breaks it´s not the end of the world if you´ve got some good manual blocking skills.
Title: Re: why onehanders are currently op..
Post by: Kafein on October 14, 2013, 06:51:35 pm
30% more turn rate

This is meaningless for short weapons.

, meaning more damage

No.

, less glancing

With less base damage, no.

, and faster swings

Hiltslashing is faster

( cant really miss overhead anymore )

Same point as with turn speed : the surface you can cover with an active 1h overhead is tiny.

. incredibly broken strong stab atm.

Incredibly less so than 2h

nudge that staggers long enough to get a free hit if done right

Yeah, but all nudges are bullshit IMO. It's a gimmicky feature with nonsensical limitations (cooldown)

, dousnt suffer a stabblockstun,

The exact same duration as that of 2h or pole, I don't remember which one exactly, but it's the shortest one

ballanced blunts

Because unbalanced weapons are so bad

with high knockdown chance,

About half of what the corresponding 2h knockdown weapon does

piercing swing weapons that  shine in clusterfucks

Morningstar and bec shine not only in clusterfucks

, specially when the leftswing autoaims for the head.

Fair point, although if we discussed animations further than this I don't think 1h would seem all that good

all this while being able to use a shield

Which is a marginally useful tool if we consider good players that additionally slows you down and makes you lose half a dozen skill points.

or a ranged weapon.

So, 1h are OP because they can be used as sidearm ?

shieldbash that is very effective if utelized in teamplay.

Same point about all nudges, they are stupid and too powerful

only thing they lack is long reach.

I assume you added this in an attempt to sound unbiaised

but hey they can close gaps fast with shields,

Yes, because being the slowest unit with the same amount of armor lets you close gaps easily

and the stab is effectinve up untill the tip of the animation.

The 2h stab is effective up until after the animation reached maximum extension

kicks are a decent counter but only 1vs1 and still risky, simply a no go in teamfights since kicks hold u in place...

So now a class has to have a strong counter move like kicks ? What move counters 2h or polearms then ?

weapon stuns work to but arent that reliable..   

Held overheads of weapons above 3.5 weight get stuns very reliably. Even against shields.

any feedback to disprove the opness of this class is welcome.

My pleasure
Title: Re: why onehanders are currently op..
Post by: Rebelyell on October 14, 2013, 06:55:17 pm
1h is new 2h!
Title: Re: why onehanders are currently op..
Post by: Penitent on October 14, 2013, 06:56:45 pm
Kicks are your own fault for walking in to them and everyone walks into one every now and then, stabbing with a 1hander fucked over all kickers for me. As for shieldbreaking weapons they are quite easy to avoid and if your shield breaks it´s not the end of the world if you´ve got some good manual blocking skills.

Kicks can be because of the skill of the kicker (it takes some skill to time it right, trust me I suck at it) OR the "fault" of the kicked.  If you are using a short 1h (which is most, but not all of the good ones) you are automatically getting into kick range.  This is an added threat that a shielder has to deal with.  It breaks the turtling and can be used very effectively.

Shield-breaking weapons will not auto-win against a shielder.  I said they help...and they do.  Most shielders don't have above average manual blocking skills, but plenty still do.  Still, breaking the shield helps.

Use whatever tools you have at your disposal.   Hey, I'm a shielder and I'm telling you what works against me.  Take it or leave it. :)
Title: Re: why onehanders are currently op..
Post by: Carthan on October 14, 2013, 07:04:24 pm
Kicks can be because of the skill of the kicker (it takes some skill to time it right, trust me I suck at it) OR the "fault" of the kicked.  If you are using a short 1h (which is most, but not all of the good ones) you are automatically getting into kick range.  This is an added threat that a shielder has to deal with.  It breaks the turtling and can be used very effectively.

Shield-breaking weapons will not auto-win against a shielder.  I said they help...and they do.  Most shielders don't have above average manual blocking skills, but plenty still do.  Still, breaking the shield helps.

Use whatever tools you have at your disposal.   Hey, I'm a shielder and I'm telling you what works against me.  Take it or leave it. :)
Kicks are from a whole different dimension, sooo many factors with them. But as with most combat, everything is someone's fault.

As for shield breaking, it is definitely effective for atleast weakening a shielder,  the worse that could happen once is that you will not be used to said weapon.
Once their shield is broken most shielders are either a decent duelist or can remarkably horrible, either way without a shield they are fairly average and should die in a teamfight.
Title: Re: why onehanders are currently op..
Post by: Fartface on October 14, 2013, 07:09:28 pm
Kicks can be because of the skill of the kicker (it takes some skill to time it right, trust me I suck at it) OR the "fault" of the kicked.  If you are using a short 1h (which is most, but not all of the good ones) you are automatically getting into kick range.  This is an added threat that a shielder has to deal with.  It breaks the turtling and can be used very effectively.

Shield-breaking weapons will not auto-win against a shielder.  I said they help...and they do.  Most shielders don't have above average manual blocking skills, but plenty still do.  Still, breaking the shield helps.

Use whatever tools you have at your disposal.   Hey, I'm a shielder and I'm telling you what works against me.  Take it or leave it. :)
When I was a shielder I hardly ever got kicked,  try jumping when doing rightswings and do irratic moment try not to be predictable also thrusting every once in a while helps alot.
Title: Re: why onehanders are currently op..
Post by: Tibe on October 14, 2013, 07:18:40 pm
Which is a marginally useful tool if we consider good players that additionally slows you down and makes you lose half a dozen skill points.

This is a fair point a lot of noneshielders rather easly forget. You give fuckton of points as a tradeoff to use a shield properly, extra upkeep costs(if you care about that sorta thing), makes you slower and also slows your attacks. Also attackanimations with a shield are a lot more predictable, making em easier to block. Speaking from my own experience really. Sure occasionally quick notsopredictable moves come to play, but its not often. Shieldskill 3 is dooable, but mostly people wanna go higher, like 5 or something. I fight melee with a shield on my back. Always have. It feels lot more natural and free. Shield always kinda makes me feel....limited I quess.
Title: Re: why onehanders are currently op..
Post by: dreadnok on October 14, 2013, 07:21:11 pm
Sooooo a stab on par with what a pole arm and 2h sword can do is overpowered? Your fucking silly. Should of known when a man uses a peter pan character as his name
Title: Re: why onehanders are currently op..
Post by: GOBBLINKINGREATLEADER on October 14, 2013, 07:21:57 pm
1H isn't OP. This from someone who played 1H for 12 generations, 2H for the last two generations, and is now a 1H/2H hybrid. I use either weapon on my main whenever I want so I feel I am in a particularly privileged position to say that 1H is not OP.
Title: Re: why onehanders are currently op..
Post by: Tibe on October 14, 2013, 07:25:20 pm
I wouldnt call it OP, but the stab is just frustrating as hell. Some 1h players have taken the privilege of doing 90% of their attacks as stabs. Fuck those players!
Title: Re: why onehanders are currently op..
Post by: rufio on October 14, 2013, 07:30:21 pm
Sooooo a stab on par with what a pole arm and 2h sword can do is overpowered? Your fucking silly. Should of known when a man uses a peter pan character as his name

 murican crpg isnt on par with eu , thx for your feedback , but saying all weapon stabs are on par just shows you're not a good player. just go test it, but i guess you're a troll. also bon jovi sux kk bye
Title: Re: why onehanders are currently op..
Post by: Osiris on October 14, 2013, 07:31:24 pm
so what you are saying rufio is that despite having a less efficient build in terms of power/speed and smaller weapon with less damage you want to nerf 1h until the only thing they have going for them is blocking arrows? :P

As for weapon stabs i find longsword users far deadlier and awlpikes a joke
Title: Re: why onehanders are currently op..
Post by: Penitent on October 14, 2013, 07:37:05 pm
To the chamber of tears!
Title: Re: why onehanders are currently op..
Post by: Fartface on October 14, 2013, 07:38:49 pm
Well Bon Jovi is quite nice but that´s not the point, I want to hear a single GOOD argument why Onehanders are OP compared to Twohanders and Polearms.
Title: Re: why onehanders are currently op..
Post by: rufio on October 14, 2013, 07:40:02 pm
i agree that longswords are bs, and polearms stab also need a rework, but what people dont seem to realize is im posting this from a battle perspective where all classes are intwined, and not from a dual perspective. like other people have stated 1handers dont have a real weakness anymore. and even 1 vs 1 they are probably the winning class considering they have the longer nudge. im also not calling for a huge nerf, only thing i really want is the stab animation tweaked so its not as rediculous as it is now. most unbiased players can agree on this, i just mentioned all the other things to put into perspective how wellrounded 1handers actually are, and to justify the tweak on the stab.
Title: Re: why onehanders are currently op..
Post by: Osiris on October 14, 2013, 07:42:03 pm
stab speed could be nerfed a little OR damage as for nudge that is only good without a shield. if you try to nudge while blocking you get hit if you do normal nudge you dont really get any advantage. polearm and 2h nudges are no different to 1h nudges with shield. I agree that 1h no shield nudge needs a nerf but i heard that is already comming
Title: Re: why onehanders are currently op..
Post by: Micah on October 14, 2013, 07:48:04 pm
am i the only one that think, that 1h and 1h+shield are two completely different worlds and that in this thread people seem to not even consider to differenciate ? for me pure 1h is fine with power thrust .. and other sneaked in buffs ( cant dodge right swing ), 1h may even have deserved some love ... but in combination with a shield its controverse the least ... :oops:
Title: Re: why onehanders are currently op..
Post by: Penitent on October 14, 2013, 07:52:40 pm
The trail of tears began for all the 2H elites
The 1H men came to trade and borrow
But then they would not leave
Some of us were taken by boat, and died at sea
Those of us who lived were sold to slavery

We welcomed them as brothers, knowing nothing of their greed
Born hunters not the hunted, as the 1H hunts for me
We are descendants of the animals we live among them free
Our trail of tears would end, one day at wounded knee

 Manowar - Spirit Horse Of The Cherokee 2H Elite Lyrics
Title: Re: why onehanders are currently op..
Post by: Kajia on October 14, 2013, 08:03:24 pm
30% more turn rate, meaning more damage, ...
lol, rufio are you tripping? 1-handers have much less effective spots in sideswings, compared to your favorite class -- aren't you 2h? talking about turn-speed? jesus christ, man, stop smoking, no offense.

the only reason at all to nerf 1h imo, would be when ALL WEAPONS together get a speed and dmg nerf, to level out some of the crazy damage bursts that make even upper-middle-tier armor kinda useless -- which won't happen, because people like the "action", and most of us can still keep up, reaction-wise.

really, I wouldn't mind using slower weapons when everyone else uses slower weapons too. fuck I could even bear less swing and stab damage and more glances as long as it's equally shared across the board. 90% of the more rage-worthy deaths I experience are by 2h-users like you, who circle, kick and spam me while my mouse movement can't keep up with turning and blocking at the same time. not to speak of the crazy damage you guys deal, even with katanas. as far as my playing goes, 2h glances are very rare even with as little as 15 STR. (and I shouldn't exclude polearms from this, all the same for them)
these are all flaws of the engine mostly, but what you're telling us is totally counter-productive. the balancing is there to make it fair, not to give advantages, mind you.
Title: Re: why onehanders are currently op..
Post by: Kafein on October 14, 2013, 08:05:11 pm
i agree that longswords are bs, and polearms stab also need a rework, but what people dont seem to realize is im posting this from a battle perspective where all classes are intwined, and not from a dual perspective. like other people have stated 1handers dont have a real weakness anymore. and even 1 vs 1 they are probably the winning class considering they have the longer nudge. im also not calling for a huge nerf, only thing i really want is the stab animation tweaked so its not as rediculous as it is now. most unbiased players can agree on this, i just mentioned all the other things to put into perspective how wellrounded 1handers actually are, and to justify the tweak on the stab.

You are overlooking (willingly ?) how blatantly more broken the 2h stab remains. The fairest solution would be to rework all stabs the same way, making them active up until a little earlier than what 1h currently can do, like 80% of the arm extension for example. Then you can tweak damage up a little bit on 2h stabs, and maybe a little bit down for some 1h and the fastest polearms if necessary.

Btw 1h have an array of real weaknesses. For starters, weapons that are worse in every way. Second, cavalry (we are talking about battle, you said it yourself). Third, blockstun unless you use the heavy 1h weapons. Fourth, axes in conjunction with blockstun have a huge advantage over heavy shield + light sword setups. Fifth, agility because when you have short reach and slow movement, even a noob backpedaler is enough to give you a hard time. Last but not least, skill points equivalent to one or two levels dumped into shield skill.
Title: Re: why onehanders are currently op..
Post by: rufio on October 14, 2013, 08:14:32 pm
as a stabby 1 hander i have 0 problem with cav, srsly cav is like the most nerfed class in this game. and i use a heavy greatsword, so my turn speed is pretty shit, my stabs also fucks me over alot because the stun on them when glancing or blocked is very punishing, wtich i have not experienced when playing as 1 hander. and you seem to heavely overlook the fact that 1 handers can block ranged witch is freakin huge in battle, ofc you run arround naked with a sword so hey you wouldnt know.... 1 handers can facehug stab way more effective than 2handers asfar as ive experienced, maybe the longswords and shorter are more effective than what i use. alot of polearms are also great on facehug stabs.
Title: Re: why onehanders are currently op..
Post by: Falka on October 14, 2013, 08:34:17 pm
(click to show/hide)

I read what Kafein said and think: holy fuck! these 1handers are really underpowered, shitty weapons, stun, useless overweigth shields, have a mercy devs and buff shielders goddamnit!  :shock:

Then I read Rufios post

(click to show/hide)

There's no doubt, shielders are the kings of battlefield, OP in every bloody aspect, the best class, no contest, no contest guys.

Moral of the story? We are all biased.

(click to show/hide)
Title: Re: why onehanders are currently op..
Post by: Kafein on October 14, 2013, 08:41:13 pm
as a stabby 1 hander i have 0 problem with cav, srsly cav is like the most nerfed class in this game.

Hence why I abandoned it after 10 gens. If you don't have any problem against cav with a stabby 1h, then you can't have problems against cav with any other class. It's pretty easy to deal with cav, only slightly less so with 1h.

and i use a heavy greatsword, so my turn speed is pretty shit, my stabs also fucks me over alot because the stun on them when glancing or blocked is very punishing, wtich i have not experienced when playing as 1 hander.

You did experience it, but forgot about it.

and you seem to heavely overlook the fact that 1 handers can block ranged witch is freakin huge in battle, ofc you run arround naked with a sword so hey you wouldnt know....

I do still have shield skill and frequently grab shields on the floor. The movement speed/agility reduction is huge too, even when not blocking. When blocking you move at half speed.

1 handers can facehug stab way more effective than 2handers asfar as ive experienced, maybe the longswords and shorter are more effective than what i use

It makes sense to me that short weapons are better than long weapons when up close and personal.

. alot of polearms are also great on facehug stabs.

This is because facehug stabbing ingame gets easier the more damage you have. 2h have ridiculous stab animations, they got their stab damage nerfed instead of their animation tweaked, they can't facehug stab as good anymore.




I read what Kafein said and think: holy fuck! these 1handers are really underpowered, shitty weapons, stun, useless overweigth shields, have a mercy devs and buff shielders goddamnit!  :shock:

I personally think balance is pretty much ok right now, and it has been pretty much ok for a very long time. Rufio asked for 1h weaknesses, I'm not going to tell you how good a MW military hammer is.
Title: Re: why onehanders are currently op..
Post by: Grumbs on October 14, 2013, 08:45:54 pm
Main problem is trying to balance 1 handers with poles/2 handers without taking into account the utility of the shield on battle. Giving 1 handers a very good stab is like giving Hoplites an overhead or side swings
Title: Re: why onehanders are currently op..
Post by: CrazyCracka420 on October 14, 2013, 08:48:05 pm
This is me posting in a QQfio thread

visitors can't see pics , please register or login
Title: Re: why onehanders are currently op..
Post by: Tibe on October 14, 2013, 08:51:49 pm
Moral of the story? We are all biased.

As much as i can say it, where your opinion goes towards depends who you faced against in the field. An actual expert or beginner. The thing with shielders is that they really dont stand out aswell as greatswordmy old friends do, even when high on scoreboard. Hence the term "2h heroes" is used a lot and not "shielder heroes" or "swashbuckler heroes". So when they get schooled by them they get rather suprised, totally forgetting that many shielders have played this game for years now sticking to their class same as some popular pole or 2h players.

As for the king of the battlefield thing. I kinda agree. There is no class better then shielder, for charging straight in the middle of the shitstorm hoping to come out alive. But it does have a lot of minuses for that matter. Not being in the shitstorm and going 1 vs 1 is really not so easy anymore.
Title: Re: why onehanders are currently op..
Post by: Torben on October 14, 2013, 09:18:20 pm
Heavyyyyy Laaaance

haha,  i thought it,  you wrote it :'D
Title: Re: why onehanders are currently op..
Post by: Bjord on October 14, 2013, 09:25:31 pm
This is me posting in a QQfio thread

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Even the Americans are catching on, Rufio. Step your game up. :wink:
Title: Re: why onehanders are currently op..
Post by: Kajia on October 14, 2013, 09:27:30 pm
explain how turning while the swing is released dousnt ad to the speed/damage?
as far as I understand it, the turnspeed of your character (mouse) simply does not influence the damage output, but your character movement (WASD) does. so, either way, long weapons have an advantage if you utilize the length and try to hit your enemy while circling/side-strafing. as you may have noticed in your own playstyle keeping the walking speed up when around other players, and hitting them ever so slightly will do enough damage to eventually kill him. this is also why 1-handers are NOT benefitted as much as 2-handers and polearms in this regard -- they simply can't stay away to circle the enemy, they will have to engage. and they also don't have such wide areas to cover with one swing, and this is one very important disadvantage if you think about it, as with more speed and turning speed hits become very hard to evade. you can easily avoid my 1h swing and still hit me when you move just one step.

and you seem to heavely overlook the fact that 1 handers can block ranged witch is freakin huge in battle, ...
aren't you using a shield too before going into melee? or is my memory flawed?
Title: Re: why onehanders are currently op..
Post by: Darkkarma on October 14, 2013, 09:41:25 pm
Why hasn't this been moved to the chamber of tears?
Title: Re: why onehanders are currently op..
Post by: Kafein on October 14, 2013, 09:42:14 pm
Why hasn't this been moved to the chamber of tears?

Because what's the use of a forum if we can't use it to discuss things ?
Title: Re: why onehanders are currently op..
Post by: Penitent on October 14, 2013, 09:45:26 pm
Because what's the use of a forum if we can't use it to discuss things ?

Discussing for balance goes in the balance section.

Complaining about why you think a weapon is OP (read the title of this thread) in the general seciton = move to chamber of tears.
Title: Re: why onehanders are currently op..
Post by: Falka on October 14, 2013, 09:47:48 pm
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This is neverending fight, shielders (or at least a big part of them) will whine how weak their class is, the other classes will whine how OP are shielders. When devs will nerf shielders there'll be whining that some other class is OP. The point is not to catch the cat but to chase it (um, is there such a saying in english? probably not  :wink: ). Discussion can be entertaining from time to time, but shouldn't be taken too seriously.

To the topic; dunno if shielders are OP, maybe they are, maybe not, I'm not the one who can judge it. After 2 years of playing exclusively as 2h, currently I play only as a shielder/1h and in some circumstances I think this class is really OP, but sometimes, e.g. when I fight with someone with bardiche and get stun after every single hit, I feel so weak...  :( But I try not to look for easy explanations, whinning that this or that is OP. If I screwed, I screwed, noone else to blame but me  :wink: Which doesn't change ofc that maybe shielders are OP, 1h nudge+hit combo is OP, that's for sure, I have no problem with admiting it  :P

At the end of day I don't think it really matters. There was plenty of buffs and nerfs through last 3 years and we're still here. It's the only game I play since spring 2010 and I'm sure one more buff or nerf will not make me quit :P
Title: Re: why onehanders are currently op..
Post by: sF_Guardian on October 14, 2013, 09:56:29 pm
How pathetic...
Title: Re: why onehanders are currently op..
Post by: rufio on October 14, 2013, 09:57:18 pm
silence maggot
Title: Re: why onehanders are currently op..
Post by: Elindor on October 14, 2013, 10:00:24 pm
Like someone said in the other thread about this topic - nerf all stabs.

They are definitely the least physics-based of all the actions in the game...and are always jenky :)
Title: Re: why onehanders are currently op..
Post by: sF_Guardian on October 14, 2013, 10:00:48 pm
At least this is giving me a good laugh, thanks bro :)
(click to show/hide)
Title: Re: why onehanders are currently op..
Post by: CrazyCracka420 on October 14, 2013, 10:12:19 pm
silence maggot

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Title: Re: why onehanders are currently op..
Post by: Joshly on October 14, 2013, 10:43:19 pm
Having played one hand for so long (and having always been a stabber, mind you) I find the current stab for 1h a bit more user friendly. With the added turn rate and adjusted reach, you do not have to hold your stabs until you are looking directly at the person (which is much better than the alternative). I wouldn't disagree that its not exactly balanced, if possible the time for the stab to be 'ready' could be a tad bit longer to keep people from catching a surprise(Can I get a 2h stab for my 1h? That would make it fair).

But as far as shielders being the 'best' class, I would disagree. Shields are strong, yes, they also block arrows to - fair point made. But they are also devastated by anything with bonus against shield (which is generally 2h or pole with a HIGH Str/Dmg value). You also have to take more agility in a build to keep up, example being my shield accounts for HALF of my total equipment weight - that itself is a huge factor. 1h weapons are often light, so once the shield breaks you are consistently blocking, hoping for a chance to get a swing(sometimes simply resulting in a hiltslash from 2h). Weapon glances are fairly regular against high armor, change the way you fight heavy armor or the weapons in which you use, something I don't often see for people using 2h or pole.

TL:DR - 1h or 1h/shielder don't need any more tweaking as much as the next class.

-Kart
Title: Re: why onehanders are currently op..
Post by: Froto_the_Loc on October 14, 2013, 10:51:47 pm
why crynoobs bring me great physical pain..

TL:DR
Title: Re: why onehanders are currently op..
Post by: Zlisch_The_Butcher on October 14, 2013, 11:13:49 pm
I wouldnt call it OP, but the stab is just frustrating as hell. Some 1h players have taken the privilege of doing 90% of their attacks as stabs. Fuck those players!
Those are the 1h players with 31 pierce 26 cut weapons, and I still stabbed about 75% of the time before the animation was changed, the 1h rightswing needs to be longer than the 1h stab, besides that, things are fine.
i agree that longswords are bs, and polearms stab also need a rework
So you're basically saying that all weapons that aren't Greatswords and axes need nerfs, hmm, I wonder what weapon class you use on your level 35 main.
Title: Re: why onehanders are currently op..
Post by: Ulter on October 14, 2013, 11:27:17 pm
As a shielder I have to agree with some points Rufio made.

      They went over the top with stab animation buff, it is way too effective now, especially at the very end of the animation when it still does full damage, it should definietely be toned down a bit.
      I'm not a fan of the knockdownin general  in it's current form, but it seems even more silly on 1h maces. I think it should be reduced or even removed, and 1h maces could get a small damage increse in return.
      I think pierce 1h are fine. They are fast, but also rather short. If anything the damage could be reduced a very little bit.
Title: Re: why onehanders are currently op..
Post by: Pentecost on October 14, 2013, 11:38:05 pm
Unless the EU meta is as different from NA as Venus is from Earth, I'm not sure where this idea that 1h is far and away the most effective of class of weapon in large-scale engagements comes from. Consider the following:

Battle 1 (castle siege):
(click to show/hide)

Battle 2 (village attack):
(click to show/hide)

Battle 3 (village attack):
(click to show/hide)


These are the three largest Strategus battles in which I have participated recently. None of them were "dominated" by 1hs; quite the opposite, in fact.

-In the first battle listed above, none of the players in the top 5 for either team were 1h. (Lumetta is a 2h, Firebus is a 2h, Voester is a polearmer, Duckles is a polearmer, and Sparvico is a polearmer. On the other team, Jack1 was a 2h at the time (now 1h), the Gobblin King is a 2h, Tretter is a 2h, Bonz is a 2h, and Canary is a polearmer.)

-In the second battle listed above, Occitan Arowaine is the only 1h player in the top 5 of either team. (Arowaine's score is quite impressive, especially considering the side he fought for didn't actually win, but the top player on the other team, the polearmer Leman_Russ, had almost double the number of kills that he did.)

-In the third battle listed above, Arowaine is again the only 1h player in the top 5 of either team. (As for the other players, Kaoklai is a 2h, Zulu_Donkeybulge aka Kesh is a 2h, and GiggleKnight_of_TKoV is a polearmer/thrower. The rest are mentioned above.)

These are pretty normal scoreboards for NA. With few exceptions, long weapons/high damage weapons make the greatest contributions in our group fights. That said, I don't think that this somehow means that 1h is weak, less important, more difficult to play, or anything like that, because it is not. I recognize that it just occupies a separate role on the battlefield (leading an advance, fragmenting the enemy blob so that 2hs and polearms can do their job more easily, harassing ranged, dying less often in general etc) due to the fact that it has different strengths as a playstyle.

All of you who are being very vehement partisans for or against a particular class, weapon, or whatever should step back and consider whether you are being willfully blind to the strengths of what you play while focusing excessively on the strengths of what you do not.
Title: Re: why onehanders are currently op..
Post by: Sparvico on October 15, 2013, 12:47:59 am
The real issue here is the massively overpowered down-blocks. In my expert opinion they should be removed from the game forthwith.

(click to show/hide)
Title: Re: why onehanders are currently op..
Post by: Clockworkkiller on October 15, 2013, 01:13:21 am
Rufio, make sure you cry in a bucket so you can reuse the water later.

A single 5 gallon bucket may be too small, so make sure to grab two
Title: Re: why onehanders are currently op..
Post by: Kato on October 15, 2013, 01:21:48 am
Unless the EU meta is as different from NA as Venus is from Earth, I'm not sure where this idea that 1h is far and away the most effective of class of weapon in large-scale engagements comes from. Consider the following:

Battle 1 (castle siege):
(click to show/hide)

Battle 2 (village attack):
(click to show/hide)

Battle 3 (village attack):
(click to show/hide)


These are the three largest Strategus battles in which I have participated recently. None of them were "dominated" by 1hs; quite the opposite, in fact.

-In the first battle listed above, none of the players in the top 5 for either team were 1h. (Lumetta is a 2h, Firebus is a 2h, Voester is a polearmer, Duckles is a polearmer, and Sparvico is a polearmer. On the other team, Jack1 was a 2h at the time (now 1h), the Gobblin King is a 2h, Tretter is a 2h, Bonz is a 2h, and Canary is a polearmer.)

-In the second battle listed above, Occitan Arowaine is the only 1h player in the top 5 of either team. (Arowaine's score is quite impressive, especially considering the side he fought for didn't actually win, but the top player on the other team, the polearmer Leman_Russ, had almost double the number of kills that he did.)

-In the third battle listed above, Arowaine is again the only 1h player in the top 5 of either team. (As for the other players, Kaoklai is a 2h, Zulu_Donkeybulge aka Kesh is a 2h, and GiggleKnight_of_TKoV is a polearmer/thrower. The rest are mentioned above.)

These are pretty normal scoreboards for NA. With few exceptions, long weapons/high damage weapons make the greatest contributions in our group fights. That said, I don't think that this somehow means that 1h is weak, less important, more difficult to play, or anything like that, because it is not. I recognize that it just occupies a separate role on the battlefield (leading an advance, fragmenting the enemy blob so that 2hs and polearms can do their job more easily, harassing ranged, dying less often in general etc) due to the fact that it has different strengths as a playstyle.

All of you who are being very vehement partisans for or against a particular class, weapon, or whatever should step back and consider whether you are being willfully blind to the strengths of what you play while focusing excessively on the strengths of what you do not.

Really, we can balance 1h/shielders base on strategus armor crutching lagfest and k/d ratio there, good to know :rolleyes:

Generally i agree with you, but pointing out strategus is just wrong.
Title: Re: why onehanders are currently op..
Post by: rufio on October 15, 2013, 01:27:39 am
Rufio, make sure you cry in a bucket so you can reuse the water later.

A single 5 gallon bucket may be too small, so make sure to grab two

oh hey you seem like a cool smart guy, thx for the advice man.
Title: Re: why onehanders are currently op..
Post by: rustyspoon on October 15, 2013, 02:01:51 am
All stabs in this game are pretty broken and there's not much you can do about it. The engine itself isn't that great and you're trying to apply the same behavior (animation + sweetspots) across weapons that vary in length and shape. There's no way that stabs will ever be perfect.

Before the buff, only skilled 1-handers could reliably stab. Now more people can and everyone isn't used to it yet.

If you know what to look for, stabs are pretty easy to avoid. Certain weapons are better for stabbing, so the person using it will probably stab a lot. If you still find you're getting stabbed a lot, you either don't have enough athletics, or you're not s-keying enough. You can still force glances pretty easily by hugging their right arm. It's also REALLY easily to chain weapon stuns on a 1-hander when you break their shield. If they're using a shield, it's pretty easy to sneak around their flanks 'cause they slow down the person using it.

I still think the game has been pretty well balanced for a while. Once people get used to it and adapt, they'll just find something new to complain about. Just a regular day in CRPG.
Title: Re: why onehanders are currently op..
Post by: Dolphin on October 15, 2013, 02:45:00 am

   -chambers of tears.
Title: Re: why onehanders are currently op..
Post by: FRANK_THE_TANK on October 15, 2013, 03:23:55 am
chamber U NUBS CHAMBER!

GOSH DARN IT!
Title: Re: why onehanders are currently op..
Post by: Zlisch_The_Butcher on October 15, 2013, 03:35:11 am
chamber U NUBS CHAMBER!

GOSH DARN IT!
You're not even a real PK.
Title: Re: why onehanders are currently op..
Post by: rufio on October 15, 2013, 09:59:36 am
guess it has no use.  scrubs gonna cling to every advantage their class gets. gonna join some people who have given up on crpg for the time being and play some dota2, qqqqqq
Title: Re: why onehanders are currently op..
Post by: Mala on October 15, 2013, 10:52:53 am
can i have your stuff?
Title: Re: why onehanders are currently op..
Post by: rufio on October 15, 2013, 10:57:44 am
dont worry il be back with more qq soon enough
Title: Re: why onehanders are currently op..
Post by: Ras_FrenzYYY on October 15, 2013, 01:58:13 pm


If you know what to look for, stabs are pretty easy to avoid. Certain weapons are better for stabbing, so the person using it will probably stab a lot. If you still find you're getting stabbed a lot, you either don't have enough athletics, or you're not s-keying enough.

So you are really clueless arent you??
Stabs are not easy to avoid if someone has an agi build like 3-33 or  6-30 etc..
you can not S-Keying  if someone has 27 and more agi...S-keying is not even an option on any class whatever the build...
And please dont tell me that i have to be an agi whore to counter  1h agi-whored stab.(i dont have to)

we saw what a 3-33 build can do..with their little tiny shield and their little op dagger...they will 2 hit most  people..

Now everyone needs to relax enjoy and learn from this high agi builds how to do a proper stab spam then run away then come back then run away then stab again then run away then stab archers then run away..then come back then run away stab again again again...

ps:(Nice job dev you really nailed this time you created a new spam class)

Ps1:(it dosent matter what build you have what class you are ''good' players will always find a way to kill you)






Title: Re: why onehanders are currently op..
Post by: Xant on October 15, 2013, 02:05:23 pm
1h stab is fine
Title: Re: why onehanders are currently op..
Post by: rufio on October 15, 2013, 02:07:38 pm
hah
Title: Re: why onehanders are currently op..
Post by: Matim on October 19, 2013, 10:04:38 am
>was plaing 1h for about half a year, getting 2,3 frags per round
>made polearm (GLA) stf char, started gettng stats like 15/2 because of the damage dealt easy outrange, weapon speed.
What are you talking about?
Title: Re: why onehanders are currently op..
Post by: Teeth on October 21, 2013, 10:54:37 pm
(click to show/hide)
Not sure if the meta is very different but apparently EU has higher reasoning skill. Strategus battle killboards as a balance argument and it gets fucking upvotes. Tell me if I should point out the flaws with this, to me they are so blatantly obvious I can't be bothered.
Title: Re: why onehanders are currently op..
Post by: San on October 21, 2013, 11:12:49 pm
Definitely not perfect due to map and gear limitations (and the lag), but performance stats are typically the best arguments for what's good outside of theorycrafting and BSing. It would help if you explain your point, yes.
Title: Re: why onehanders are currently op..
Post by: Teeth on October 22, 2013, 12:05:17 am
Okay, now I think the game is balanced according to battle. It is the game mode where every single class is somewhat viable and playable, from horse thrower to shielder. Now let us think of some differences between battle and a Strategus battle.

1) Armour. This difference might not be as severe on NA as on EU, but the average armour in Strat is like 70+, from what I have played on NA 1 and NA Strat, there is probably a 15 armour difference for you at least as well. Immediately reduces perceived effectiveness of any cut weapons.
http://c-rpg.net/index.php?page=strategusbattlesarchive#!?page=strategusinfobattleroster&id=5269

Two top players on the left and top player on the right are polearmers. Does this mean that polearms are OP, nope, it means that they used a 36p awlpike, which is extremely good at racking up kills against plate. They are also probably the best 3 awlpikers in the game, which brings me two my next point. (Also, Ferdinand in the third spot is me on a level 28 1h no shield, no brag)


2) Individual player skill, who gets the top spot just depends on who's playing.
http://c-rpg.net/index.php?page=strategusbattlesarchive&view=list#!?page=strategusinfobattleroster&id=5128

Top 3 on the left are 2h, top 5-6 on the right are shielders I believe. Yet I can almost guarantee you that if any of the 3 awlpikers mentioned above would have played, they would've taken the top spots.


3) Most importantly, the fact that there are respawns, that there is organization and communication. Pike is the best weapon for me in a Strat battle, simply because I always get to use it in the perfect situation.  Surrounded by closely packed teammates, fighting a group of enemies, that situation lasts for an hour straight in a good battle. How is that even remotely close to what happens on a battle server. Or the respawning cav, which consistently harrasses the infantry. Ranged usually plays way less of a decisive role in strat fights, you never have to clutch a round against multiple class enemies. Strat battles, let alone Strat sieges just have very little to do with pub battle.

I have not nearly exhausted all the points I can make on this, but arguing that 1h is not OP because they don't top in three posted Strat battles is beyond retarded. Shielders are the class that benefits least from Strat battles of the main classes. Worst cav defence, there is cav all over the place. Best ranged defence, ranged often plays a minor role and there are respawns which makes getting shot for half your hp less significant. Lowest damage, which makes killing 70 body armour people a slow process compared to 41p morningstars or 36p awlpikes. Lowest reach, which in consistent group fights filled with pokey weapons makes it very hard to dish out damage, again the consistent group fights are caused by respawning and commanding and are minor part of the average battle round. 1h is a good 1 vs 1 class, but there barely are 1 vs 1's.

Ever noticed how high damage weapons (awlpikes, great mauls) get a lot of kills and low points and low damage weapons (1h) get a lot of score and fewer points? If one were to look at Strat battles for balance, throwers would require a buff, horse archers, any agi build, any cut weapon, any light horse, should I go on? By the way, I am not arguing that 1h is overpowered, just critical of the argument used.
Title: Re: why onehanders are currently op..
Post by: Fartface on October 22, 2013, 12:54:09 am
Okay, now I think the game is balanced according to battle. It is the game mode where every single class is somewhat viable and playable, from horse thrower to shielder. Now let us think of some differences between battle and a Strategus battle.

1) Armour. This difference might not be as severe on NA as on EU, but the average armour in Strat is like 70+, from what I have played on NA 1 and NA Strat, there is probably a 15 armour difference for you at least as well. Immediately reduces perceived effectiveness of any cut weapons.
http://c-rpg.net/index.php?page=strategusbattlesarchive#!?page=strategusinfobattleroster&id=5269

Two top players on the left and top player on the right are polearmers. Does this mean that polearms are OP, nope, it means that they used a 36p awlpike, which is extremely good at racking up kills against plate. They are also probably the best 3 awlpikers in the game, which brings me two my next point. (Also, Ferdinand in the third spot is me on a level 28 1h no shield, no brag)

Biggest burn I´ve seen in a while, keep up the good work.
2) Individual player skill, who gets the top spot just depends on who's playing.
http://c-rpg.net/index.php?page=strategusbattlesarchive&view=list#!?page=strategusinfobattleroster&id=5128

Top 3 on the left are 2h, top 5-6 on the right are shielders I believe. Yet I can almost guarantee you that if any of the 3 awlpikers mentioned above would have played, they would've taken the top spots.


3) Most importantly, the fact that there are respawns, that there is organization and communication. Pike is the best weapon for me in a Strat battle, simply because I always get to use it in the perfect situation.  Surrounded by closely packed teammates, fighting a group of enemies, that situation lasts for an hour straight in a good battle. How is that even remotely close to what happens on a battle server. Or the respawning cav, which consistently harrasses the infantry. Ranged usually plays way less of a decisive role in strat fights, you never have to clutch a round against multiple class enemies. Strat battles, let alone Strat sieges just have very little to do with pub battle.

I have not nearly exhausted all the points I can make on this, but arguing that 1h is not OP because they don't top in three posted Strat battles is beyond retarded. Shielders are the class that benefits least from Strat battles of the main classes. Worst cav defence, there is cav all over the place. Best ranged defence, ranged often plays a minor role and there are respawns which makes getting shot for half your hp less significant. Lowest damage, which makes killing 70 body armour people a slow process compared to 41p morningstars or 36p awlpikes. Lowest reach, which in consistent group fights filled with pokey weapons makes it very hard to dish out damage, again the consistent group fights are caused by respawning and commanding and are minor part of the average battle round. 1h is a good 1 vs 1 class, but there barely are 1 vs 1's.

Ever noticed how high damage weapons (awlpikes, great mauls) get a lot of kills and low points and low damage weapons (1h) get a lot of score and fewer points? If one were to look at Strat battles for balance, throwers would require a buff, horse archers, any agi build, any cut weapon, any light horse, should I go on? By the way, I am not arguing that 1h is overpowered, just critical of the argument used.
Biggest burn I´ve seen in a while, keep up the good work.
Title: Re: why onehanders are currently op..
Post by: San on October 22, 2013, 01:18:08 am
Nice post, much more than what I expected and I must +1. I was mostly intrigued since many people have qualms with the strong pierce 1h damage, it would still do well against armor. The way the OP states it, the 1h would be able to pierce the armor and stab the cavalry. Personally, I always choose the maces over any sword in strat battles, even the stab swords. OP or simply another powerful tool? Not as good as battle by a long shot, but it's the only thing that really keeps the stats logged.

Even in battle, though, stab 1hs on NA haven't made average players that much better. I still see 3-attack 1hs and swing-oriented 1hs do great, and mostly see the stab 1hs on ranged players. All this is just my anecdotal evidence; the optimal would be battle stats from the server. I just think we shouldn't entirely ignore strategus info because of its flaws. There are flaws in looking at each mode separately.

Paul mentioned in another topic that 1h stab delay will be brought into line with polearms, affected by their speeds. Think this will fix everything? I think this, toning done the stab back to pre-turn nerf stats, and a final small nerf to the effective bonus reach (make it the same as right swing) of the 1h stab are good. This won't really fix the instant stab, but it will increase the risk of stabbing so close when you could get stunned. I can't say how other stabs should change, but this is what I think internally for 1h directions.
Title: Re: why onehanders are currently op..
Post by: Bobthehero on October 23, 2013, 06:12:56 am
Personally I am enjoying not having to do gymnastics to get a stab in.