As far as I know, Greatswords had a small dmg and speed nerf just a few months ago, and some of the poleaxes had a small dmg nerf, too.A good lancer will outreach you, but you should not forget if his timing is off he still has the horses head sticking out by far so the differance between your stab and his is actualy quite low. Just depends on your vs his movement.
So, don't mess up with the stats of ANY weapons please anymore for gods sake.
I agree that ALL stab animations are kind of broken though at the moment.
So, 1h and pole need their super fast insta hit removed, and 2h swords need a bit later and shorter connection time of the stab.
BTW, I am topping the score board for around 4 maps on EU1 right now, with my 18/18 lvl 29 1h/shield alt, mw italian sword and mighty 1h stab giev victory even over heavy lance cav, because, erm, the stab of the sword is longer than the lance stab :rolleyes:
Small changes, and we are there.
*Slow down the poles and 2h across the board. Especially the long ones.
*Nerf 1h stab damage
*Nerf 2h stab damage.
* The slow ones were already slowed down with a few points a few patches ago. People hate more on the likes of longsword, miaodao and long axe than the long, slow ones nowadays, from my experience. I don't see a reason to slow the slow ones even further.
* They just nerfed 1h stab damage last patch. Now that 1h nudge don't give a free hit anymore, the high speed and high damage stabs are not that dangerous. They still have the rather low reach (the most hard-hitting ones).
* Only problem with the 2h stab is how long it stays active. The high length is okay because of the slower speed and the lower damage compared to the faster 1h and polearm stabs.
Revert turn-nerf and remove the earlier active stab mechanics is my opinion. While it looked somewhat sillier, all stabs had to be turned a bit to not bounce, which meant no literally instant stabs.
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It feels like you equalized each stab as far as late hitting goes to the 2h stab, which was in my opinion the fucked up one. 1h stab needed a late hitting buff to polearm level and 2h needed a late hitting nerf to polearm level, polearm was fine as it was. I think it would be a lot more intuitive if a stab would not deal a fuck ton of damage on those last 10 cms of extension.When I changed the animations, I was really focusing on just evening the playing field and making the 1h thrust intuitive to use. I showed in another thread how the last 25% of the 2h thrust animation actually falls outside of the 100% sweetspot. To be honest, when talking about what sweetspots should look like, I believe the inner spots should be a near verticle incline, rather than extending their duration. Simply shorten everything.
Try it at home : long arming sword vs long axe, both supposedly 97 speed rating weapons. Stand still facing each other at sufficiently low distance for both weapons to hit and tap RMB at the exact same time. Guess who will always hit first.wow if I understand you properly you do not understand math
This kind of comparison becomes hilarous with Glaive versus basically anything below speed rating 100.
it does not matter how long weapon is because angular velocity will be always the same for weapons with similar speedThat assumes weapons are swung with the same angle and motion, which they aren't.
Recent months I really havent concerned myself with the 2h stab anymore like I used to. Thats because 1h stab is gamebreakingly good and the stabby poles are extremely frustrading to fight against. It really makes me ask, whats up with the stabs in this game? Why is it so hard to make them descent? I mean we have been arguing about them for years now and things just keep getting worse, not better.
With the recent changes to 1h and polearm overhead attack speed, the 2h overhead attack is now underpowered by comparison.2h overhead does look like it's underwhelming, but I can't really say how the numbers correlate to how fast the overhead should move visually. + Almost every 2hander I fight never uses overheads so I'm just going off of memory here.
Please correct this imbalance as soon as possible.
P.S. the rest of this thread is probably dumb, idk because I didn't read it.
2h overhead does look like it's underwhelming, but I can't really say how the numbers correlate to how fast the overhead should move visually. + Almost every 2hander I fight never uses overheads so I'm just going off of memory here.you almost always hit something else than target with 2h overhead
you almost always hit something else than target with 2h overhead
problem is not that big with shorter 2h weapons
With the recent changes to 1h and polearm overhead attack speed, the 2h overhead attack is now underpowered by comparison.
Please correct this imbalance as soon as possible.
P.S. the rest of this thread is probably dumb, idk because I didn't read it.
The way I see it, there is only one reason(but two perspectives) you should ever consider editing an animation. This is to make sure it's intuitive to use and understand. It's one of only 4 basic attack directions in the game, it has to be intuitive. I recently edited the 1h thrust(with a very minor adjustment to the polearm animation) specifically because proper use of the animation was unintuitive and required prior knowledge as to what the appropriate method of use was(turning into your swing as a means to delay when you hit. Remember, sweetspots are separate from what happens during an animation, damage is found by progression through the total duration). The second part of this, is to make the visuals represent more closely what players can expect from damage.
I believe, with the exception of the polearm thrust, where the arms appear to extend forward slower, but for a longer period of time(thus slightly harder to distinguish sweetspot locations visually), we are already where we need to be. The problem, is that due to previously mentioned mechanics, there exists large variation in damage outcomes as well as practical uses, which are generally referred to under a single term(concept).
My conclusion? Abandon ship and start from scratch. My opinion is that sweetspots and thrust durations probably shouldn't be so easily affected as they are by such things as weapon speed and weapon proficiency. Speed bonus shouldn't vary as drastically as it does. That is, damage modifiers from speed should probably be cut in half. Don't have some thrusts originate near head level while others below the waist, as long as the head remains as the target hit capsule for maximizing damage.
I'm sure there's more I could add, but at this point I'm rather exhausted from writing and I doubt many people will actually read this as is.