cRPG

cRPG => Suggestions Corner => The Chamber of Tears => Topic started by: BlindGuy on December 15, 2013, 03:16:53 pm

Title: Tydeus
Post by: BlindGuy on December 15, 2013, 03:16:53 pm
WHY did you break it Tydeus? WHY?
Title: Re: Tydeus
Post by: BlueKnight on December 15, 2013, 04:05:19 pm
C'mon, Tydeus does great job. You can't blame him for making an animation match the attack. It's this stupid way the warband deals with stabs that's the problem. Maybe we could seek the solution somewhere among the stat-lines, dunno.

Tydeus at least responds even to 'stupid' topics/posts and gives some sort of official answer quite quickly, which is quite a new thing for crpg community.
Paul also did great job with the dodge when knocked down. One of the very few non-broken things in c-rpg :-) Also nudges got balanced quite nicely which gives a lot of fun if you push someone off the edge etc.

I am not sure what to think about these stabs though. They seem so superior because they are the fastest of them attacks we have. Dunno what it would be if all the attack directions were nearly as fast  :shock:. Probably a shield era because manual blocking would be 1337...

Making stabs slower could decrease deadliness of the combat, which we do not want.

(click to show/hide)
Title: Re: Tydeus
Post by: Panos_ on December 15, 2013, 04:12:27 pm
I am not sure what to think about these stabs though. They seem so superior because they are the fastest of them attacks we have. Dunno what it would be if all the attack directions were nearly as fast  :shock:. Probably a shield era because manual blocking would be 1337...

Yes indeed, the lolstab is broken as hell  :twisted:
Title: Re: Tydeus
Post by: Lactating Vegetables on December 15, 2013, 04:19:51 pm
Derped
Title: Re: Tydeus
Post by: Rebelyell on December 15, 2013, 04:28:21 pm
as long as stab will be the best atack at any range melee gameplay will suffer

stab rotation should be 1/2 once again in my opinion and probably all classes should have different formulas for that
Title: Re: Tydeus
Post by: Tydeus on December 15, 2013, 04:37:24 pm
as long as stab will be the best atack at any range melee gameplay will suffer
Best is a bit subjective. I think it's more or less just the easiest to land a hit with, because it's effectively a faster hitting attack direction than the other three directions, for multiple reasons. When the average player can block well, anything that makes it a lot easier to land a hit, becomes much more valuable than it otherwise would be.

Here's my recent proposal to change this status quo.

Narrow the thrust sweetspot to 40-70%(from 35-75%), increase the release animation length(not the frames, the interval), then increase weapon speeds. This results in slower, more difficult thrusts that are a bit closer to how difficult it is to land side swings(40% through the anim, roughly, to reach the sweetspot), but also increases the speed of side swings, thus making it easier to land the non-thrust attacks. Should speed up melee a fair bit making it more enjoyable and help persuade some long time players to stick with the faster paced, more enjoyable gameplay(melee), rather than going ranged.
Title: Re: Tydeus
Post by: BlindGuy on December 15, 2013, 04:37:59 pm
(click to show/hide)

No, stabs arent the worst, its just the lack of balance: was killed in 3 hits in 56 head armor, 65 bodyarmor, by a zero slot 1hander, with swings. Asked the guy: build? 15/21...

So with 15 str he can do massive damage and with massive speed. Ok, so can polearms and 2handers, but they trade nice range and damage for not having a shield, so they are victims of archers and ganks where they get overwhelmed. Shielders...

SHielders DONT have to block, can rush straight at archers, and now can outrange, outspam, and outdamage other classes.

Tydeus tweaked all 1h sweetspots, he must have, else why, when I had no problem blocking leftswing spam before patch, am I constantly being hit by spammed attacks that dont ever glance?

So, I kinda thought, maybe Im being silly, MAYBE ITS ME, convincing myself its too fast. SO I played on my SIX STRENGH thrower, 2 powerstrike, using my franciscas in melee: Seldom glance unless its overhead on the very top tier helmets, leftswing always beautiful slash, kill them in very few hits....

Now, Ive played 1hand for a long time, so I got my ranges and stuff down, but its rediculous.

It simply should not be happening.

EDIT: Read Tydues reply:

NO! Stop buffing 1hand. It was always easy to land stabs, and leftswing spam has always been piss easy too. Then you made it tard-level, buff it again and you effectively remove other classes from game.

You were trusted to try to balance the mod, not to kill it.

Remove forcefield from all shields, ALL OF IT, expecially on horseback. Then give 2h its leftswing back. Then put polestun back its previous time. THEN buff 1hander again. Dont just keep fucking the same thing over and over.
Title: Re: Tydeus
Post by: Prpavi on December 15, 2013, 04:39:49 pm
No more speeding up especially not for the 1hers pls, just adjust all 3 stabs to be a bit slower and harder to land and it's fine
Title: Re: Tydeus
Post by: Tydeus on December 15, 2013, 04:41:30 pm
Tydeus tweaked all 1h sweetspots, he must have, else why, when I had no problem blocking leftswing spam before patch, am I constantly being hit by spammed attacks that dont ever glance?
Except that I didn't.
Title: Re: Tydeus
Post by: Tydeus on December 15, 2013, 04:43:03 pm
NO! Stop buffing 1hand.
I should have posted the entirety of my proposal...

Deciding how to increase weapon speeds without changing internal balance could be difficult, but here is what I imagine it looking like:

+1 speed for 99-96 speed weapons, +2 speed for 95-90 weapons, +3 speed for 89 and lower. Maybe leave the Miaodao as it is, possibly give +1 speed to the 1h swords that are 100-102~ speed.

The only concern I have, is how this affects internal balance for 1h swords. I would say leave the 96+ speed weapons alone, but I don't think you can give +2 speed to the slower weapons, without changing internal balance significantly. This is about speeding up melee, not about changing balance.
Meaning I'm aware of the 1h speed "issue".
Title: Re: Tydeus
Post by: San on December 15, 2013, 04:44:50 pm
Dunno why you guys want this slow game to be any slower.
Title: Re: Tydeus
Post by: Rebelyell on December 15, 2013, 04:45:32 pm
Best is a bit subjective. I think it's more or less just the easiest to land a hit with, because it's effectively a faster hitting attack direction than the other three direction, for multiple reasons. When the average player can block well, anything that makes it a lot easier to land a hit, becomes much more valuable that it otherwise would be.

Here's my recent proposal to change this status quo.
sounds nice

lots of players stab from up to down, as far as I know there is no speed limit or angle limitation
have you ever consider that a problem with animation?
Title: Re: Tydeus
Post by: Leshma on December 15, 2013, 04:46:09 pm
One handers are fine, but without shield. Shield makes thing too easy, especially in heavy lag environments like typical huge strat battle where pick spammers take the cake.

Seriously, find a way to buff shields defensive ability (blocking, good against projectiles) but for the love of god nerf shielder's dueling capacity.
Title: Re: Tydeus
Post by: BlindGuy on December 15, 2013, 04:47:15 pm
No more speeding up especially not for the 1hers pls, just adjust all 3 stabs to be a bit slower and harder to land and it's fine

THIS.

1handers where never weak, but for some reason you... you just made them godlike. I like to play all the classes, I hate being forced to use 1hand to counter 1handers

Because thats what it is, CURRENTLY there are only 2 options:

1: use 1handers

2: backpeddle

BACKPEDDLING IS NOT FUN, at least for me, stop forcing me to play ranged game with 1handers, they were always strongest defensively and now you made them gods. Honestly

I apreciate that you think you are helping, but FUCK YOU Tydeus.

Ok and now I saw your LAST reply:

If you think melee is too slow, please duel me for a while. Fight anyone who is fast. Fight Apsod.

Yeah, fight Apsod, THEN tell me melee needs to faster.

You fixing a problem that isnt there.
Title: Re: Tydeus
Post by: Tydeus on December 15, 2013, 04:50:52 pm
sounds nice

lots of players stab from up to down, as far as I know there is no speed limit or angle limitation
have you ever consider that a problem with animation?
Nothing can be done in that area. 2h thrust originates from head level, you only need a 5-10 degree angle for a 2h to aim above an opponents head, for poles you need more like 60+ degrees.
Title: Re: Tydeus
Post by: BlueKnight on December 15, 2013, 04:51:16 pm

Yeah, fight Apsod, THEN tell me melee needs to faster.


You are too grandpa for this and need better pc  :mrgreen:
Title: Re: Tydeus
Post by: Leshma on December 15, 2013, 04:52:55 pm
Actually don't nerf anything. Don't touch anything. All is fine. You managed to turn fun game with melee oriented balance into native crap where shielders and ranged are only viable choices. Kudos to you. Keep up the good work. It's not like any of you two will have anything to do with M:BG. I can enjoy this broken balance, can adapt to it. But it's crap.
Title: Re: Tydeus
Post by: BlindGuy on December 15, 2013, 04:53:12 pm
FPS aint my problem man, I am old, sure, but I love speed and spam, you know it.

TO make game faster reduce armor weights.
Title: Re: Tydeus
Post by: San on December 15, 2013, 04:58:15 pm
There is armour available that's 0 weight, can't get any lower than that. Quite a few decent light armours up to 6-9 weight. There are also plenty of polearms with 97+ speed (knightly arming sword speed) or greater with good length compared to 1hers. There are good 2hs with 99-100+ speed, too. You have your options available to you. You may have to backpedal if you use a long/slow weapon when you fight against faster weapons that are short, them's the breaks. Can't expect to spam fast weapons easily with a slow weapon, just like how you can't packpedal easily with a short weapon.
Title: Re: Tydeus
Post by: BlueKnight on December 15, 2013, 05:01:46 pm
There is armour available that's 0 weight, can't get any lower than that. Quite a few decent light armours up to 6-9 weight.

Don't call it an armour... You will die from max 2 arrows/1 bolt in that.
Title: Re: Tydeus
Post by: karasu on December 15, 2013, 05:03:20 pm
http://www.thefreedictionary.com/adapt (http://www.thefreedictionary.com/adapt)

Everyone likes the comfort of always walking with the same loved weapons/armor. But this is a situational game. We need to adapt from time to time.
Title: Re: Tydeus
Post by: San on December 15, 2013, 05:04:20 pm
2 arrows is plenty. If you're fast, don't get hit. With good athletics, it's easy to almost never get hit in melee. Making OP medium armour where you can easily get 50-60 body armour any lighter would be ridiculous. Only thing that annoys me about it is the annoying bonus on the reinforced tag.
Title: Re: Tydeus
Post by: BlueKnight on December 15, 2013, 05:05:36 pm
2 arrows is plenty. If you're fast, don't get hit.

Your NA ranged seem not to do their job properly...
Title: Re: Tydeus
Post by: bavvoz on December 15, 2013, 05:16:30 pm
I honestly think crpg was fine a year ago. Almost each patch pushing it a bit down. Not that we all can be happy though :) The only thing of importance right now is figure out a way to stop the massquitting.
Title: Re: Tydeus
Post by: Leshma on December 15, 2013, 05:22:14 pm
cRPG was best when I had stable 60 fps on 222 man battle server (Pecores) which was full most of the time. There were archers, there were cav, infantry. It was completely unbalanced, but in a good way. Gold and XP system was better, there was no upkeep, I could put flamberge up my ass and stuff like that.

But it was fun. Ever since then it's getting less and less fun. Turning into native with every single patch. Under the command of 22nd_Paul, man with 27 alts, always active, member of 22nd famous native clan.
Title: Re: Tydeus
Post by: Teeth on December 15, 2013, 05:27:54 pm
Narrow the thrust sweetspot to 40-70%(from 35-75%), increase the release animation length(not the frames, the interval), then increase weapon speeds. This results in slower, more difficult thrusts that are a bit closer to how difficult it is to land side swings(40% through the anim, roughly, to reach the sweetspot), but also increases the speed of side swings, thus making it easier to land the non-thrust attacks. Should speed up melee a fair bit making it more enjoyable and help persuade some long time players to stick with the faster paced, more enjoyable gameplay(melee), rather than going ranged.
Not bad, I hope this goes for all thrusts including the 2h thrust? Do you know what these sweetspot percentages were before you changed the polearm thrust? In my opinion the glancing late animation was good for polearms, too difficult on 1h and too easy on 2h. Hope these new late end values are going to be close to what polearm had before all of this.

Honestly I preferred the way stabs worked before the turn rate nerf. Back then there seemed to be no early or late stabbing. You could spin your stab around but it would always hit at the same point in the animation. Back then I was able to chamber stabs purely through timing. I saw the attack release and knew how long it took for the hit to come. Which was necessary because you can't really rely on the visual cue when people can start stabs with their weapon inside your body. Nowadays the stab hit can come extremely early or extremely late, which prevents you from being able to rely on timing, while you still can't rely on the visual cue. This makes wiggled stabs near impossible to chamber. Whenever one of my stabs get chambered, I wiggle the next one and even though people usually retry the chamber, they rarely succeed.

There was lolstabbing, but no instastabbing or dragged late stabbing. This got changed with the turn rate, most likely because the way stabs worked back then required extenstive turning unless you were at a small ideal range. To accomodate for the lack of turning the stabs seemed to have gotten active earlier and longer or something. Nowadays we have much more turning than immediately post turn rate nerf, so I was thinking maybe a revert to these more logical stab mechanics is possible now again. Especially since the long weapons have started to use the unrestricted vertical turning to get their speed bonus anyway. Again, I am not sure what these mechanics were, but I know stabs were very different but much less frustrating and weird.

lots of players stab from up to down, as far as I know there is no speed limit or angle limitation
have you ever consider that a problem with animation?
I think this is a fair compromise realism wise. It is of course unrealistic that a long spear can stab people when they are past the tip, but so is the fact that you can render yourself save from any stabs by leveling a weapon horizontally in front of you and that you are able to walk through extended spears because they have no collision detection. The lack of realism in these two things allow you to easily close in on someone with a long stab weapon in the first place. Applying realism selectively by disallowing close reach stabbing while allowing unrealisms when it comes to keeping people at a distance will effectively remove all potency of these weapons.
Title: Re: Tydeus
Post by: Patoson on December 15, 2013, 05:33:28 pm
No more speeding up especially not for the 1hers pls, just adjust all 3 stabs to be a bit slower and harder to land and it's fine
This. "Agiwhores" with fast weapons are already very hard to block with a high ping. Higher speeds could be detrimental to those with high pings.
Title: Re: Tydeus
Post by: Tydeus on December 15, 2013, 05:45:06 pm
This. "Agiwhores" with fast weapons are already very hard to block with a high ping. Higher speeds could be detrimental to those with high pings.
The focus is on increasing the speeds for the slow weapons. Initially I proposed only increasing speeds for 95/96 speed and lower weapons, but then edited my post because I didn't want to screw up internal weapon balance. If we could deal in non integer stats, there would be no problem, but at some point you'll go from not getting anything at all to immediately getting +1/+2 speed, this WILL affect internal weapon balance.
Title: Re: Tydeus
Post by: Teeth on December 15, 2013, 05:50:17 pm
Oh and also a bit of appreciation for you Tydeus to compensate for the ignorant hate present in this thread:

I approve of most of your work and I think you are directly responsible for having actually sped up the game quit a bit already. Faster and easier animations on those that were pretty crappy to use for polearm and 1h, have noticably decreased the inability to bypass people's blocking skill that I have felt with slower weapons from these classes. I appreciate that you dare to touch the core of the game and try to improve upon it in this stage. The stabs have been overbuffed and they piss me the hell of so I hope you can tweak them soon, but when that is done I think you actually managed to improve the game.

Now we just need some type of discouragement for playing ranged and a four directional long voulge (pls) and the game is good to go again. Keep up the good work Tydeus, but try to be fast with tweaking  :P

All you bastards stating that the game was fine some time a go and that Tydeus is ruining it, perhaps actual boredom of the game and nostalgia glasses are more of a cause of this view, because I am pretty sure balance has gotten better. I know I friggin loved this game when I started playing, but it was an unbalanced, terribly designed piece of shit.
Title: Re: Tydeus
Post by: Rebelyell on December 15, 2013, 05:51:06 pm
cRPG was best when I had stable 60 fps on 222 man battle server (Pecores) which was full most of the time. There were archers, there were cav, infantry. It was completely unbalanced, but in a good way. Gold and XP system was better, there was no upkeep, I could put flamberge up my ass and stuff like that.

But it was fun. Ever since then it's getting less and less fun. Turning into native with every single patch. Under the command of 22nd_Paul, man with 27 alts, always active, member of 22nd famous native clan.
go farm infarm somewhere else




All you bastards stating that the game was fine some time a go and that Tydeus is ruining it, perhaps actual boredom of the game and nostalgia glasses are more of a cause of this view, because I am pretty sure balance has gotten better. I know I friggin loved this game when I started playing, but it was an unbalanced, terribly designed piece of shit.

that
Title: Re: Tydeus
Post by: Gmnotutoo on December 15, 2013, 06:09:50 pm
Dunno why you guys want this slow game to be any slower.

Increase katana speed.
Title: Re: Tydeus
Post by: Phantasmal on December 15, 2013, 06:15:12 pm
Your NA ranged seem not to do their job properly...

Nope, he is just the hardest to shoot because he pays attention to what is going on around him at all times.
Title: Re: Tydeus
Post by: San on December 15, 2013, 06:17:02 pm
Your NA ranged seem not to do their job properly...

Yup, most of NA's ranged heroes are xbows and some throwers. There are only like 3-4 great archers compared to 10+ great arb users. The random NA archers aren't that great. That's why my view is skewed towards light armor, since an arb or jarid is gonna hurt no matter what armour you wear.

Honestly I preferred the way stabs worked before the turn rate nerf. Back then there seemed to be no early or late stabbing. You could spin your stab around but it would always hit at the same point in the animation. Back then I was able to chamber stabs purely through timing. I saw the attack release and knew how long it took for the hit to come. Which was necessary because you can't really rely on the visual cue when people can start stabs with their weapon inside your body. Nowadays the stab hit can come extremely early or extremely late, which prevents you from being able to rely on timing, while you still can't rely on the visual cue. This makes wiggled stabs near impossible to chamber. Whenever one of my stabs get chambered, I wiggle the next one and even though people usually retry the chamber, they rarely succeed.

I'm still confused on what values were actually changed then. You used to be able to consistently chamber by timing an attack X milliseconds after they release the stab for all stab types. Only "problem" back then was the late hitbox on stabs/overheads (which would have naturally fixed turning). Now, you have to start your overhead before your opponent releases the stab to chamber a stab, while the timings for the other 3 directions are the same.

The most consistent counter to stabs for me is to use a fast weapon and punish the stab stun, although I have to be careful if it simply misses instead of getting blocked. Late stabs make it difficult to attack when an opponent misses, since you can get nicked by the very end when trying to attack, and there is barely any lag after missing a stab compared to getting it blocked. I suppose you can anticipate a miss with a held swing already prepared and quickly move in, but that's an unnecessary risk compared to the stab block stun.

I think 2h stab is the easiest to counter right now since the stun is long, you can force a stunned stab more easily since they can't turn as well, and there's less risk to getting hit by an extremely late stab as long as you're not running at high speed into it.
Title: Re: Tydeus
Post by: Rebelyell on December 15, 2013, 06:21:06 pm
I think 2h stab is the easiest to counter right now since the stun is long, you can force a stunned stab more easily since they can't turn as well, and there's less risk to getting hit by an extremely late stab as long as you're not running at high speed into it.
you are obviously new around here
2h stab op

ask panos he will tell you
Title: Re: Tydeus
Post by: Gmnotutoo on December 15, 2013, 06:22:44 pm
you are obviously new around here
2h stab op

ask panos he will tell you

We're NA and here we have the pleasure of ignoring panos.
Title: Re: Tydeus
Post by: San on December 15, 2013, 06:23:22 pm
It was in regards to getting free hits only. I think 2h is the easiest to get free hits off the stab. I think overall that all the stabs are close in power to each other.
Title: Re: Tydeus
Post by: Teeth on December 15, 2013, 06:35:24 pm
I can never abuse stab 2h stun, perhaps it is due to my preference for slow weapons, but I couldn't really pull it off except on rare occasions with my MW German Poleaxe either. You block the stab and do a quick attack, that is all there is to it right?

They rarely ever even get stunned enough for a free hit if I chamber, but I think the chamber stun is shorter anyway, but I'd expect it to be not that much shorter that block-attack is better to punish stabs than chamberblocking.
Title: Re: Tydeus
Post by: Kafein on December 15, 2013, 06:35:27 pm
I'm sorry but what is OP referring to exactly ? 1h stabs ?


My opinion on speeding up the game is that making "slow" weapons faster will only result in more glitching and more abusing of already broken weapons, as well as more spamming and boring gameplay with basically any weapon. If you really want to shorten melee fights, because that's exactly what speeding up the game is, then make people die in fewer hits. Right now the cost of surviving one more hit is much too low. This lets people play horribly and get away with it because of their tanking ability and the huge amount of time it takes to kill them even if they don't do anything correctly. The implications of this are at least twofold : that a player with more armor and more HP will survive much longer even if ultimately defeated and that more spamming and boring gameplay resulting from nigh invulnerability actually causes fights to draw longer because spamming restricts the offensive options of the other fighter.

My solution to this problem is not to give more footwork maluses to people with lots of armor and HP, it is to change the way armor works, and increase the damage stats of melee weapons. Right now due to the old change of soak and reduce, armor roughly multiplies your HP pool by a certain amount and has little effect beyond that. What about reducing armor ratings a little bit in exchange for increased resistance against knockdown depending on armor weight ? What about reducing the chance of projectile stun based on armor weight too ? I don't think the mod is balanced in a way that acknowledges how huge the difference between surviving two hits and surviving three hits is, let alone surviving 8 or more, and what impact it has on ranged versus melee balance.
Title: Re: Tydeus
Post by: San on December 15, 2013, 07:31:05 pm
I can never abuse stab 2h stun, perhaps it is due to my preference for slow weapons, but I couldn't really pull it off except on rare occasions with my MW German Poleaxe either. You block the stab and do a quick attack, that is all there is to it right?

They rarely ever even get stunned enough for a free hit if I chamber, but I think the chamber stun is shorter anyway, but I'd expect it to be not that much shorter that block-attack is better to punish stabs than chamberblocking.

Because of the delay from being online, if you release your block to attack right when it hits you (ping dependent, the timing may be slightly before), it'll still block and allow you to attack as soon as possible. Sounds dumb, but it works if you find your personal timing depending on your connection. It's difficult against the faster ones if it hits in the middle, but in general they're the easiest to force a block and get the timing right while they're hanging out at the end IMO. When people say to release your block after you hear the sound, it's often too late.
Title: Re: Tydeus
Post by: Gmnotutoo on December 15, 2013, 07:33:12 pm
Because of the delay from being online, if you release your block to attack right when it hits you (ping dependent, the timing may be slightly before), it'll still block and allow you to attack as soon as possible. Sounds dumb, but it works if you find your personal timing depending on your connection. It's difficult against the faster ones if it hits in the middle, but in general they're the easiest to force a block and get the timing right while they're hanging out at the end IMO. When people say to release your block after you hear the sound, it's often too late.

I'm a notorious quick blocker and can vouch for this move.
Title: Re: Tydeus
Post by: Kafein on December 15, 2013, 07:38:03 pm
Because of the delay from being online, if you release your block to attack right when it hits you (ping dependent, the timing may be slightly before), it'll still block and allow you to attack as soon as possible. Sounds dumb, but it works if you find your personal timing depending on your connection. It's difficult against the faster ones if it hits in the middle, but in general they're the easiest to force a block and get the timing right while they're hanging out at the end IMO. When people say to release your block after you hear the sound, it's often too late.

Releasing blocks slightly before blocking works when you have stable and low enough ping for the allowance to be consistent. But it also makes you very vulnerable to holds or feints.
Title: Re: Tydeus
Post by: BlindGuy on December 15, 2013, 07:42:35 pm
I know I friggin loved this game when I started playing, but it was an unbalanced, terribly designed piece of shit.

EVERYONE who has been playing for over 3 years will tell you same thing: They loved it.

Now its sooooo balanced, woohooo, we all have massive gripes and complaints.

Why is this? because every "balance" heads us closer to what native is, if not in stats then in gameplay: HA's banned or hated, massive ranged spam, 1h+shielders spamming being the most effective way to play, all larger weapons having to back up or break animations just to get a decent hit in on the neverglance 1h spam.

All of it because the better players chose 2h or polearms, and the bad players came here and cried for nerfs and shit just cause they couldnt fucking block down.

I chose for a long time to play 1h, I would still never sell my Short Sword, but its sat in the armory, I dont touch it. I never had a problem stabbing with it. I was a little butthurt when the short swords became zero slot and were buffed, cause it wasn't. EVERY other short sword was, except that one. I would have loomed the Sword of Whine, except that it had no sheath back then. Then it got a sheath and I felt cheated again. Then every other shortsword got buffed except mine, I felt cheated again, but still I had no problem killing 2heros, polespammers, shield noobs (If you use shield in melee, your a noob, end of story, autoblock is for singleplayer). But, if you balance everything for the worst players, then you end up where we are now:

Balanced, boring, less builds viable than ever before. When they nerfed agi ages ago, I QQ'd, but WHY when you chose to buff it did you nerf strength....

Nerf shields, nerf crossbows, ban players who kite permanently by their IP.

Stop making native out of crpg.

Because of the delay from being online, if you release your block to attack right when it hits you (ping dependent, the timing may be slightly before), it'll still block and allow you to attack as soon as possible. Sounds dumb, but it works if you find your personal timing depending on your connection. It's difficult against the faster ones if it hits in the middle, but in general they're the easiest to force a block and get the timing right while they're hanging out at the end IMO. When people say to release your block after you hear the sound, it's often too late.

If your still releasing your block just before the sound, your a victim in EU fights. Im pretty sure you must be NA from the way you type on here. NA players might one day catch us, but we are still far far ahead, the guy you are fighting is blocking by instinct: 2 holds, dead. Please, if you are NA, I hate to generalise, but remember: your bad.
Title: Re: Tydeus
Post by: Prpavi on December 15, 2013, 07:44:23 pm
The focus is on increasing the speeds for the slow weapons. Initially I proposed only increasing speeds for 95/96 speed and lower weapons, but then edited my post because I didn't want to screw up internal weapon balance. If we could deal in non integer stats, there would be no problem, but at some point you'll go from not getting anything at all to immediately getting +1/+2 speed, this WILL affect internal weapon balance.

Do as you see fit Tydeus but incresing 1h speed won't leed to much balance or diversitiy on the contrary. It will push me personally even further away from melee.

Wanted to ask you one more thing what are the chances and techincal posibilities of implementing a skill requirement for the xbows?

thx

Title: Re: Tydeus
Post by: BlindGuy on December 15, 2013, 07:51:22 pm
Do as you see fit Tydeus but incresing 1h speed won't leed to much balance or diversitiy on the contrary. It will push me personally even further away from melee.

Wanted to ask you one more thing what are the chances and techincal posibilities of implementing a skill requirement for the xbows?

thx

Problem I see right now about implementing a stat for xbows is HA. Right now, once the dust settles and you have won the battle, there will be between 1 and 10 horseranged my old friends riding around. They could still win the round, 100% undeserved, since they neither fight nor run any risk. So being able to grab a crossbow from the corpse of the bundle of sticks who bought and brought it and shoot down the turdface on the horse is invaluable, since without it they could continue to do what they are doing: being 100% safe from the fight while being able to 2 or 3 shot people.

Im not surprised the knights of ancient times despised even their own archers: they really are scum, killing men who have trained their whole lives to become the perfect weapon with impunity.

Crossbows sometimes give hardfighting players a tiny way to fight back. Sure, the HA will probably still kill you, but at least you have a tiny chance to shoot him or his horse.
Title: Re: Tydeus
Post by: Phantasmal on December 15, 2013, 08:01:01 pm
All of it because the better players chose 2h or polearms, and the bad players came here and cried for nerfs and shit just cause they couldnt fucking block down.

I chose for a long time to play 1h, I would still never sell my Short Sword, but its sat in the armory, I dont touch it. I never had a problem stabbing with it. I was a little butthurt when the short swords became zero slot and were buffed, cause it wasn't. EVERY other short sword was, except that one. I would have loomed the Sword of Whine, except that it had no sheath back then. Then it got a sheath and I felt cheated again. Then every other shortsword got buffed except mine, I felt cheated again, but still I had no problem killing 2heros, polespammers, shield noobs (If you use shield in melee, your a noob, end of story, autoblock is for singleplayer). But, if you balance everything for the worst players, then you end up where we are now:

Balanced, boring, less builds viable than ever before. When they nerfed agi ages ago, I QQ'd, but WHY when you chose to buff it did you nerf strength....

If your still releasing your block just before the sound, your a victim in EU fights. Im pretty sure you must be NA from the way you type on here. NA players might one day catch us, but we are still far far ahead, the guy you are fighting is blocking by instinct: 2 holds, dead. Please, if you are NA, I hate to generalise, but remember: your bad.

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Title: Re: Tydeus
Post by: San on December 15, 2013, 08:09:24 pm
If your still releasing your block just before the sound, your a victim in EU fights. Im pretty sure you must be NA from the way you type on here. NA players might one day catch us, but we are still far far ahead, the guy you are fighting is blocking by instinct: 2 holds, dead. Please, if you are NA, I hate to generalise, but remember: your bad.

You do realize I'm talking about stabs? You don't need to wait for something so obvious coming at you. I'm talking about retaliating as soon as you possibly can for obvious stabs, which often occur in multiple v 1 fights. From your posts, don't kid yourself, you love to generalize.
Title: Re: Tydeus
Post by: Gmnotutoo on December 15, 2013, 08:14:44 pm
If your still releasing your block just before the sound, your a victim in EU fights. Im pretty sure you must be NA from the way you type on here. NA players might one day catch us, but we are still far far ahead, the guy you are fighting is blocking by instinct: 2 holds, dead. Please, if you are NA, I hate to generalise, but remember: your bad.

So you're stating you've taken the time to get to know all of NA and duel them multiple times thus concluding that we're all bad?

Or are you just talking out of your ass to try to impress people because you need attention and approval?
Title: Re: Tydeus
Post by: Prpavi on December 15, 2013, 08:21:39 pm
Problem I see right now about implementing a stat for xbows is HA. Right now, once the dust settles and you have won the battle, there will be between 1 and 10 horseranged my old friends riding around. They could still win the round, 100% undeserved, since they neither fight nor run any risk. So being able to grab a crossbow from the corpse of the bundle of sticks who bought and brought it and shoot down the turdface on the horse is invaluable, since without it they could continue to do what they are doing: being 100% safe from the fight while being able to 2 or 3 shot people.

Im not surprised the knights of ancient times despised even their own archers: they really are scum, killing men who have trained their whole lives to become the perfect weapon with impunity.

Crossbows sometimes give hardfighting players a tiny way to fight back. Sure, the HA will probably still kill you, but at least you have a tiny chance to shoot him or his horse.

As a current active HA, I rarely get beaten by a "borrowed" 0 wpf xbow really, it's the dedicated guys that get me, both archers and xbows.
Title: Re: Tydeus
Post by: BlueKnight on December 15, 2013, 09:29:42 pm
Wanted to ask you one more thing what are the chances and techincal posibilities of implementing a skill requirement for the xbows?

Skill requirement for crossbows isn't needed because it's not a problem that non-xbowers can pick xbows up, but that xbowers don't have to go over 15str to deal huge damage and can stack shitload of agility.

It's str requirement of xbows that should be increased, not additional skill to be added. If arba had 20str req, I could understand losing a lot of health from getting shot. Obviously another free respec would be needed...
Title: Re: Tydeus
Post by: _GTX_ on December 15, 2013, 09:29:59 pm
Oh and also a bit of appreciation for you Tydeus to compensate for the ignorant hate present in this thread:

I approve of most of your work and I think you are directly responsible for having actually sped up the game quit a bit already. Faster and easier animations on those that were pretty crappy to use for polearm and 1h, have noticably decreased the inability to bypass people's blocking skill that I have felt with slower weapons from these classes. I appreciate that you dare to touch the core of the game and try to improve upon it in this stage. The stabs have been overbuffed and they piss me the hell of so I hope you can tweak them soon, but when that is done I think you actually managed to improve the game.
Yeah for 1h and polearms, since they were the only melee weapons to get buffed, afaik.
I think 2h stab is the easiest to counter right now since the stun is long, you can force a stunned stab more easily since they can't turn as well, and there's less risk to getting hit by an extremely late stab as long as you're not running at high speed into it.
Yup, agreed. Played with 1h on eu_3 and never rly had any problem with the stab stun on it. I had to gain a loom point recently, so i also played a lot with my polearm alt, and the problem stab stun was not as big a problem either.
Title: Re: Tydeus
Post by: Tydeus on December 15, 2013, 10:05:47 pm
Yeah for 1h and polearms, since they were the only melee weapons to get buffed, afaik.Yup, agreed. Played with 1h on eu_3 and never rly had any problem with the stab stun on it. I had to gain a loom point recently, so i also played a lot with my polearm alt, and the problem stab stun was not as big a problem either.
The thrust stun from blocks was increased in the last patch for all melee types by urist. He made it so that 2h weapons got the longest stun duration.
Title: Re: Tydeus
Post by: _GTX_ on December 15, 2013, 10:17:01 pm
The thrust stun from blocks was increased in the last patch for all melee types by urist. He made it so that 2h weapons got the longest stun duration.
Alright, so my observations was true. Thanks for the info.
Title: Re: Tydeus
Post by: BlindGuy on December 15, 2013, 11:21:31 pm
So you're stating you've taken the time to get to know all of NA and duel them multiple times thus concluding that we're all bad?

Or are you just talking out of your ass to try to impress people because you need attention and approval?

Sounds like your mad cause bad bro.
Title: Re: Tydeus
Post by: Zlisch_The_Butcher on December 15, 2013, 11:24:29 pm
Sounds like you're mad cause bad bro.
You're welcome. As an EU player I can also confirm that blindguy is horrible in melee, and used to kite with his superawesome cool meleearcher hybrid.
Title: Re: Tydeus
Post by: BlindGuy on December 15, 2013, 11:25:12 pm
You're welcome. As an EU player I can also confirm that blindguy is horrible in melee, and used to kite with his superawesome cool meleearcher hybrid.

LOL your funny man, still butthurt cause I rape you every night once the HA leave huh?
Title: Re: Tydeus
Post by: Zlisch_The_Butcher on December 15, 2013, 11:28:01 pm
LOL your funny man, still butthurt cause I rape you every night once the HA leave huh?
Aww look, someone is dreaming.
Title: Re: Tydeus
Post by: Rebelyell on December 15, 2013, 11:31:10 pm
duel?
Title: Re: Tydeus
Post by: Zlisch_The_Butcher on December 15, 2013, 11:32:27 pm
duel?
He asked me for duels, when I said yes he went into a defensive trollish "oooh I'm to good to duel you maybe when your better" mode.
Title: Re: Tydeus
Post by: BlindGuy on December 15, 2013, 11:43:32 pm
He asked me for duels, when I said yes he went into a defensive trollish "oooh I'm to good to duel you maybe when your better" mode.

XD that's funneh! Did you have another dream after that?
Title: Re: Tydeus
Post by: Bjord on December 15, 2013, 11:51:15 pm
Stab is fab, yo
Title: Re: Tydeus
Post by: BlueKnight on December 16, 2013, 12:15:25 am
You're welcome. As an EU player I can also confirm that blindguy is horrible in melee, and used to kite with his superawesome cool meleearcher hybrid.

Don't be rude, Guy has just this very special way of talking that may discourage other people from talking to him if they don't know him. I remember that in the beginning, when I hop on Templar TS (ex. when Nordmen were inactive or just in the middle of the night), I met Guy for the first time and we had some sort of argument and stuff. I didn't really like him but as we played a little longer I slightly got to know him better. His way of typing on the forum is a bit too offensive and he tends to insert stereotypes in his jokes etc. and that may be why he said the 'bad NA players' thingy. I do not say it's ok what he does but I just thought that it may be helpful, if I explain it here, so you all have easier time understanding each other and don't treat it so seriously. He also likes to exaggerate so Tydeus shouldn't take Guy's complaining any harder than typical player's whining.

You're welcome. As an EU player I can also confirm that blindguy is horrible in melee, and used to kite with his superawesome cool meleearcher hybrid.

I know I quoted u twice in this post but yolo...
Guy is a good player. He may not be the best of thy best but the last thing you should say about him is that 'he's horrible@melee'. With his crappy PC and half-working keyboard he's doing fine. Also he used to be one of the very few archers that were carrying 0 slot weapon that you couldn't block with - a normal dagger. Everyone else was using either hammer or pickaxe, but dagger was more stylish and it required some skill to chamber with it in dangerous situations. As far as I know, he stopped using his short sword because it felt too easy to deliver really nice damage with the new 1h stab.


(click to show/hide)
Title: Re: Tydeus
Post by: BlindGuy on December 16, 2013, 12:19:26 am
Byrdi: spammin poles, killing scores of enemies.

Ive always backed this: there was a balance=

2h was easiest
1h shielder was great at defending from ganks and ranged
polearms were best for experienced guys to kill

Now... Im not so sure.
Title: Re: Tydeus
Post by: BlueKnight on December 16, 2013, 12:42:52 am
I am happy that animations match what's actually happening, I am happy polearms got their leftswing being actually useful. They are no longer all about right swing and have all attack directions goodie. I'm Happy that 1h are happy with all attack directions being good. Once again, it's just dem stabs that are better than other attacks. Tydeus'es idea of buffing swings sounds nice. Can we lock the topic or is there anything more we should discuss?
Title: Re: Tydeus
Post by: BlindGuy on December 16, 2013, 12:48:41 am
If he would push the sweet spot back a bit in the animation for 1handers so they have to use some thought... that would be nice.

Obviously I want my class buffed and all others nerfed, if I only had a class :D
Title: Re: Tydeus
Post by: Thomek on December 16, 2013, 02:03:25 am
The funny thing is that no matter how much you whine at 2h or 1h, those are polearmers (+cav) (at least EU side) that are the most efficient battle units. Chase, Teeth, Dieler, Knitler, Tor, Gurnisson, Polepoop, Blueberry_Muffin (when polearmer) +some others always get the greatest results on EU1. I know those are all great players. I don't want to derail this thread but can anyone EU-side remind me of any other player playing 1h or 2h that is as battle-efficient as those guys that I have mentioned? Maybe Saxon or Jackie?

In my humble opinion, those are polearmers that do best among all melee classes in a battle.

You forgot Tony! So true! Nerf polearms! :D But yeah lol the polarm anti  2h lobby (Panos??)I never quite understood as long as they play pole themselves which are not bad weapons.. Massive damage, shieldbreakers, confusing quick animations, range.. 2h easy to block.
Title: Re: Tydeus
Post by: San on December 16, 2013, 02:20:10 am
You guys don't have many dominant 1h and 2h on battle currently?
Title: Re: Tydeus
Post by: BlindGuy on December 16, 2013, 04:14:02 am
We have dominant players, doesn't matter what they use. But most good players use 2h or pole because using a shield in melee is for women and children.
Title: Re: Tydeus
Post by: Macropus on December 16, 2013, 09:40:30 am
using a shield in melee is for women and children.
I challenge you to duel, mkay.
Title: Re: Tydeus
Post by: Viriathus on December 16, 2013, 02:07:08 pm
Dunno why you guys want this slow game to be any slower.

You obviously play with a 15 ping...
Title: Re: Tydeus
Post by: Leshma on December 16, 2013, 02:07:46 pm
Please, change the title of this topic into Paul.
Title: Re: Tydeus
Post by: BlindGuy on December 16, 2013, 03:10:25 pm
I challenge you to duel, mkay.

and I would just kick you and stab your face. lets save ourselves the effort :D
Title: Re: Tydeus
Post by: Macropus on December 16, 2013, 03:13:46 pm
and I would just kick you and stab your face. lets save ourselves the effort :D
I would just stab you and kick your face, let's do it.
Title: Re: Tydeus
Post by: CrazyCracka420 on December 16, 2013, 04:21:32 pm
Will someone just please give Blindguy the "king of hyperbole" custom title already?  So we save people the trouble of trying to actually converse with him?

I wish there was a way we could "mark" users on the forums with different titles (that only we can see). 
Title: Re: Tydeus
Post by: BlindGuy on December 17, 2013, 02:18:24 am
Hyberpole is what Im reduced to since when I make well thought out and measured points Im greeted by incomprehension, Q_Q's who want their class powerd over balance or ignored.

But I'll take the title King Of Hyperbole and be grateful.
Title: Re: Tydeus
Post by: Kafein on December 17, 2013, 11:48:07 pm
Will someone just please give Blindguy the "king of hyperbole" custom title already?  So we save people the trouble of trying to actually converse with him?

I wish there was a way we could "mark" users on the forums with different titles (that only we can see).

You will be Massive Shitposter forever to me
Title: Re: Tydeus
Post by: CrazyCracka420 on December 18, 2013, 04:12:25 pm
Awwww yeah!

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Title: Re: Tydeus
Post by: Zlisch_The_Butcher on December 19, 2013, 01:11:43 am
You obviously play with a 15 ping...
He did great on EU_1 the other day, with 150+ ping
Title: Re: Tydeus
Post by: BlindGuy on December 19, 2013, 04:10:25 pm
He did great on EU_1 the other day, with 150+ ping

TRUE, he did. BUT, I will point out (not saying he was bad, he did really good), that he was using shield and niuweidao and warhammer and spamming ppl, but who can blame him, 1h is currently massively OP.
Title: Re: Tydeus
Post by: Zlisch_The_Butcher on December 19, 2013, 04:17:21 pm
TRUE, he did. BUT, I will point out (not saying he was bad, he did really good), that he was using shield and niuweidao and warhammer and spamming ppl, but who can blame him, 1h is currently massively OP.
The 1h stab was the only thing seriously buffed (the rightswing buff is hardly noticeable), so you're saying it's currently massively OP whilst talking about weapons barely affected by the buff?
Title: Re: Tydeus
Post by: BlindGuy on December 19, 2013, 04:21:02 pm
The 1h stab was the only thing seriously buffed (the rightswing buff is hardly noticeable), so you're saying it's currently massively OP whilst talking about weapons barely affected by the buff?

Maybe some of us notice it more than others? Leftswing best swing of course, but right swing now is a mean machine. Left + Right combo while I hold s key with my fighting axe: usually a kill, very few unplated guys survive it. Obviosuly, you gotta aim for the head, but that goes without saying these days doesnt it?
Title: Re: Tydeus
Post by: Leshma on December 19, 2013, 04:22:57 pm
The 1h stab was the only thing seriously buffed (the rightswing buff is hardly noticeable), so you're saying it's currently massively OP whilst talking about weapons barely affected by the buff?

San has over 200 wpf in 1h...