cRPG

cRPG => Announcements => Topic started by: chadz on January 12, 2014, 06:05:09 pm

Title: 0.3.2.0
Post by: chadz on January 12, 2014, 06:05:09 pm
Tydeus: Fixed Master of the Field so it spawns any time after the first 30 seconds of a round when there are fewer than 6 players on a team.
zagibu: Added zagibu's heraldic armors and colored helmets
zagibu: Added "cut" gauntlets (hand armor without gauntlet parts, a.k.a "gloves")
Tydeus: Score from raw to effective damage and other minor tweaks
jacko: Added maps: "DTV Beach Assault", "DTV Saladins Dream"

(click to show/hide)
Title: Re: 0.3.2.0
Post by: no_rules_just_play on January 12, 2014, 06:05:50 pm
well I love the new armors already!! thanks!
edit: and a shield buff? fucking amazing!
Title: Re: 0.3.2.0
Post by: karasu on January 12, 2014, 06:06:12 pm
Glorious ptach!1
Title: Re: 0.3.2.0
Post by: phnxhdsn on January 12, 2014, 06:06:37 pm
Wololo
Title: Re: 0.3.2.0
Post by: Leshma on January 12, 2014, 06:08:10 pm
Tydeus: Score from raw to effective damage and other minor tweaks

my old friendchers united :mrgreen:
Title: Re: 0.3.2.0
Post by: HardRice on January 12, 2014, 06:09:01 pm
Pink helmets!!
Title: Re: 0.3.2.0
Post by: Fips on January 12, 2014, 06:09:34 pm
Sorry i couldn't get the promised dtv update in there yet =(
Those 2 maps are not nearly everything i wanted to get ready, but the fix for motf on eu1/na1 had priority, hence so many battle maps being updated, if any of you noticed in the logs.
Title: Re: 0.3.2.0
Post by: Tzar on January 12, 2014, 06:09:55 pm
Why u removed spathion  :?:  :shock:
Title: Re: 0.3.2.0
Post by: Soulreaver on January 12, 2014, 06:10:30 pm
nice upd
rondel buff  :twisted:
Title: Re: 0.3.2.0
Post by: the real god emperor on January 12, 2014, 06:10:53 pm
Thank you for the new armors and  shield buff !

Sizi seviyorum Devler
Title: Re: 0.3.2.0
Post by: Donskoi on January 12, 2014, 06:11:23 pm
where my masterwork spation???
Title: Re: 0.3.2.0
Post by: LordRichrich on January 12, 2014, 06:11:49 pm
Spathions gone?
Title: Re: 0.3.2.0
Post by: Leshma on January 12, 2014, 06:14:12 pm
Balance changes seem to be:
In other words, we're closer to native balance with every new patch. Shielders and ranged, no point in playing other classes.
Title: Re: 0.3.2.0
Post by: Butan on January 12, 2014, 06:14:59 pm
Is fist chamber back?  :cry:


(click to show/hide)
Title: Re: 0.3.2.0
Post by: Eddy on January 12, 2014, 06:15:25 pm
jacko: New Weapons
Where?  :shock:
Title: Re: 0.3.2.0
Post by: musketer on January 12, 2014, 06:15:32 pm
Amazing! thanks to devs and specially to Zagibu!
Title: Re: 0.3.2.0
Post by: ARN_ on January 12, 2014, 06:16:12 pm
jacko: New Weapons
Which!?!?
Title: Re: 0.3.2.0
Post by: LordBerenger on January 12, 2014, 06:16:14 pm
nice upd
rondel buff  :twisted:

Lold at ur avatar
Title: Re: 0.3.2.0
Post by: ROHYPNOL on January 12, 2014, 06:16:31 pm
jacko: New Weapons
Tydeus: Fixed Master of the Field so it spawns any time after the first 30 seconds of a round when there are fewer than 6 players on a team.
zagibu: Added zagibu's heraldic armors and colored helmets
zagibu: Added "cut" gauntlets (hand armor without gauntlet parts, a.k.a "gloves")
Tydeus: Score from raw to effective damage and other minor tweaks
jacko: Added maps: "DTV Beach Assault", "DTV Saladins Dream"


Is double exp staying... it should :D
Title: Re: 0.3.2.0
Post by: Sniger on January 12, 2014, 06:17:19 pm
my old friendchers united :mrgreen:

or its a way to monitor how much impact they have
Title: Re: 0.3.2.0
Post by: Teeth on January 12, 2014, 06:18:03 pm
Please tell me that stab animations were nerfed.
Title: Re: 0.3.2.0
Post by: sdfjkln on January 12, 2014, 06:18:09 pm
Will owners of +3 Spathions be refunded their points?
Title: Re: 0.3.2.0
Post by: Lennu on January 12, 2014, 06:21:03 pm
Does this change to score system mean that ranged scoring headshots will now get more than 2 points from that kill? :D
Title: Re: 0.3.2.0
Post by: musketer on January 12, 2014, 06:21:34 pm
Screens of new items would be great too :^P
Title: Re: 0.3.2.0
Post by: Utrakil on January 12, 2014, 06:24:12 pm
rondel dagger in secondary mode is now invisible. I guess this is an unintended buff.  :D
Title: Re: 0.3.2.0
Post by: Life on January 12, 2014, 06:24:19 pm
THESE LOOK AMAZING  :D
Title: Re: 0.3.2.0
Post by: Dalhi on January 12, 2014, 06:26:11 pm
rondel dagger in secondary mode is now invisible. I guess this is an unintended buff.  :D

Proper excuse to ban all rondel dagger users.
Title: Re: 0.3.2.0
Post by: no_rules_just_play on January 12, 2014, 06:29:51 pm
rondel dagger in secondary mode is now invisible. I guess this is an unintended buff.  :D
It probably is the missing spathion, atleast that's what I heard
Title: Re: 0.3.2.0
Post by: Sir_Tulpus on January 12, 2014, 06:30:10 pm
When will the Star reset come?
Title: Re: 0.3.2.0
Post by: sF_Guardian on January 12, 2014, 06:33:20 pm
No Pitch Fork weight buff.
I am Disappoint.
AT least got some heraldic peasant stuff, one thing to be happy about :)
Title: Re: 0.3.2.0
Post by: Life on January 12, 2014, 06:33:45 pm
You didnt mention the stupid pumpkins are gone!! REJOICE!!  :mrgreen:
Title: Re: 0.3.2.0
Post by: Armpit_Sweat on January 12, 2014, 06:35:10 pm
Great news everyone!

visitors can't see pics , please register or login


Title: Re: 0.3.2.0
Post by: Tzar on January 12, 2014, 06:35:22 pm
But i guess valour is now restricted to only ranged players..  :lol: Good idea..... NUT :!:
Title: Re: 0.3.2.0
Post by: Harpag on January 12, 2014, 06:38:11 pm
Buy a shield  and stop QQ about ranged bitches incentive? For me +1!

Edit:

hehehe nice buff for kinngrimms  :mrgreen:
Title: Re: 0.3.2.0
Post by: Utrakil on January 12, 2014, 06:41:16 pm
Tydeus: Fixed Master of the Field so it spawns any time after the first 30 seconds of a round when there are fewer than 6 players on a team.
zagibu: Added zagibu's heraldic armors and colored helmets
zagibu: Added "cut" gauntlets (hand armor without gauntlet parts, a.k.a "gloves")
Tydeus: Score from raw to effective damage and other minor tweaks
jacko: Added maps: "DTV Beach Assault", "DTV Saladins Dream"

could someone specify the minor tweaks?
Title: Re: 0.3.2.0
Post by: Tzar on January 12, 2014, 06:42:46 pm
Bla bla bla...



visitors can't see pics , please register or login
Title: Re: 0.3.2.0
Post by: pepejul on January 12, 2014, 06:44:11 pm
Can't buy new shields ?
Title: Re: 0.3.2.0
Post by: Leshma on January 12, 2014, 06:46:51 pm
Archers topping siege scoreboard :lol:
Title: Re: 0.3.2.0
Post by: Life on January 12, 2014, 06:46:58 pm
http://forum.melee.org/crpg-technical-problems/broken-map/new/#new
Title: Re: 0.3.2.0
Post by: Kalp on January 12, 2014, 06:52:30 pm
oh look, someone is mad  :lol:
Title: Re: 0.3.2.0
Post by: Kafein on January 12, 2014, 06:53:43 pm
Cool a shield buff, let's see how the ranged population evolves
Title: Re: 0.3.2.0
Post by: zagibu on January 12, 2014, 06:55:24 pm
The rondel dagger/spathion thing is a bug, no need for loom refunds.
Title: Re: 0.3.2.0
Post by: Grumbs on January 12, 2014, 06:56:46 pm
Can you fix Estoc secondary mode too pls? Still invisible
Title: Re: 0.3.2.0
Post by: Leshma on January 12, 2014, 06:56:55 pm
Thanks for buffing both my archer and my lawlpiker :wink:
Title: Re: 0.3.2.0
Post by: Kafein on January 12, 2014, 06:59:43 pm
The rondel dagger/spathion thing is a bug, no need for loom refunds.

They're all like

visitors can't see pics , please register or login
Title: Re: 0.3.2.0
Post by: no_rules_just_play on January 12, 2014, 07:00:32 pm
lol

(click to show/hide)
Title: Re: 0.3.2.0
Post by: sdfjkln on January 12, 2014, 07:02:00 pm
The rondel dagger/spathion thing is a bug, no need for loom refunds.

thanks for the prompt response :D
Title: Re: 0.3.2.0
Post by: Spurdospera on January 12, 2014, 07:02:29 pm
Rondel buff was unnecessary, it was well balanced before(this coming from player who uses rondel regularly).
Title: Re: 0.3.2.0
Post by: Moncho on January 12, 2014, 07:07:11 pm
lol

(click to show/hide)
That's because it was made from a ballista bug.
Also, will the patchlog be finished any time soon?
Title: Re: 0.3.2.0
Post by: Prinz_Karl on January 12, 2014, 07:12:06 pm
Any chance that archery/horsearchery got nerfed? :s
Title: Re: 0.3.2.0
Post by: zagibu on January 12, 2014, 07:15:06 pm
Can you fix Estoc secondary mode too pls? Still invisible

Yeah, i think I already fixed it for the hotfix.
Title: Re: 0.3.2.0
Post by: San on January 12, 2014, 07:26:34 pm
Can't say how I feel about the shield buffs yet (especially elite cav's +10 resistance, wowzers). They were already set in place before I arrived. Shield breakers remain dangerous, but my shield takes quite a few more regular attacks.
Title: Re: 0.3.2.0
Post by: no_rules_just_play on January 12, 2014, 07:33:49 pm
Can't say how I feel about the shield buffs yet
b-but your forum title says item balancer :O
Title: Re: 0.3.2.0
Post by: San on January 12, 2014, 07:35:21 pm
Read next sentence.
Title: Re: 0.3.2.0
Post by: Utrakil on January 12, 2014, 07:38:30 pm
elite cav is the best shield now. would like to trade my knightly heather :cry:
Title: Re: 0.3.2.0
Post by: Keshian on January 12, 2014, 07:48:15 pm
Love the new heraldic armors for archers - thanks!

But I never had issues with my shield breaking too often even using 4 shield skill and unloomed shields, this is a stupid buff to agility shielders who already have it too easy after last couple patches (1h stab, rondel, wpf buff, etc).  Don't even have to try with my agility shielder to do well, 8 shield skill practically unbreakable.  Shields are breakable in medieval times, you hit someone's shield 6-7 times with a mace its going to get caved in, it shouldn't be able to take 40 hits.
Title: Re: 0.3.2.0
Post by: Krosis on January 12, 2014, 08:00:26 pm
Can you fix Estoc secondary mode too pls? Still invisible

Not only that.. that stab is too op, it needs a nerf.
Title: Re: 0.3.2.0
Post by: Ronin on January 12, 2014, 08:01:30 pm
Body armor of shields are increased, now their hp needs to be reduced I think?

By the way, Selling rondel dagger for 2lp 250k. Offer is up bitches.
Title: Re: 0.3.2.0
Post by: Tydeus on January 12, 2014, 08:05:28 pm
Thanks for buffing both my archer and my lawlpiker :wink:
I assume you're talking about the score change. It's really just a score reduction for cut weapons. Since score has a much better raw damage: effective damage ratio, switching to only using effective damage brings cut weapons in line with everything else.

Proximity bonus now gives 1/3 the points, down from 2/3. I did not add any sort of proximity bonus to archers or ranged classes because I think this change alone should help bring score generation in line for melee vs ranged classes. Score should reflect what you contribute to your team's effort. Damage that gets absorbed by armor yet still is used to increase your score, isn't helping your team win the round any, it just makes it easier for you to farm valour.
Title: Re: 0.3.2.0
Post by: Grumbs on January 12, 2014, 08:06:11 pm
Body armor of shields are increased, now their hp needs to be reduced I think?

By the way, Selling rondel dagger for 2lp 250k. Offer is up bitches.

I'd just wait and see how it goes for now.

It is quite a shame that we have to have so many shielders rather than fixing the source of the problem (ranged damage, ease of use and lack of deterrent in terms of melee capability) but as long as we have axes then shielders probably won't get too OP
Title: Re: 0.3.2.0
Post by: Daunt_Flockula on January 12, 2014, 08:07:24 pm
Please tell me that stab animations were nerfed.

I think the ridiculous stabs will never get fixed or become an item on patch agendas. We are QQing a river in vain here.
Title: Re: 0.3.2.0
Post by: Harpag on January 12, 2014, 08:07:48 pm
Love the new heraldic armors for archers - thanks!

But I never had issues with my shield breaking too often even using 4 shield skill and unloomed shields, this is a stupid buff to agility shielders who already have it too easy after last couple patches (1h stab, rondel, wpf buff, etc).  Don't even have to try with my agility shielder to do well, 8 shield skill practically unbreakable.  Shields are breakable in medieval times, you hit someone's shield 6-7 times with a mace its going to get caved in, it shouldn't be able to take 40 hits.

fatass kesh (btw fu ;-) but +1 - I'm going on a diet  :mrgreen:
Title: Re: 0.3.2.0
Post by: Kafein on January 12, 2014, 08:11:29 pm
I'd just wait and see how it goes for now.

It is quite a shame that we have to have so many shielders rather than fixing the source of the problem (ranged damage, ease of use and lack of deterrent in terms of melee capability) but as long as we have axes then shielders probably won't get too OP

I think that's the point. When you buff shielders even if it has a very small influence on ranged, at least you can't completely break the balance by doing that because shielders are reasonably well countered by shield-breaking weapons, and a shield buff while increasing the amount of shielders will not make it snowball because more shielders doesn't attract more shielders.
Title: Re: 0.3.2.0
Post by: Aksei on January 12, 2014, 08:16:28 pm
Can i have free respec please?

Shield buff and ranged stay the same, RIP 2h
Title: Re: 0.3.2.0
Post by: BlueKnight on January 12, 2014, 08:23:42 pm
Can i have free respec please?

Shield buff and ranged stay the same, RIP 2h
Shield buff serves 2h pretty well as they can now carry the shields that are a bit lighter and will survive at least a few arrows now. It's more convenient now.
Title: Re: 0.3.2.0
Post by: Grumbs on January 12, 2014, 08:29:33 pm
Leather Covered Round +3 (1 skill) is 34 armour, 153 HP. Like old 4 skill shields but 100 less HP and half weight. Hide Covered Round for 0 slot too, dunno how many shots it will take but its at least better than before

That might be worth taking as a backup item now, but still taking it out reduces your damage to 0 as a Pole / 2 hander
Title: Re: 0.3.2.0
Post by: Lt_Anders on January 12, 2014, 08:32:48 pm
Leather Covered Round +3 (1 skill) is 34 armour, 153 HP. Like old 4 skill shields but 100 less HP and half weight. Hide Covered Round for 0 slot too, dunno how many shots it will take but its at least better than before

That might be worth taking as a backup item now, but still taking it out reduces your damage to 0 as a Pole / 2 hander

Risk v reward.

Or use a 2h that is shield capable and suffer temporarily...
Always use nudge to change weapons if you have shield and no melee yet...
Title: Re: 0.3.2.0
Post by: Kafein on January 12, 2014, 08:36:01 pm
Shield buff serves 2h pretty well as they can now carry the shields that are a bit lighter and will survive at least a few arrows now.

My opinion is that those 2h with shield hybrids don't really work, you'd be better off just being 1h or forgetting the shield entirely. The only way I can see this as being justifiable is spending a few points into shield skill but never actually taking a shield with you, just for the opportunity of grabbing one on the ground when you need it.
Title: Re: 0.3.2.0
Post by: BlueKnight on January 12, 2014, 08:45:33 pm
My opinion is that those 2h with shield hybrids don't really work, you'd be better off just being 1h or forgetting the shield entirely. The only way I can see this as being justifiable is spending a few points into shield skill but never actually taking a shield with you, just for the opportunity of grabbing one on the ground when you need it.
If you use a weapon that you can carry along with your shield then all you have to do is just to assign a button of quick shielddrop or put your shield on your back and you are good to go. It takes max 0,5-1 sec to switch from anti-arrow-shield-use to combat with your primary weapon. On the other hand if you carry for example a claymore or some other big weapon that you can't use with shield, dropping the shield or putting it on a back and drawing your sword sometimes takes so long that you are pretty defenseless for 2-3 secs which sometimes gets you hit and is for sure annoying when you actually reach that archer and can't attack him with anything else than fists.
Title: Re: 0.3.2.0
Post by: Macropus on January 12, 2014, 08:47:36 pm
The only way I can see this as being justifiable is spending a few points into shield skill but never actually taking a shield with you, just for the opportunity of grabbing one on the ground when you need it.
And that's quite enough of a reason to put those 2-3 points into shield skill, improving your survivability greatly in the end of round. Not that useful in the beginning though, indeed.
dropping the shield or putting it on a back and drawing your sword sometimes takes so long that you are pretty defenseless for 2-3 secs which sometimes gets you hit and is for sure annoying when you actually reach that archer and can't attack him with anything else than fists.
That's why you'd want to carry some dagger or light 1h along with your shield, as a side weapon.
Title: Re: 0.3.2.0
Post by: Sagar on January 12, 2014, 08:54:57 pm
Good job Zagibu! Good job devs!
Title: Re: 0.3.2.0
Post by: Ronin on January 12, 2014, 08:59:53 pm
by the way, this is a really really good patch :)
Title: Re: 0.3.2.0
Post by: Novamere on January 12, 2014, 09:10:12 pm
Where the fuck is my +3 Spathion after this patch O_O my baby!!! Better be back soon that thing is like my unborn child!

Other than that good patch lets ee some more!
Title: Re: 0.3.2.0
Post by: Grumbs on January 12, 2014, 09:16:16 pm
Risk v reward.

Or use a 2h that is shield capable and suffer temporarily...
Always use nudge to change weapons if you have shield and no melee yet...

What is this..ranged (HX even?) talking about risk vs reward?  :lol:
Title: Re: 0.3.2.0
Post by: kinngrimm on January 12, 2014, 09:17:33 pm
nice patch!

a few things for next patch
- 1h stabs, needs to be somewhere inbetween what is now and before they had been buffed so tremendiously over the top, there was once the concept left swing = fast; right swing = longer reach, stab = more damage; exchanging these concepts with each other is ok aslong not one of them is doing the job of 2. Have the stabs with the longest reach, but not also being then the fastest attack, right swings then with dmg buff to be the most damaging one slower and less reach perhaps.
- kicks formost still too long range/reach(reduce by 2/3 of current range), but also a touch too wide angle(reduce by about 10°).
- 2h ghost stab reach and hitting around corners ...
- Nomad Bow Gattling Laser with pinipoint accuracy ...
- is it only me who cant even see the animations of GLA,LA,GLB at times when they spam? what is of there, this is the case for a long time
- redo of team balance, less focus on clan stacking , more on equal teams(same amount of every class rerpesented and same amount of good players(score/K|D ratio), perhaps even breaking off clan stacking alltogether(if we get rid of gank squads differetnly even better, make flancing an option at least)

also i am hoping for the suggestion of Rumblood  (http://forum.melee.org/game-balance-discussion/how-to-buff-shields/msg933707/#msg933707)
Title: Re: 0.3.2.0
Post by: Turkhammer on January 12, 2014, 09:27:08 pm
Body armor of shields are increased, now their hp needs to be reduced I think?



What would be the use of shields then?  You want to get rid of shield, bring an axe for pole axe.  Or you could try kick slash.  We don't want to weaken shields just so people can slash them like paper with long swords.
Title: Re: 0.3.2.0
Post by: ArysOakheart on January 12, 2014, 09:31:46 pm
Oohhhhh yea OLD ROUND SHIELD BUFF!

visitors can't see pics , please register or login


Look at that beast.
Title: Re: 0.3.2.0
Post by: Tydeus on January 12, 2014, 10:01:15 pm
We're going to apply a 30* ms duration increase to the ready animation of 1h, 2h, pole, and 1h cav thrust(lancer cav/hoplite doesn't receive this). This means it will take longer to reach a spot in the release where you can actually damage an enemy. It won't be perfect, but it should serve its purpose until we can make the more in depth change we've planned for.
Title: Re: 0.3.2.0
Post by: FrugFrug on January 12, 2014, 10:04:48 pm
awww yissss practice shield buff
Title: Re: 0.3.2.0
Post by: Leshma on January 12, 2014, 10:06:15 pm
We're going to apply a .03 ms duration increase to the ready animation of 1h, 2h, pole, and 1h cav thrust(lancer cav/hoplite doesn't receive this). This means it will take longer to reach a spot in the release where you can actually damage an enemy. It won't be perfect, but it should serve its purpose until we can make the more in depth change we've planned for.

That only sounds like good idea. I bet it will even more mess up weak netcode of Warband and bring us more lag. But you're the boss.
Title: Re: 0.3.2.0
Post by: kinngrimm on January 12, 2014, 10:08:47 pm
We're going to apply a .03 ms duration increase to the ready animation of 1h, 2h, pole, and 1h .....
not to be anal, but didnt you mean like 30 ms or 0.03 sec?
Title: Re: 0.3.2.0
Post by: Tindel on January 12, 2014, 10:21:11 pm
And while you are at it, buff 1h picks and 1 blunts so people actually start using them.

Its not like you see alot of those around on the servers is it?  No its just swords and swords,  lets nerf swords..............................
Title: Re: 0.3.2.0
Post by: njames89 on January 12, 2014, 10:22:34 pm
Amazing. Praise.
Title: Re: 0.3.2.0
Post by: Apsod on January 12, 2014, 10:46:24 pm
Decided to give archery a try on my STF after the patch. Haven't played it actively for a very long time, but still managed to top the scoreboard. Archery is simply too easy.

(click to show/hide)
Title: Re: 0.3.2.0
Post by: Tydeus on January 12, 2014, 10:53:49 pm
That only sounds like good idea. I bet it will even more mess up weak netcode of Warband and bring us more lag. But you're the boss.
No, this actually isn't anything fancy, really. This should help people with high ping more than anything. Essentially this slows thrusts down and gives a player more time to block thrusts. It doesn't change what people see, it doesn't change sweetspots or how much damage people do, nothing like that. It just make the animation of pulling your arm back before you start thrusting forward, longer.
not to be anal, but didnt you mean like 30 ms or 0.03 sec?
Woops, yeah. 30 ms.
Title: Re: 0.3.2.0
Post by: Angantyr on January 12, 2014, 10:55:09 pm
Xbows galore.

Thanks for patch, though.
Title: Re: 0.3.2.0
Post by: Kafein on January 12, 2014, 10:57:09 pm
No, this actually isn't anything fancy, really. This should help people with high ping more than anything. Essentially this slows thrusts down and gives a player more time to block thrusts. It doesn't change what people see, it doesn't change sweetspots or how much damage people do, nothing like that. It just make the animation of pulling your arm back before you start thrusting forward, longer.

Isn't that going to have a major impact on gameplay ? What if I block an attack then immediately start stabbing, will that stab connect before I get hit again by spam ?
Title: Re: 0.3.2.0
Post by: Tydeus on January 12, 2014, 11:13:00 pm
No, really, this is an incredibly minor thing. Here's how it works:

Every swing, be it a thrust, overhead or side-swing, has three phases. When you click your left mouse button(or hold it down) while holding a melee weapon, your character immediately enters a swing/thrusts 'ready' animation. Your character will stay in this position until you have both released your left mouse button and the ready_dur has been exceeded. Upon fulfilling both requirements, you will then transition immediately into the release animation for that swing. The release animation is when the weapon becomes active and can collide on scene props or damage agents. Before this patch, your character would be in the ready animation for 350 ms, now we have increased that to 380. It's a minor change, but it should help.
(click to show/hide)
Title: Re: 0.3.2.0
Post by: Zanze on January 12, 2014, 11:34:26 pm
We're going to apply a 30* ms duration increase to the ready animation of 1h, 2h, pole, and 1h cav thrust(lancer cav/hoplite doesn't receive this). This means it will take longer to reach a spot in the release where you can actually damage an enemy. It won't be perfect, but it should serve its purpose until we can make the more in depth change we've planned for.

I was scared up until I read hoplite would not receive the duration increase. Not getting double hit is hard enough as is.

Also, awesome shield buff. Makes the lower level shields a lot more viable for hybrids while encouraging pure class shielders.
Title: Re: 0.3.2.0
Post by: Leshma on January 12, 2014, 11:38:04 pm
I'm probably the only player on EU siege who still use awlpike, and I'm not even that good with it. Knitler doesn't play cRPG anymore, Heibai use other polearms, Switch is playing on alt, Teeth is not playing cRPG. On siege there are mainly swinging weapons, 2H and poleaxes, shielders and ranged, of course. Dunno how it is on NA, but I bet there aren't many 2D polearms users there as well. Only good thing about awlpike is stealing kills, while players are busy fighting someone else. I can't duel with it (tried). Reason why I use it is because I'm tired of Druzhina and Grey Order behemoths with 90 HP and 75 body armor rating.

This patch brought a lot of ranged players online, which will soon be countered by more shielders. I don't understand why are you try to nerf 2D polearms, when they aren't good against any of those dominant classes.

Dunno about battle, but from what I've heard it's full of ranged and mounted ranged.

To be perfectly honest with you, Tydeus, while I have crappy internet connection myself I'm not for giving advantages to high ping players. We have way too many high level players with 80+ ping who learned to play after 3 years, they don't really need more help.
Title: Re: 0.3.2.0
Post by: Prpavi on January 12, 2014, 11:39:12 pm
Fishara FTW!  :mrgreen:
Title: Re: 0.3.2.0
Post by: Jarold on January 13, 2014, 12:18:07 am
Were all the armors except for Zagibu's rejected? O_o
Title: Re: 0.3.2.0
Post by: zagibu on January 13, 2014, 12:19:12 am
No. We have a two week deadline on voting. It's currently looking good for a few of the items, but there are also a few that are already voted out. I will update the respective threads in the suggestions forum when voting is done for a set of items.
Title: Re: 0.3.2.0
Post by: 722_ on January 13, 2014, 12:20:55 am
New heraldic's are amazing! the update was worth it for them alone


I'm probably the only player on EU siege who still use awlpike, and I'm not even that good with it. Knitler doesn't play cRPG anymore, Heibai use other polearms, Switch is playing on alt, Teeth is not playing cRPG. On siege there are mainly swinging weapons, 2H and poleaxes, shielders and ranged, of course. Dunno how it is on NA, but I bet there aren't many 2D polearms users there as well. Only good thing about awlpike is stealing kills, while players are busy fighting someone else. I can't duel with it (tried). Reason why I use it is because I'm tired of Druzhina and Grey Order behemoths with 90 HP and 75 body armor rating.

Im planning on using it once i retire from this damn archer build, unless its a total sheild fest
Title: Re: 0.3.2.0
Post by: Pentecost on January 13, 2014, 12:22:08 am
Balancers, was it your intention to make the Elite Cavalry Shield better than pretty much all of the non-round shields? Its low cost, very low weight, respectable HP, 100 speed, high resistance, high shield width, usability on horseback, and round forcefield (ie vastly superior coverage) make it an obvious choice over the majority of other shields with the new stats. What exactly is the tradeoff here?
Title: Re: 0.3.2.0
Post by: Jarold on January 13, 2014, 12:24:58 am
No. We have a two week deadline on voting. It's currently looking good for a few of the items, but there are also a few that are already voted out. I will update the respective threads in the suggestions forum when voting is done for a set of items.

Oh ok.

Can anyone confirm that the Flambard now matches the website's image in-game?
Title: Re: 0.3.2.0
Post by: Moncho on January 13, 2014, 12:33:14 am
hotfix?
Title: Re: 0.3.2.0
Post by: owens on January 13, 2014, 12:37:44 am
Leshma is right


Adding time to an animation is a cheap and nasty way to nerf something. This is not healthy for 2d polearms which are mostly slow and have the most damage potential from their thrust. I can duel with my +3 ahwood but its not easy. A new player would have no hope at all.
Title: Re: 0.3.2.0
Post by: Leshma on January 13, 2014, 12:41:47 am
Im planning on using it once i retire from this damn archer build, unless its a total sheild fest

Good luck with it. You'll need it. Because Tydeus is about to implement lag for those who didn't have it yet :lol:

Funny how hoplites are intact, most effective and hardest to kill class in whole cRPG.
Title: Re: 0.3.2.0
Post by: Haze_The_Hobo on January 13, 2014, 12:42:38 am
Patch seems fun this far.

What i hate? Hotfix disconnect killed my x5..
Title: Re: 0.3.2.0
Post by: owens on January 13, 2014, 12:44:00 am
If you want to learn how to kill a hoplite play it a little.


It really is one of the easiest classes to counter in a 1v1 if you know what you are doing. However a good hoplite wont often be in a 1v1!
Title: Re: 0.3.2.0
Post by: chadz on January 13, 2014, 12:44:08 am
hotfix:

http://forum.melee.org/announcements/0-3-2-1/