i think you just teamhit someone, some while ago you could get valour from beating me alone + horse.
(click to show/hide)
Really derailing this but does anyone else see the 4-hit combo mentioned above as a bit excessive? It means that just because of the special abilitry knockdown you're getting 3 free hits which is in no correlation with other weapons really.
Yeah, the wombo-combo with knockdown and kick is kinda lame, but on battle I'm gonna keep using it until they change it :lol:They already did something about this combo, he could have rolled over, especially after the second knock-down. :lol:
This new system fails to detect how much more difficult getting net damage on armored targets is. I don't really know what was the rationale for changing that, except nerf cut weapons :/I was just thinking that it's funny that they change the system to nerf cut damage now that everybody has already quit cutting weapon for piercing weapon (especially 1h). And the ranged, that already never used cutting bolts/arrows, will even use them less.
Bumping this, but is there a way to take into account the current performance of the target and reward more/less points accordingly? Optimally, it would be whatever the game uses as a balance mechanism (KD, level, etc.). Or if that's not possible, the current score of your opponent? I find searching out "easier" targets too rewarding when trying to get valour instead of taking the more challenging path against tougher opponents.
Well, points received should be based on the level of the enemy, like I first suggested when suggesting this score system :)Can't say I really agree with that. I don't like the idea of artificially raising/lowering someone's battlefield importance. Why should I receive more points for killing the long time cRPG 2h heavy kuyak player whose averaging 100 damage a round(aside from him having a bitch build :wink: ), than the guy that has been playing M&B for 6 years and just started cRPG, yet is averaging 200 damage a round as a 1h shielder? There's just no reason to inflate player worth like that. Performance is what matters. If the guy in plate isn't doing well, he shouldn't be worth a lot. Furthermore, higher weight results in increased vulnerability such that the player becomes easier to hit. There's already a small bonus for landing a hit and not killing someone, I don't think there needs to be anything extra just because your opponent has a lot of armor, and you low damage.