cRPG

cRPG => General Discussion => Topic started by: PoisonedTail on July 16, 2015, 11:30:31 pm

Title: What has dueling come to?
Post by: PoisonedTail on July 16, 2015, 11:30:31 pm
In duels, it seems like all everyone does anymore is max their sensitivity, grab a fast weapon, and spas their head around really fast attacking only after faking 8 times. I know this has happened in the past, but currently it has gone out of control. I know I can't be the only one annoyed by this. Crpg more like stroke simulator 2015
Title: Re: What has dueling come to?
Post by: Kalam on July 16, 2015, 11:33:15 pm
Sounds like 2010, bro. Only thing missing is naked people.

I will say, on NA it's still balanced builds in the lead. And none of this is as spazzy as Native.

If you're going to cry, have a hanky.
Title: Re: What has dueling come to?
Post by: Espwn on July 16, 2015, 11:38:50 pm
Sounds like 2010, bro. Only thing missing is naked people.

I will say, on NA it's still balanced builds in the lead. And none of this is as spazzy as Native.

If you're going to cry, have a hanky.

For some odd reason, I'm mildly aroused.
Title: Re: What has dueling come to?
Post by: Richter on July 17, 2015, 12:07:10 am
In duels, it seems like all everyone does anymore is max their sensitivity, grab a fast weapon, and spas their head around really fast attacking only after faking 8 times. I know this has happened in the past, but currently it has gone out of control. I know I can't be the only one annoyed by this. Crpg more like stroke simulator 2015
Doubleswing.
Title: Re: What has dueling come to?
Post by: Dionysus on July 17, 2015, 03:21:25 am
Maybe I just understand the game a lot better now, so correct me if I'm wrong, but doesn't it just feel like players are "forcing" other players with shorter weapons to swing, S-keying their attack with mad agi, then hitting their defenseless opponent? Has this always been a thing, or is this a result of everyone being able to have ridiculous amounts of athletics?
Title: Re: What has dueling come to?
Post by: Rando on July 17, 2015, 05:18:13 am
Maybe I just understand the game a lot better now, so correct me if I'm wrong, but doesn't it just feel like players are "forcing" other players with shorter weapons to swing, S-keying their attack with mad agi, then hitting their defenseless opponent? Has this always been a thing, or is this a result of everyone being able to have ridiculous amounts of athletics?

I know exactly what you mean, it's pretty much what agi-whores will do these days. They'll make you feel outranged when you're using a greatsword and they have a katana.
Title: Re: What has dueling come to?
Post by: Jona on July 17, 2015, 05:47:27 am
Maybe I just understand the game a lot better now, so correct me if I'm wrong, but doesn't it just feel like players are "forcing" other players with shorter weapons to swing, S-keying their attack with mad agi, then hitting their defenseless opponent?

I noticed this as well, and I fear it is due to an increase in athletics across the board. I won't deny that I end up S-keying more often than I'd like, although I try not to, and if anything I swap between W and S key frequently to try and play the range game. S-keying is a surefire way to win at this game, so plenty of people (skilled or not) end up falling back on it from time to time. Playing the range game is, well, fair game, but it becomes almost addicting to simply S-key all the time instead of swapping between W and S because if you've got the longer weapon you're invincible so long as you can backup fast enough. The main issue with this is that S-keying is merely too fast. If I am using my long axe or a comparable short polearm, I've got less reach than plenty of 1handers who they can easily S-key me for days. Couple that in with the fact that my weapon weighs more and is statistically longer (so I've got a larger speed reduction than them) and it takes far too long for me, an agi build, to catch someone that has less athletics than I do while they run backwards. When you used your flamberge (str?) build, it would take me a while to close the gap when you S-keyed, which is ample time to get maybe 3 free swings on me. Not to mention that luring your opponent in only allows you to land kicks more easily and more often, which quickly teaches them to mind their distance (which is quite difficult with a short(er) weapon). Basically, S-key while agi-stacking with a long weapon, and you win crpg. I would say that a downright nerf to S-keying speed would be great, but that would only lead to far more people turning tail and running away a la Jayjrod style until they get into an ideal position. At least if they are S-keying and "fighting" then you as the aggressor have the ability (or at least the illusion) of being able to kill them.

I know exactly what you mean, it's pretty much what agi-whores will do these days. They'll make you feel outranged when you're using a greatsword and they have a katana.

Yeah, I've been 'outranged' by super-agiwhores using nothing but a little toothpick for a 1hander while I rightswing with something like my naginata. It gets old real fast since both them and their weapon move at lightspeed and I've got a 1-frame-long input window in which to block successfully. This is the problem with having build diversity in crpg, you aren't facing "skilled" players so much as you're facing people with builds that better suit the scenario (i.e. agiwhores for dueling, str builds for ganks/clusterfucks). The best way to put an end to this, in NA1 at least, would be to stick together as a team, similar to how EU still tends to play. This style has always favored str builds and it makes agi builds nothing but pesky mosquitos buzzing about the outside of your massive steamroll engine. Let the kiters retreat and delay, that's what flags are for.
Title: Re: What has dueling come to?
Post by: Rando on July 17, 2015, 06:11:50 am
I noticed this as well, and I fear it is due to an increase in athletics across the board. I won't deny that I end up S-keying more often than I'd like, although I try not to, and if anything I swap between W and S key frequently to try and play the range game. S-keying is a surefire way to win at this game, so plenty of people (skilled or not) end up falling back on it from time to time. Playing the range game is, well, fair game, but it becomes almost addicting to simply S-key all the time instead of swapping between W and S because if you've got the longer weapon you're invincible so long as you can backup fast enough. The main issue with this is that S-keying is merely too fast. If I am using my long axe or a comparable short polearm, I've got less reach than plenty of 1handers who they can easily S-key me for days. Couple that in with the fact that my weapon weighs more and is statistically longer (so I've got a larger speed reduction than them) and it takes far too long for me, an agi build, to catch someone that has less athletics than I do while they run backwards. When you used your flamberge (str?) build, it would take me a while to close the gap when you S-keyed, which is ample time to get maybe 3 free swings on me. Not to mention that luring your opponent in only allows you to land kicks more easily and more often, which quickly teaches them to mind their distance (which is quite difficult with a short(er) weapon). Basically, S-key while agi-stacking with a long weapon, and you win crpg. I would say that a downright nerf to S-keying speed would be great, but that would only lead to far more people turning tail and running away a la Jayjrod style until they get into an ideal position. At least if they are S-keying and "fighting" then you as the aggressor have the ability (or at least the illusion) of being able to kill them.

Yeah, I've been 'outranged' by super-agiwhores using nothing but a little toothpick for a 1hander while I rightswing with something like my naginata. It gets old real fast since both them and their weapon move at lightspeed and I've got a 1-frame-long input window in which to block successfully. This is the problem with having build diversity in crpg, you aren't facing "skilled" players so much as you're facing people with builds that better suit the scenario (i.e. agiwhores for dueling, str builds for ganks/clusterfucks). The best way to put an end to this, in NA1 at least, would be to stick together as a team, similar to how EU still tends to play. This style has always favored str builds and it makes agi builds nothing but pesky mosquitos buzzing about the outside of your massive steamroll engine. Let the kiters retreat and delay, that's what flags are for.

You make a good point, but unfortunately the hivemind (at least in NA) won't take your advice.
Title: Re: What has dueling come to?
Post by: Legs on July 17, 2015, 06:33:20 am
An easy way to beat S key heroes is just to not chase them. If they flutter around the edge of your range alternating S/W start hitting S and do the same shit they are going back and forth. Just holding W is playing into their bullshit and giving them the advantage.
Title: Re: What has dueling come to?
Post by: Arthur_ on July 17, 2015, 08:18:32 am
Feinting is for scrubs, real man chamber.
Title: Re: What has dueling come to?
Post by: Grumbs on July 17, 2015, 09:03:56 am
Destiny patch was a step back for melee imo. I don't really enjoy it like I did before, its a bit too fast to me rather than deliberate and thoughtful. Like comparing Quake 3 to CS or something.
Title: Re: What has dueling come to?
Post by: Gravoth_iii on July 17, 2015, 09:37:25 am
It needs to be fast otherwise it will be a game of nothing but patience. It already is tbh.
Title: Re: What has dueling come to?
Post by: LEKIS on July 17, 2015, 09:48:34 am
I'm a man of patience.
I let whomever I fight spas around, I figure them out and I take them down (ofcourse it doesn't work all the time but mostly).

Patience trumps all.
Title: Re: What has dueling come to?
Post by: Dionysus on July 17, 2015, 09:53:24 am
I noticed this as well, and I fear it is due to an increase in athletics across the board.

This is the biggest problem, and it is the result of us playing builds that should otherwise be unattainable. This whole level 35 business is ridiculous. I understand that you and a few other players in the community went well past level 31 before the Destiny patch, but that was a big problem that I think was really poorly addressed. Instead of bringing everyone up to those levels, they should have knocked everyone down. There should have been a level cap put at 33, a level I think is worth going for to have an advantage while not being incredibly unbalanced.

Instead, we now have more points than we know what to do with. The balanced build is 21/21, which means sacrificing points for more agility keeps you well above the the average difficulty required for long weapons, and players are swinging at speeds that, at least in my personal opinion, the game engine can't even handle. There are instances where cRPG can't keep up with how fast players are moving. Have you ever had a player walk through you in the middle of a fight? He very likely just walked around you on his screen.

An easy way to beat S key heroes is just to not chase them. If they flutter around the edge of your range alternating S/W start hitting S and do the same shit they are going back and forth. Just holding W is playing into their bullshit and giving them the advantage.

Yes, I agree that's how you should deal with someone backpedaling from a fight. The problem we're talking about is a different one. What we're saying is that players have the athletics to move away from swings they would otherwise be in reach of before players had this much access to faster builds. I'm not saying people didn't agi-whore before the Destiny patch, but when they did, they significantly sacrificed their ability to do damage. Now players can do a reasonable amount of damage and move incredibly fast with weapons they shouldn't even have access to.

I would also recommend for a reduction of weapon proficiency. There were some patches by Tydeus in 2013 that played with how much weapon proficiency we get from Weapon Master that should be looked into. I really like the idea of one WPF helping another (between the three melee skills), but I don't like how the average player has something around 170 WPF.

If you want this game to play faster, maybe look at the Combat Speed that is still set to Medium. Giving players the ability to run at Mach 5 is really problematic for the actual functionality of the melee.
Title: Re: What has dueling come to?
Post by: the real god emperor on July 17, 2015, 10:58:35 am
Normal gameplay tactics are not useful anymore since everyone will block every hit you swing. So you have to do something unique or unpopular to take advantage.
Title: Re: What has dueling come to?
Post by: Teeth on July 17, 2015, 11:09:39 am
Players have just pushed the skill ceiling to the boundaries of the mechanics, and to gain an advantage you need to resort to moves that certain players find "annoying" or "stupid". I personally don't see why chambering, basic feinting and wiggle holds are acceptable, and these high sensitivity feints are a problem. It's all in the game, get on their level or find some other way to deal with it.
Title: Re: What has dueling come to?
Post by: Soulreaver on July 17, 2015, 11:42:44 am
it's like in r.l., no place for fair fights
visitors can't see pics , please register or login
Title: Re: What has dueling come to?
Post by: StonedSteel on July 17, 2015, 03:24:20 pm
im just sick of the whole game currently, its not a time factor or a boredom thing, there is just so much a disagree with right now.

i cant remember the last time i was on NA 1...its been weeks? i just, dont feel like playing...its such bullshit.

lol, i ran away from a duel last night after a lame strat battle...im THAT sick of fighting all these San\Jay clones...

the thing to keep in mind, was San was op B4 the wpf fuck up...cunt that he was, at least he was honest enough to say and i quote "this patch will make my build absurdly more powerful"

guy was already superskilled b4 it. add the wpf  he was godlike...add the lvls patch and he just got 3 more agi\str.

Jay is a good friend, and ive fought him many many many times...im sorry jay, but ur setup is pure bullshit...at least plate n bec makes sense being op...why the fuck should a smaller weaker 1h sword, do more dmg and have better reach than a 2h? especially when u have less PS...the idea of getting ur DMG from abusing the games speed bonus over pure raw PS...is soo fucking lame.

back then in the str days, 2h's dominated...thing is, u had Illuminati raping people with a poleaxe, u had Demento and Maduin destroying kids with 1h, Rustyspoon and his italian sword\german poleaxe

game should go back to that, the changes made to make things as op as 2h....when they already were? 1h got to use autoblockers, poles had the reach \ cav advantage.

its just....god...cprg players\devs...are the dumbest creatures to walk the earth upright.
Title: Re: What has dueling come to?
Post by: Jona on July 17, 2015, 07:17:49 pm
This is the biggest problem, and it is the result of us playing builds that should otherwise be unattainable. This whole level 35 business is ridiculous. I understand that you and a few other players in the community went well past level 31 before the Destiny patch, but that was a big problem that I think was really poorly addressed. Instead of bringing everyone up to those levels, they should have knocked everyone down. There should have been a level cap put at 33, a level I think is worth going for to have an advantage while not being incredibly unbalanced.

Yeah I was level 35 pre-patch, and my build had barely changed since level 33 (or 34? I forget now...) since all I added was shield skill. A level 33 cap, or at absolute MOST level 34 would have been the best thing for this game since those are both great levels to have a little bit of a higher level build where you can't quite have a fully fleshed out super OP one like at 36+. But nope, they took things in the opposite direction, and that had engine-breaking effects. At the very least it would be great if they introduced an attribute level cap of sorts. For example if everyone is, let's say 21-24 at level 34/35 nowadays, then make it so that 45 (21+24) is the maximum amount of attribute points a player can ever have. Or maybe just stop giving players attribute points after level 34/35. Getting 1 skill point per every few hundred million xp (or whatever the crazy amount it takes to level up is nowadays) is hardly worth it to all except the biggest tryhards, who would no doubt still chase that apparent advantage til the end of time. I was never a true min-maxer since I prefer to use my high level advantage to have more skillpoints assigned to allow for several playstyles, i.e. hoplite, as opposed to being a pure pole hero which would be very easy to do at my level, yet no doubt some people are, and those are the ones that swing their weapons faster than an aging pc can register.

Instead, we now have more points than we know what to do with. The balanced build is 21/21, which means sacrificing points for more agility keeps you well above the the average difficulty required for long weapons, and players are swinging at speeds that, at least in my personal opinion, the game engine can't even handle. There are instances where cRPG can't keep up with how fast players are moving. Have you ever had a player walk through you in the middle of a fight? He very likely just walked around you on his screen.

Honestly while 21-21 may be the lower balanced build, anyone who isn't cav or ranged is still 21-21 in this day and age is screwing themselves over in some way. There are countless 24-21's and vice versa. Anyone with a level 36 or 37 build can easily get a 24-24 balanced build if they are pure melee, which is completely nuts compared to my level 35 pre-patch build of 18-24. For the same super speed that I had they now have 6 more strength. Needless to say that shit is absolutely gamebreaking when they've got a long maul/great maul/GLB or something comparable in their hands.

What we're saying is that players have the athletics to move away from swings they would otherwise be in reach of before players had this much access to faster builds. I'm not saying people didn't agi-whore before the Destiny patch, but when they did, they significantly sacrificed their ability to do damage. Now players can do a reasonable amount of damage and move incredibly fast with weapons they shouldn't even have access to.

People agi whored an awful lot right after the wpf patch, which of course came before the destiny patch. Crpg became a lot less fun and "arcadey" right after the wpf patch as 80% of the server had more agi than strength nowadays. Directly after the destiny patch were some of the worst days of crpg ever, as literally everyone now went from being agi-based to uber-agi-based, running around NA1 with their light armor and doing nothing but backstabbing and dueling people. There were no clusterfucks, no teamfighting at all for months. I barely played during that time (if I did it was probably in DTV), and when I came back to NA1 I was quite pleased to see that people finally ditched their gimmicky agi builds in favor of a little more strength across the board. Not everyone did this (I sure as heck didn't, I'm cancer I know), but at least it was a trend headed in the right direction as people rediscovered how strong strength can be. The only issue is that instead of reverting to the pure str builds with no more than ~9 agi tops, they now all have at least 15 or so. But hey, it's still better than before.

Also, I'd like to correct you in saying that agi whores couldn't do damage before the high level patch. Agi builds could very easily deal high amounts of damage after the wpf patch, since we all got an unnecessarily large amount of wpf from that, and wpf provides an ever so slight, but definitely noticeable, buff to damage. Prior to the wpf patch were my personal favorite crpg days (and many other peoples' as well, no doubt) since for me it was a very challenging experience, which I loved. As one of the only agi builds around, it was a difficult thing to deal damage to all the plated up str whores that ruled the day, yet nothing was more satisfying than being able to dance around them and in between several of them in a huge clusterfuck as if they were stationary turrets. One misstep though, and you were pretty much guaranteed to be oneshot... which was the best "adrenaline rush" you could get from a videogame.

I would also recommend for a reduction of weapon proficiency. There were some patches by Tydeus in 2013 that played with how much weapon proficiency we get from Weapon Master that should be looked into. I really like the idea of one WPF helping another (between the three melee skills), but I don't like how the average player has something around 170 WPF.

If you want this game to play faster, maybe look at the Combat Speed that is still set to Medium. Giving players the ability to run at Mach 5 is really problematic for the actual functionality of the melee.

Yes pls. Having faster combat speed in general would be far better than having a some people with fast swings in addition to everyone running at "Mach 5." However, this has been a long-debated issue. Any veteran with 30 ping or less always seems to be in favor of "making the combat faster, and therefore more skill based to keep up with the rising skill level of the servers." Yet there aren't only veterans with sub-30 ping here. You've got some people whose pcs can barely keep up with the current pace of the game, and you've also got your few noobs that come and go who have yet to reach that crpg skill ceiling. As someone with a rapidly aging pc, I suffer from fps drops/frameskips/etc all the time. Luckily I tend to have an average ping in the low 40s-50s, so at least that makes my experience playable. Yet there are also people who play with 80+ ping and have no fps issues, or maybe people with both high ping and a shitty pc. Would we really want to alienate close to half, if not more, of our population by continuously increasing the speed of the game just for the low ping/high fps hero's benefit?


/rant
Title: Re: What has dueling come to?
Post by: StonedSteel on July 17, 2015, 08:25:14 pm
damn...thats ALOT of words

one day

will u teach me what they all mean?
Title: Re: What has dueling come to?
Post by: Umbra on July 17, 2015, 11:24:45 pm
Miaodao is the new longsword
Title: Re: What has dueling come to?
Post by: Dionysus on July 18, 2015, 12:46:13 am
Honestly while 21-21 may be the lower balanced build, anyone who isn't cav or ranged is still 21-21 in this day and age is screwing themselves over in some way.

Great post. My point with the 21/21 comment is that it is a non-specialized build. You can tell the old armor and weapon difficulties were based around the old standard build 18/18, but while this has gone up three points, very few of the armors and weapons have increased in difficulty. For example, the Glaive is still 16 difficulty, Great Long Axe 16, the now 4-directional Bill and Halberd 17 and 15 respectively, Svaerdstav 13 (!!!).

I'm not worried about how much damage these things do, but rather that someone with a outrageous amount of Athletics still has access to them. I don't want anyone to try to dig the hole any deeper, though. Don't change their difficulty UNLESS there is no hope of restoring a previous version of cRPG.
Title: Re: What has dueling come to?
Post by: Tristan_of_Erzoth on July 18, 2015, 07:00:55 am
In actual sword play when someone disengages from a fight(or in terms of cRPG s keys) you do NOT want to follow them, as its playing into their strategy. What I do most of the time when extreme agi whores try and pull it on me I just stop walking and let them come to me.
Title: Re: What has dueling come to?
Post by: Macbeth3 on July 18, 2015, 10:41:25 am
I use a 21/21 build still. Always used something like it.

For me, it's a build that suits me well. I don't "need" 150+ wpf in melee. I've always fought with 50 - 100.
It's not much at all, I agree, but my melee fighting style never was about spamming or mass-feignting.