Author Topic: Essential Changes/Tweaks Needed in Next Patch/Update  (Read 4707 times)

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Offline Sir_Xormanec

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Re: Essential Changes/Tweaks Needed in Next Patch/Update
« Reply #45 on: February 17, 2011, 11:47:32 am »
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Agree's with the above statment

also archery does not need a buff
just people who play archer need more skill

Also up the wpf amount please it's way too slow to do anything from start
maybe add like a 30wpf to all skills as a start?

Also the cost of horses down especially the plated charger because in al honestly
it's a crap horse and ots absoloutly rediculous

Offline DarkFox

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Re: Essential Changes/Tweaks Needed in Next Patch/Update
« Reply #46 on: February 17, 2011, 12:35:00 pm »
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This thread is about what people think is really important to bring more game balance to cRPG (not crazy new ideas, but rather tweaks).  Please post what you think are essential small adjustments to improve game balance and maybe by consensus of opinion we can help chadz with upcoming patches/updates.  Please provide reasons as well.  Please dont post what you disagree with what someone thinks needs changed, just post what you think needs changed and we will see from a consensus.

1.  Remove polearm stun for poleaxes and axes.  Currently sideswings get the same benefit of stunning your opponent that the traditional thrust with a spear does.  It makes elegant poleaxes and their ilk not only do more cut damage with greater reach then 2H swords (with block stun because of heaver weapons) at around same speed, but also will polearm stun opponents so that you have to block twice before swinging back every ime you get hit.  Doesnt make much sense for these weapons as theya re cut damage just like swords and are primarily swung not thrust.  Also with that the elegant poleaxe should not be a balanced weapon as it it a long giant axe like the others.

2.  Allow bows to hold shots for more then 1/2-1 second before reticule rapidly expands and shots go randomly haywire left/right/up/down of where you are aiming.  Maybe keep it for longbow (very tough to pull so harder to hold shot), but when you have 8 powerdraw with a weak 20 pound khergit bow you should be able to hold your shots for slightly longer allowing you to track and aim.  Maybe add a few more cut damage to longbow as most damage is from the pierce with arrows and the slight difference in cut damage is hardly noticeable when hitting targets so currently over half the archers use strong bow (shoot speed still decent, much higher rate of fire, and slightly less cut damage).  Return some diversity in choosing bows by having real tradeoffs.  Right now lot of quick shots, but if you have a weak bow you should be able to hold your shot for a longer time and actually aim.  part of the problem too is with the slower draw speeds it makes it incredibly easy to dodge archers as they have to release within a second of drawing their arrow or have a shot go haywire.

3.  Switch up the xp gain.  Make it 1500 base again, but with only a 5% xp boost per retirement instead of 10%.  As of now overwhelming advantage to multiple retirees and highly discouraging to new players as going from level 30 to 31 is a nightmare at gen 1 and 2.  Maybe consider lowering level 31 to 7.5 million xp, still a grind but not so mind-numbing for new players.

4.  Readjust % chance of blockcrush, masterworking long iron mace and bar mace with high powerstrike makes them 100% crushthrough with mid 90s speed and length so no tradeoff on speed like long great maul or speed and length like great maul and mallet.

5.  Reduce damage of throwing weapons or switch to cut like archers, almost half the people ons ervers are throwers hyrbid or full as they are instant kills with anything a javelin and above with high pierce and the powerthrow boost.

6.  Readjust the wpf cost, as of now massive advantage to hybrid builds with most people going hybrids because of how cheap a second class compared to 10 more points in main class.  Bring back diversity, not everyone should be hybrid, just like not everyone should be pure class.  Maybe not so aggressive wpf cap or make it a flat rate that ends up with around the same current maximum wpf by making low level and high level wpf cost the same moderate cost of say 5 wpf each.  Jsut some tweaking is needed as right now wpf for 1-100 is same as paying for 130 to 145 on main class.  No-brainer for everyone to go hyrbid at that point as no real tradeioff with regard to wpf.  Throwers can throw almosta s well as pure throwers and fight melee at almsot exact same speeda s pure melee.  Get best of both worlds with little traderoff.
I am so tired of this...
1.Why people dont understund that if there is something done in warban system its done for some reason.Without stun light weapon will become OP.Stun allows you to stop crazy feinting and spaming for second.For this second there are alot of things u can do.And polearms are very slow compare to 2h swords.
2.Bows have a long balancing story in crpg so I cant say anything about it.
3.Its not nightmare.One week to get 30 and one week to get 31 if you play like few hours a day.Heirloom weapon is a big advantage and you should earn it.
4.Will be fixed.
5.Throwing should have high damage,cut damage will make them useles,if they need fix,fix something else but not damage.
6.Simply no.Pure class is boring,classes are boring.Would be much more interesting if people will choose 1-3 weapons type instead of 1.There is no such RPG PvP system that will allow to choose between hybrid or pure class and at the same time be effective.So you need to choose,I choose hybrid system,because its fun and makes game deeper.
« Last Edit: February 17, 2011, 01:20:29 pm by DarkFox »

Offline Kafein

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Re: Essential Changes/Tweaks Needed in Next Patch/Update
« Reply #47 on: February 17, 2011, 02:54:43 pm »
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1. No. Simply because polearm reaches are fucked up, they are slower than two handers and do less damage.
2. I support more diversity for bows, but I think it would be better to balance them in sync with xbows in a more realistic manner. Xbows should be the long range weapons (and not bows), not because of accuracy, but because of shot speed (thus range). But first xbow effectiveness should be more linked to wpf. However, I don't think it's a good idea to do a general buff to bows even more.
3. I posted some ideas over xp and retirement in another thread
4. Well readjusting is not enough, as someone else said, just remove the crushthrough flag for barmaces and long iron maces. For knockdown, my personal opinion is to remove it completly from the game.
5. Slowing down the reload speed, reducing shot speed A LOT (pro javelin throwers using competition gear can't throw like that, and here we have not so trained soldiers throwing mid quality steel and wood weapons with machine gun speed without moving that do better), increasing accuracy a tad for heavy throwing gear, and decreasing it for light (under franciscas).
6. Pure classes are actually dominating... Very few thrower hybrids have any point in throwing, very few melee using xbow have any points in xbow. Just look at scoreboards and ask people around...

Add to this the over-advantage being faster will grant you (either for spam, feints or blocks), since armors are 1/2 of what they were pre patch. The goal of the game is now hitting first.

Even "marginal" wpf differences will determine who dies and who survives.

For me the real problem isn't the current wpf system, it's the skill requirement progression. Each skill level requires the same 3 points of attribute. For me, low skill levels should require less additionnal attribute points than high skill levels. This would allow REAL hybridation.

Offline Boss_Awesome

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Re: Essential Changes/Tweaks Needed in Next Patch/Update
« Reply #48 on: February 17, 2011, 09:37:44 pm »
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With throwers they should just slow them down to slightly faster than archers.  As is, throwers throw 3x faster than archers shoot, which makes no sense at all.  Leave damage the same to make up for throwers low amount of ammo.  The arrow projectile (shoot speed) needs to be increased, and possibly a damage boost.  People keep saying archers need to get more skill, but why should archery be the only class for experts?  Why shouldn't throwers have to get more skill?  Or melee? 

Offline Sharky

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Re: Essential Changes/Tweaks Needed in Next Patch/Update
« Reply #49 on: February 17, 2011, 10:00:07 pm »
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I'll tell what is absolutely not needed: forbid alt char in strategus battles.
I, as many, enjoy playing with different chars the battles, playing only with the main char is just boring and it will not help the balance at all.
If someone fields an all trower army or an all bow alt char army, just balance the trowing or the bows , don't forbid alternate chars please  :cry:
« Last Edit: February 17, 2011, 10:07:57 pm by Sharky »

Offline Spawny

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Re: Essential Changes/Tweaks Needed in Next Patch/Update
« Reply #50 on: February 18, 2011, 01:14:27 pm »
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With throwers they should just slow them down to slightly faster than archers.  As is, throwers throw 3x faster than archers shoot, which makes no sense at all.  Leave damage the same to make up for throwers low amount of ammo.  The arrow projectile (shoot speed) needs to be increased, and possibly a damage boost.  People keep saying archers need to get more skill, but why should archery be the only class for experts?  Why shouldn't throwers have to get more skill?  Or melee?

The low projectile speed for throwing was an attempt from the devs to make it more skillbased instead of luckbased. You need to lead your targets more.
The only thing it really accomplished is that it made throwing even more of a short range utility than it was.
The only things you can use to hit (the guy you aimed for) longer range targets are the wardarts and lower tier weapons.
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