Author Topic: Buff cRPG  (Read 1915 times)

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Offline Rumblood

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Buff cRPG
« on: May 06, 2012, 07:30:32 pm »
-7
Here is a list of changes that should be reverted in the game. A long series of reductions to various abilities has narrowed the "effective" builds in this game, not increased it. It simply is not as fun (though still great being really the only game in town). But it could bring some of the fun that was lost because the type of fights that used to be simply don't exist anymore due to the mechanics.

Yes, these are all buffs.

In no particular order:

Make the reticule for ranged pinpoint accurate at 150 WPF at full longest range of the weapon. In other words, if a target is standing still, and you have your crosshairs on it (adjusting for the arc of course, it is actually an inch or so above), then you hit it.

Either increase damage, or increase missile speed for archery and throwing across the board.

Increase throwing ammo for low end weapons.

Buff athletics so that melee can move and dodge properly again. That means being able to use strafe properly, not by spinning left and right 90 degrees while charging forwards. It doesn't matter if ranged has pinpoint accuracy if the melee is no longer where the ranged shot.

Reduce the athletics penalty given to shielders. If you have to reduce the weight of shields to nothing to accomplish that, then do it.

Give cavalry their range back on poles on horseback. Let them spin around in a 360 as they want trying to catch those dancing melee again.

Take away the bonus damage to cavalry legs.

Add horse rear back to the polearms that had it removed.

Reduce the athletics penalty due to terrain variations.

Remove the unsheathable tag from weapons.

Increase IF to 2.5 to 3 per point.

Increase the weapon speed given to higher WPF.





« Last Edit: May 06, 2012, 09:10:18 pm by Rumblood »
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Offline Wraist

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Re: Buff cRPG
« Reply #1 on: May 06, 2012, 07:37:33 pm »
0
Pretty much, why to any of these, and a big no to reducing shield weight.

Offline bosco

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Re: Buff cRPG
« Reply #2 on: May 06, 2012, 07:38:50 pm »
+1
Opinion below.

Make the reticule for ranged pinpoint accurate at 150 WPF at full longest range of the weapon. In other words, if a target is standing still, and you have your crosshairs on it (adjusting for the arc of course, it is actually an inch or so above), then you hit it.

Nope

Either increase damage, or increase missile speed for archery and throwing across the board.

Nope

Increase throwing ammo for low end weapons.

Nope

Buff athletics so that melee can move and dodge properly again. That means being able to use strafe properly, not by spinning left and right 90 degrees while charging forwards. It doesn't matter if ranged has pinpoint accuracy if the melee is no longer where the ranged shot.

Nope

Reduce the athletics penalty given to shielders. If you have to reduce the weight of shields to nothing to accomplish that, then do it.

Nope

Give cavalry their range back on poles on horseback. Let them spin around in a 360 as they want trying to catch those dancing melee again.

Nope

Take away the bonus damage to cavalry legs.

Yes

Add horse rear back to the polearms that had it removed.

Yes

Reduce the athletics penalty due to terrain variations.

Yes

Remove the unsheathable tag from weapons.

Yes

Increase IF to 2.5 to 3 per point.

Yes

Increase the weapon speed given to higher WPF.

Nope

Offline Tears of Destiny

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Re: Buff cRPG
« Reply #3 on: May 06, 2012, 07:42:01 pm »
0
Some good suggestions, though some I don't agree with. I think making range pinpoint at 150 is too much of a nerf to WM, and 170 would be more rewarding for the archers who have 7 or 8WM. 150 would encourage too many people to just stop at 6WM, or even 5 when making an archer.
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Offline Christo

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Re: Buff cRPG
« Reply #4 on: May 06, 2012, 08:24:26 pm »
0
Lobbyism at it's best.

There are some alright ideas, though.
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Offline TurmoilTom

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Re: Buff cRPG
« Reply #5 on: May 06, 2012, 09:07:07 pm »
0
You, sir, are a gentleman and a scholar. +1

Offline gazda

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Re: Buff cRPG
« Reply #6 on: May 06, 2012, 09:26:06 pm »
0
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doctor prescribed those pills for a reason, take them
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Offline Rumblood

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Re: Buff cRPG
« Reply #7 on: May 06, 2012, 09:28:51 pm »
0
Some good suggestions, though some I don't agree with. I think making range pinpoint at 150 is too much of a nerf to WM, and 170 would be more rewarding for the archers who have 7 or 8WM. 150 would encourage too many people to just stop at 6WM, or even 5 when making an archer.

They would be able to have more than 1 wpf in their 0 slot weapon for the 2 slot bow users and 1 slot weapon for the 1 slot bow users. The increased WPF wouldn't be useless either, especially with the weapon speed increase due to higher wpf suggestion. The higher wpf archers would outdraw the ones that stop at 5 or 6 WM and destroy them in duels.

These are meant to be taken as an entire package. If you try to ala carte this, it would just result in different imbalances than we have now (and the game is certainly imbalanced).

Accuracy for ranged puts the build back into skill and not luck based. A missile speed increase (and a fix to the weird arc that suddenly has a funky dip on it instead of a smooth arc like it should) would put them back in a position to go after HX at far ranges again.

Melee athletics un-nerfed (buffed) would mean it would be that much harder to hit them, even at closer ranges. It would also mean athletic builds would regain the advantage their build is supposed to have in the first place.

Buff to IF compensates the strength builds for agility builds having more mobility. They will be able to take far more hits, especially with high IF and Plate.

Cavalry having the unrestricted lancing range compensates for the mobility and no leg damage bonus brings them back in closer instead of being the drive-by buttshankers they turned into.

Polearms regaining the horse rearing and losing the no sheathing tags allows them to get back to being an effective anti-cavalry build with the ability to switch to melee against infantry without losing their anti-cavalry role. Again, the 360 turn and removing the leg damage bonus compensates cavalry for it.
'
It all ties together. I feel like "the big picture" has been overlooked by many people focused on their own classes and the individual nerf mop over the last year.
« Last Edit: May 06, 2012, 09:30:09 pm by Rumblood »
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Offline Piok

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Re: Buff cRPG
« Reply #8 on: May 06, 2012, 09:39:35 pm »
0
Cav is good as it is. Maybe decrease in maneuverability. Compensated with slight buff in health and small increase in lancing arc (5-7 degrees).
This will help to reduce cav ninja behavior 8-)

Offline Kafein

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Re: Buff cRPG
« Reply #9 on: May 06, 2012, 09:44:07 pm »
-2
No comments on earlier ideas but :

- Increase the base damage of all cut weapons.
- Buff +1 and +2 modifiers
- Increase top speed of both men (a lot) and horses (slightly less), decrease foot acceleration and turn speed.

[lobbyism]
- Increase the maneuver of all horses
- Increase the coverage of all non-round shields (maybe decrease the bonus from shield skill)
- Decrease the weight penalty of high tier armor
[/lobbyism]
« Last Edit: May 06, 2012, 09:56:32 pm by Kafein »

Offline Tzar

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Re: Buff cRPG
« Reply #10 on: May 06, 2012, 09:47:21 pm »
0
Increase the base damage of all cut weapons.

Yeah because people are almost standing in line to use unbalanced blunt weapons or low reach pierce weapons instead of the standard greatsword/gla/poleaxes ..............  :rolleyes:
I've never played a server where people split up as much or as often as on EU1.  No wonder range is having a field day.

Offline Bjord

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Re: Buff cRPG
« Reply #11 on: May 06, 2012, 09:50:51 pm »
0
No.
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Offline Kafein

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Re: Buff cRPG
« Reply #12 on: May 06, 2012, 09:59:05 pm »
0
Yeah because people are almost standing in line to use unbalanced blunt weapons or low reach pierce weapons instead of the standard greatsword/gla/poleaxes ..............  :rolleyes:

Pierce and blunt weapons 2 shot people like they should. Cut weapons don't. Native works much better than cRPG when it comes to the speed at which people die in melee, and in Native if you are hit twice by any cut weapon you are lucky if you survive.

What you say is only true for the two weapon categories that have the highest average damage output. Pretty much all archer/xbowmen sidearms are either picks or maces because swords bounce like crazy. And shielders use a wide range of maces too, because 1h swords simply don't work at all under 12 str and only do ok against medium-high armor if you got 6PS or higher.
« Last Edit: May 06, 2012, 10:04:45 pm by Kafein »

Offline dodnet

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Re: Buff cRPG
« Reply #13 on: May 06, 2012, 10:32:49 pm »
-1
NO to almost everything of this, esp ranged buffs.
The logic of war seems to be that if a belligerent can fight he will fight.

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Offline Old_Sir_Agor

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Re: Buff cRPG
« Reply #14 on: May 06, 2012, 10:49:12 pm »
0
do it all now! I dont accept only 360 degrece lancers, all other +1
shooting at people from a reachable place as last man standing is not delaying. Even if you're on the other side of the map.