Author Topic: Version 0.286  (Read 96418 times)

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Offline Bjord

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Re: Version 0.286
« Reply #510 on: June 13, 2012, 10:02:31 pm »
+1
I'm thinking of respeccing into swashbuckler, a bit fed up with Great Swords.

Might even retire and loom something.
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Offline Teeth

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Re: Version 0.286
« Reply #511 on: June 13, 2012, 10:46:40 pm »
0
Copycat

Offline Bjord

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Re: Version 0.286
« Reply #512 on: June 13, 2012, 10:59:31 pm »
0
Why? You are the only one in EU, can't expect that to last. :evil:

You're just mad that I'm going to outshine you.
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Offline Teeth

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Re: Version 0.286
« Reply #513 on: June 13, 2012, 11:01:46 pm »
0
Why? You are the only one in EU, can't expect that to last. :evil:
I don't expect that, but atleast I can call the first few copycats.

Offline Bjord

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Re: Version 0.286
« Reply #514 on: June 13, 2012, 11:17:04 pm »
0
Why not instead greet them for their wise and manly decisions.
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Offline Teeth

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Re: Version 0.286
« Reply #515 on: June 14, 2012, 12:06:21 am »
+1
FIX THE FUCKING HITBOXES!

(click to show/hide)

Why not instead greet them for their wise and manly decisions.
Copycat

Offline LordBerenger

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Re: Version 0.286
« Reply #516 on: June 14, 2012, 12:09:14 am »
+1
I'm thinking of respeccing into swashbuckler, a bit fed up with Great Swords.

Might even retire and loom something.

I wish i had money atm so i could buy that piece of shit from you and then give it to an alt and then delete that character and never see Bjord with a greatsword again.
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Offline Vodner

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Re: Version 0.286
« Reply #517 on: June 14, 2012, 05:33:40 am »
+1
Quote
Also I'm thinking about reducing the "stunned when your stab is parried" effect.
Is it possible to remove the stun for blocked hits (and ground hits), but leave it in for chambers?

Right now most people block non-stab chambers fairly easily, even in group combat. Removing the stun from stab chambers would largely remove any reason to risk going for one.

Offline Tom Cruise

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Re: Version 0.286
« Reply #518 on: June 14, 2012, 09:10:58 am »
0
I find the knockdown ability quite "unbalanced?", or needing improvement. I don't understand what determines a knockdown. Some "peasant" could have a hammer and go against a knight in full plate and there is a large chance that the knight will get knocked down. This happens to me all the time. I find myself facing down someone with a staff or hammer or another low tier weapon with knockdown and they seem to always knock me down (most of the time on the first hit they land). Isn't there anyway to give smaller, lower tier weapons less knockdown %, or when they are facing a heavier armored opponent that reduces their chance of knockdown or something? I don't think it should be removed, I just think it needs improvement in my opinion.
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Offline Momo

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Re: Version 0.286
« Reply #519 on: June 14, 2012, 02:00:40 pm »
-1
I find the knockdown ability quite "unbalanced?", or needing improvement. I don't understand what determines a knockdown. Some "peasant" could have a hammer and go against a knight in full plate and there is a large chance that the knight will get knocked down. This happens to me all the time. I find myself facing down someone with a staff or hammer or another low tier weapon with knockdown and they seem to always knock me down (most of the time on the first hit they land). Isn't there anyway to give smaller, lower tier weapons less knockdown %, or when they are facing a heavier armored opponent that reduces their chance of knockdown or something? I don't think it should be removed, I just think it needs improvement in my opinion.

Knockdown is OK, it depends on PS, STR and the weapons WEIGHT. For example, on a Great Maul, the knockdown will proc very often while on a Goedendag it doesn't. That's why it is possible to knockdown plated knights with a cudgel, but it's rare  :mrgreen:.
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Offline Jarlek

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Re: Version 0.286
« Reply #520 on: June 14, 2012, 03:14:48 pm »
0
Knockdown is OK, it depends on PS, STR and the weapons WEIGHT. For example, on a Great Maul, the knockdown will proc very often while on a Goedendag it doesn't. That's why it is possible to knockdown plated knights with a cudgel, but it's rare  :mrgreen:.
Yepp.

Also you will feel that the lower tier knockdown weapons knock down more often than the higher tier ones, but that's really because you get hit more by the lower ones since they need more hits to kill you. A GM for example would rarely need more than two hits, so you really can only be knocked down once by it. A cudgel needs a lot of hits so thus you can get knocked down a lot more by it. Btw, what was the max knockdown chance again? 30%?
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Offline Momo

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Re: Version 0.286
« Reply #521 on: June 14, 2012, 03:15:47 pm »
-1
Yepp.

Also you will feel that the lower tier knockdown weapons knock down more often than the higher tier ones, but that's really because you get hit more by the lower ones since they need more hits to kill you. A GM for example would rarely need more than two hits, so you really can only be knocked down once by it. A cudgel needs a lot of hits so thus you can get knocked down a lot more by it. Btw, what was the max knockdown chance again? 30%?

40% is the max chance as far as I know.
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Offline Bjord

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Re: Version 0.286
« Reply #522 on: June 14, 2012, 03:23:09 pm »
+1
Copycat

And the deed is done. I am now officially swashbuckler.
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Offline Vibe

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Re: Version 0.286
« Reply #523 on: June 14, 2012, 03:26:25 pm »
-1
And the deed is done. I am now officially swashbuckler.

What build you going for?

Offline Teeth

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Re: Version 0.286
« Reply #524 on: June 15, 2012, 09:13:05 pm »
0
Hit detection of the stabs and overheads are horribly messed up. I hope its the top priority now for the devs, it should be. It's not only that solid hits get completely ignored, but also inaccuracies with the animation. Most of the time the actual hit comes a bit after the animation hits you. Much like what has been the case occasionally with 2h overheads for ages.