Author Topic: New Skill: Recovery/Resilience  (Read 875 times)

0 Members and 1 Guest are viewing this topic.

Offline AlfalphaCat

  • Peasant
  • *
  • Renown: 3
  • Infamy: 4
  • cRPG Player
    • View Profile
  • Faction: Faeries_Wear_Boots
  • Game nicks: Yuri_the_Horse, Sanjuro, Mongo?something or othere!!! SRATEY: FWB_BSW_X1 :P
New Skill: Recovery/Resilience
« on: July 30, 2012, 05:36:34 am »
-2
So I was thinking about all the times I finally get a hit on some high level mouse 1 spamming 2h or Polearm.  Yet they are right back at it before I can blink, making all that work futile, just to get a hit that staggers them for no amount of time.  How about a new skill called resilience/recovery that increases the speed that you recover from being hit, base it off strength.

I also thought they were working on some form of stamina meter to balance the sheer amount of this swing for the fences over and over and over and over type of play.

Forgive me if this is just another seemingly QQ topic, haven't played in about a year, but I thought I remembered talk of changes like this. :) :)

Offline Grumpy_Nic

  • King
  • **********
  • Renown: 1023
  • Infamy: 306
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Faction: Burg Krems
  • Game nicks: Hermann_von_Krems
Re: New Skill: Recovery/Resilience
« Reply #1 on: July 30, 2012, 07:54:53 am »
-1
Stamina ftw.
Would be awesome, also if it would take gear weight in account.

Offline Bobthehero

  • Duke
  • *******
  • Renown: 515
  • Infamy: 195
  • cRPG Player
  • Grandmaster Ultimate God Of Swashbucklin'
    • View Profile
  • Faction: Bridgeburners
  • Game nicks: Bobthehero_Whals and I am totally not all the Not_Bobthehero alts ever.
  • IRC nick: Buff Swashbuckling
Re: New Skill: Recovery/Resilience
« Reply #2 on: July 30, 2012, 08:01:10 am »
0
No stamina will suck.

Don't add it.
visitors can't see pics , please register or login
The Narwhals, dedicated swashbuckler part of FCC


Stabbing is my speciality and one hitting people, my art

Offline zagibu

  • cRPG President
  • King
  • **********
  • Renown: 1436
  • Infamy: 228
  • cRPG Player A Gentleman and a Scholar
    • View Profile
Re: New Skill: Recovery/Resilience
« Reply #3 on: July 30, 2012, 08:13:42 am »
+4
No stamina will suck.

"No stamina" is added already. I didn't know you are pro stamina, Bob.
visitors can't see pics , please register or login
 Why am I beswung by sharpe and pointed utensyls?

Offline Bobthehero

  • Duke
  • *******
  • Renown: 515
  • Infamy: 195
  • cRPG Player
  • Grandmaster Ultimate God Of Swashbucklin'
    • View Profile
  • Faction: Bridgeburners
  • Game nicks: Bobthehero_Whals and I am totally not all the Not_Bobthehero alts ever.
  • IRC nick: Buff Swashbuckling
Re: New Skill: Recovery/Resilience
« Reply #4 on: July 30, 2012, 08:26:48 am »
0
No, stamina will suck.
visitors can't see pics , please register or login
The Narwhals, dedicated swashbuckler part of FCC


Stabbing is my speciality and one hitting people, my art

Offline Zerran

  • Count
  • *****
  • Renown: 276
  • Infamy: 48
  • cRPG Player
    • View Profile
  • Faction: KUTT
  • Game nicks: Caita_KUTT, Fellys_KUTT
Re: New Skill: Recovery/Resilience
« Reply #5 on: July 30, 2012, 08:48:51 am »
+2
If you're getting spammed, then your opponent likely has better footwork and timing than you do. Some weapons ARE more viable as spam weapons than others (longsword, katana, nodachi, glaive, etc), but these CAN be countered with better footwork and timing.

I get as pissed off as anybody when I have some scrub with one of these weapons left click me to death, but they were only able to do so because I did something wrong and didn't play well enough.



Stamina is a TERRIBLE game mechanic unless the game's combat is based around it from the very core level, and even then it's VERY difficult to implement properly without making one single combat style infinitely better than all the others.



A resilience skill would not work well, especially based off strength. Strength glaive spam is already horrendously annoying to deal with, and adding a skill that makes them able to shrug off hits even better relatively than they can now (seeing as others would not have this skill as high, they would have a longer stagger time) would be terrible.
visitors can't see pics , please register or login

Offline AlfalphaCat

  • Peasant
  • *
  • Renown: 3
  • Infamy: 4
  • cRPG Player
    • View Profile
  • Faction: Faeries_Wear_Boots
  • Game nicks: Yuri_the_Horse, Sanjuro, Mongo?something or othere!!! SRATEY: FWB_BSW_X1 :P
Re: New Skill: Recovery/Resilience
« Reply #6 on: July 30, 2012, 09:00:41 am »
0
I think you are missing the point, Zerran.  After dealing with and actually getting a hit they are able to just keep on spamming.  Stamina is not really what I am suggesting, it's just something along the same lines. 


Offline Zerran

  • Count
  • *****
  • Renown: 276
  • Infamy: 48
  • cRPG Player
    • View Profile
  • Faction: KUTT
  • Game nicks: Caita_KUTT, Fellys_KUTT
Re: New Skill: Recovery/Resilience
« Reply #7 on: July 30, 2012, 09:07:42 am »
0
I think you are missing the point, Zerran.  After dealing with and actually getting a hit they are able to just keep on spamming.  Stamina is not really what I am suggesting, it's just something along the same lines.

No I understand, the thing is there isn't any way to stop them from spamming after getting hit without nerfing everyone else in the process, and thereby not solving the problem. Stamina COULD theoretically solve the problem, but only if done in an absolutely perfect manner, which would not happen.
visitors can't see pics , please register or login

Offline Spa_geh_tea

  • Baron
  • ****
  • Renown: 130
  • Infamy: 114
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Faction: Bearded Vagrant
Re: New Skill: Recovery/Resilience
« Reply #8 on: July 30, 2012, 10:03:09 pm »
0
Buff server.....only solution for players to counter low ping spammers.

Also slow melee speed........wait, everyone prefers spamming and duels.
« Last Edit: July 30, 2012, 10:11:16 pm by Spa_geh_tea »

Offline clown1231

  • Knight
  • ***
  • Renown: 25
  • Infamy: 18
  • cRPG Player
  • It's all about having fun.
    • View Profile
  • Faction: The Kingdom of Veluca (TKoV)
  • Game nicks: BardicPaladin
  • IRC nick: clown1231
Re: New Skill: Recovery/Resilience
« Reply #9 on: July 30, 2012, 10:10:29 pm »
0
Buffing strength isn't the way to go.

Offline Spa_geh_tea

  • Baron
  • ****
  • Renown: 130
  • Infamy: 114
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Faction: Bearded Vagrant
Re: New Skill: Recovery/Resilience
« Reply #10 on: July 30, 2012, 10:12:57 pm »
0
200 base wpf for all weapons and fastest combat should fix it.....right?
 :mrgreen:

Offline Riddaren

  • Duke
  • *******
  • Renown: 601
  • Infamy: 298
  • cRPG Player Sir White Pawn
    • View Profile
  • Faction: Burg Krems
  • Game nicks: Riddaren, Matthaus
Re: New Skill: Recovery/Resilience
« Reply #11 on: July 31, 2012, 02:16:50 am »
0
A realistic suggestion indeed.
But I don't think this should have it's own skill - It's like having kick speed or manual blocking speed as skills on their own.

Offline Lordark

  • Count
  • *****
  • Renown: 155
  • Infamy: 206
  • cRPG Player
  • Please respect all admins and thier decisions.
    • View Profile
  • Faction: Solo
  • Game nicks: Lordark
Re: New Skill: Recovery/Resilience
« Reply #12 on: July 31, 2012, 07:29:57 am »
0
Bring on the Stamina, why you all scared??

Would be forced to thiink more in battle and that is always a plus with me.
Never forget the day Dragons came to Calradia
http://www.youtube.com/watch?v=wfLxHJY0lQI&feature=related
My personal theme song, We will never surrender!
http://www.youtube.com/watch?v=hg1xqAjQ5e4