Author Topic: A Sensible way to Balance Strength  (Read 2864 times)

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Offline GuiKa

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Re: A Sensible way to Balance Strength
« Reply #15 on: August 29, 2012, 10:37:32 pm »
0
I agree, str builds are too viable atm. There is a very simple solution that does not need much coding and has been suggested a few times:

Remove free wpf per level and in turn buff wpf gain from WM.

If you wanna hit faster you have to get WM. If you wanna be a str crutcher that wants to oneshot people you should be slow.

i agree

Offline oprah_winfrey

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Re: A Sensible way to Balance Strength
« Reply #16 on: August 29, 2012, 10:59:43 pm »
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It doesn't http://forum.meleegaming.com/general-discussion/just-another-test-this-time-strength-and-movement-speed/

This is true, however the point that should be made is that heavy armor plays into a strength builds style, and they don't care about the weight penalty. Meanwhile, it is counter productive for an agi build to wear plate armor (if they even have enough str to equip it) because it nullifies their high athletics. Also, although it doesn't effect it as much as WM does, higher strength does allow you to wear more armor without being encumbered.

With all of that being said, I agree with rustyspoons that balanced builds are the best, although having more then 6 ath (maybe 7) is only needed if you want to catch archers.

Offline justme

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Re: A Sensible way to Balance Strength
« Reply #17 on: September 13, 2012, 09:47:31 pm »
+1
only reason why i am str guy is that i dont die from 2 arrows or 3 bumps.. balance them and i will respec

Offline Konrax

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Re: A Sensible way to Balance Strength
« Reply #18 on: September 13, 2012, 11:59:01 pm »
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Athletics should be able to reduce movement penalty from armour imo.

With such low hp for agi oriented builds the extra armour still isn't worth as much as it is to a strength build. It would actually be cool to see 12 - 15 strength builds that use the highest armour class for their strength.

STR - Extra hp will yield a greater effect of the armour.
AGI - Slightly faster movement speed with athletics (almost none in plate)

Offline Leshma

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Re: A Sensible way to Balance Strength
« Reply #19 on: December 05, 2012, 03:55:32 pm »
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Never been this bad imo. Are you planning to do something about it?

Offline San

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Re: A Sensible way to Balance Strength
« Reply #20 on: December 05, 2012, 04:57:37 pm »
+1
It would be nice if speed bonus had a slightly more pronounced effect (if possible), help giving you agility-based bulk compared to purely soaking more hits. Negative speed bonus based on the direction of the swing, not just simply moving backwards. If it's impossible to change, adding another layer on top might be possible.

Slow movement already helps you take less damage since it's less likely you'll be hit by a very effective attack. Even when stepping in, it's not that bad.
A larger speed bonus effect would offer extra damage with higher risk, and less when moving away (should be the same with horses proportional to their speed, not riding away and taking much less damage than they should).

Offline Rhaelys

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Re: A Sensible way to Balance Strength
« Reply #21 on: December 21, 2012, 03:34:07 am »
+3
Strength builds are fine; the issue lies with Agility builds not providing the same return on battlefield effectiveness. As has been mentioned previously, I would like to see free WPF from levels removed and the WPF granted per level of Weapon Master increased (accompanied by a free respec) and/or simply WPF granted for each point of AGI put in. This is coming from a 30/12 Strength crutcher, too. Agility builds simply don't provide enough of a benefit, and should be buffed (rather than Strength being nerfed, because let's face it: Strength crutchers won't QQ if Agility builds are buffed - I certainly won't).
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Offline Vibe

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Re: A Sensible way to Balance Strength
« Reply #22 on: December 21, 2012, 09:41:28 am »
+3
They did say they are going to change how WPF/WM works.

Quote
3. speed up the gameplay
Apart from the above mentioned speed overhaul, we will also implement a new WPF curve, resulting in higher maximum WPF numbers and buffing those with weapon master skills. You can expect your wpf points to be wiped when this happens.

December 2010

Offline Phew

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Re: A Sensible way to Balance Strength
« Reply #23 on: January 04, 2013, 07:31:11 pm »
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It would be nice if speed bonus had a slightly more pronounced effect (if possible),

Speed bonus can get pretty ridiculous. Mala one-shot me with a +3 war spear thrust the other day, I had 53 body armor and 59HP, but we were running toward each other (I have 6 Ath medium gear, Mala has 7ish Ath and light gear). When Gold ran a 12/27ish build with a +3 Awlpike in light armor, he was hitting harder than strength 2h-ers.


Offline rustyspoon

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Re: A Sensible way to Balance Strength
« Reply #24 on: January 05, 2013, 12:16:16 am »
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Speed bonus can get pretty ridiculous. Mala one-shot me with a +3 war spear thrust the other day, I had 53 body armor and 59HP, but we were running toward each other (I have 6 Ath medium gear, Mala has 7ish Ath and light gear). When Gold ran a 12/27ish build with a +3 Awlpike in light armor, he was hitting harder than strength 2h-ers.

You should try a 6/33 spear build sometime. You can do a hilarious amount of damage with it.
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Offline owens

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Re: A Sensible way to Balance Strength
« Reply #25 on: January 05, 2013, 12:34:00 am »
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I think the problem is purely due to low NA skill level
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Offline San

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Re: A Sensible way to Balance Strength
« Reply #26 on: January 05, 2013, 12:37:38 am »
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True, running at each other gives a lot of damage. I was mostly thinking about the situation where one person is S keying and doesn't really get any negative effects from it. The person moving forward should be benefited more for a higher risk/reward, but instead they just receive more damage if they get hit and don't get much return if they hit back.

Offline Kafein

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Re: A Sensible way to Balance Strength
« Reply #27 on: January 05, 2013, 01:31:19 am »
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I would suggest removing the free HP from STR instead. The wpf overhaul will come soon (^_^).

A great part of M&B combat lies in how deadly it is, which isn't where cRPG shines. I mean nobody should be able to survive 8 melee hits or a couched lance. Reducing the amount of HP people have is a direct damage buff to all weapons, which will increase the impression of speed in the gameplay.

Offline justme

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Re: A Sensible way to Balance Strength
« Reply #28 on: January 05, 2013, 01:53:37 am »
-1
i suggest to balance agi too

Offline In Cauda Venenum

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Re: A Sensible way to Balance Strength
« Reply #29 on: January 05, 2013, 02:05:57 am »
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I mean nobody should be able to survive 8 melee hits or a couched lance.
don't even get them started
that argument will go on for days.
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