Author Topic: This double hit business  (Read 18289 times)

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Offline Blackbow

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Re: This double hit business
« Reply #210 on: January 11, 2013, 05:53:34 pm »
+2
But of course, this community is horrible. We criticize the dev team for everything immediately without discriminating. I mean everytime they try to add armors we create 5 threads saying those armors don't fit in the time period of cRPG. We also said "no it's crap" back when Ozin literally created rageball from scratch and each time Paul improved it. Same thing with DTV or even Stronghold and adding CtF. For cRPG players, all changes are bad. That's what you are saying ? What you are implying is that we just don't try to analyse and project what the effects of whatever change happened are going to be ? I mean it's very clear we are disgrateful of every single thing the dev team has done.


It's not like that and you know it pretty well. The oldmy old friends are the ones that are the most vocal about gameplay tweaks they think are bad because they suppose having sufficient knowledge of the gameplay to know what the consequences will be. All the fuzz about this particular (and honestly, minor) issue is only greater because 1) It's nearly as popular as the turn rate nerf right now, and the turn rate nerf is still in despite everything that has been said about it, and that the "test period" has long finished. 2) cmp trolled with his first response on the topic, yet the donkey crew is expected to become more serious about community feedback in the future. I mean this is literally written on the M:BG page. Most of these people complaining love the game and would hate to see it become less good than it is, that is why reactions can go full retard even with minor issues.

Right now if I had to name two issues with gameplay elements that were added to cRPG, I would say : 1) turn rate 2) double hits. Those two are for me "fully bad" changes, that is, they don't bring anything good and it's not a matter of weighting the different effects. I don't really like the armor soak/reduce changes either but that one has upsides.
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 :D

it's so funny to see inf crying now ...
they laugh about archery nerf ... but when that touch the sacred melee shit omg it's end of the world =p

imo nerf more melee they should die in one hit !!
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Offline Tronde_Dornian

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Re: This double hit business
« Reply #211 on: January 11, 2013, 05:55:24 pm »
0
To buff the agi builds, the time window for chamber could be a little bit prolonged and the time to block a chamber a little bit reduced, so the str builds get chambered more and can block less: should make less str spamming, waiting for double hit, better possibility for the agi builds to chamber.

And regarding chambering not as block and attack but deflect and attack, the chance of an attacke to crushthrough while being chambered could be reduced or completely removed. Successful deflecting the energy: no hit. Kind of using the enemy force like in Aikido.

After rereading my post, seems that I like the double hits somehow :-)

Offline cmp

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Re: This double hit business
« Reply #212 on: January 11, 2013, 06:44:13 pm »
+20
The double hit change was rejected by the mechanics balancing team. It will be removed in the next test version.

Offline Dezilagel

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Re: This double hit business
« Reply #213 on: January 11, 2013, 06:49:25 pm »
+1
Great!

Can they take the turnnerf down with it too?

Pretty please with sugar on top?
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Offline bavvoz

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Re: This double hit business
« Reply #214 on: January 11, 2013, 07:06:32 pm »
0
What about those who respecced to 39/3 win build?

Ranged can have em, they need some love to with all the hate :)

Offline Tovi

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Re: This double hit business
« Reply #215 on: January 11, 2013, 07:07:29 pm »
+1
Double hit is not so realistic : I practice a martial art and I can say that if you are hit first, your strike will be fully or partially stopped.

Double hit should have a -50% malus.
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Offline cmp

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Re: This double hit business
« Reply #216 on: January 11, 2013, 07:08:55 pm »
+12
Great!

Can they take the turnnerf down with it too?

Pretty please with sugar on top?

No, but they are working on making it dependant on weapon length and weight. I hope you're not a mauler or a piker.

Offline Sable Keech

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Re: This double hit business
« Reply #217 on: January 11, 2013, 07:10:42 pm »
0
Feel free to argue more.  :lol:
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Offline Teeth

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Re: This double hit business
« Reply #218 on: January 11, 2013, 07:11:22 pm »
+1
No, but they are working on making it dependant on weapon length and weight. I hope you're not a mauler or a piker.
You mean it is going to be less for all the other classes, which I am okay with, or do you mean it is going to be even worse for these specific classes?

Offline cmp

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Re: This double hit business
« Reply #219 on: January 11, 2013, 07:12:10 pm »
+4
Both.

Offline Falka

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Re: This double hit business
« Reply #220 on: January 11, 2013, 07:14:30 pm »
+1
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Offline Tindel

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Re: This double hit business
« Reply #221 on: January 11, 2013, 09:30:51 pm »
+1
No, but they are working on making it dependant on weapon length and weight. I hope you're not a mauler or a piker.

This sounds really great, and gives short weapons a bit of use compared to the longer heavier weapons

Offline Piok

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Re: This double hit business
« Reply #222 on: January 11, 2013, 09:34:22 pm »
0
No, but they are working on making it dependant on weapon length and weight. I hope you're not a mauler or a piker.

Hope shield weight will be also in calculation.

Offline Ujin

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Re: This double hit business
« Reply #223 on: January 11, 2013, 09:34:53 pm »
+4
Both.
I'm all up for this  , although i must admit i'm a bit worried about the shorter 2h weapons in the long run. Katana and longsword currently can do a tremendous amounts damage . This change might just turn them into a total cookie-cutter choice out there.

Offline Dezilagel

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Re: This double hit business
« Reply #224 on: January 11, 2013, 09:41:59 pm »
+2
I'm all up for this  , although i must admit i'm a bit worried about the shorter 2h weapons in the long run. Katana and longsword currently can do a tremendous amounts damage . This change might just turn them into a total cookie-cutter choice out there.

Yeah, hope they take weapon categories into consideration (1h and poles get less penalties per length/weight unit than 2h) and do balance changes accordingly.

Still hoping for a complete removal, but a rework could turn out to be good (affecting mauls was the one good thing turnrate nerf did imho).
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