Author Topic: Nerf ranged  (Read 14347 times)

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Offline BlindGuy

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Re: Nerf ranged
« Reply #165 on: December 09, 2013, 12:52:30 pm »
+1
FINAL SOLUTION, FREE FROM ME TO DEVS:

Crossbows use Powerdraw, with 6 needed for arbalest, and then on down. Rename it PowerReload if you want, who cares.

Half arrow and crossbow ammo capacity. Maybe lower arrow weight to compensate. Job done, game balanced.


If you disagree, you are clinging to your class and scared of change. But it's ok, change is natural and healthy.
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Offline Kafein

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Re: Nerf ranged
« Reply #166 on: December 09, 2013, 01:35:19 pm »
+1
idk about missile speed. It's a very lame nerf that effectively makes shooting more random. In theory it sounds okay, but since very few players run in straight lines anyway it rather gives shooting a sense of luck than skill. I know from my long range throwing how hopeless it is to predict where players go.

I'd rather just see a damage nerf. Either in nerfing unloomed gear, but since that smells more of postponing a problem rather than dealing with it, an overall ranged damage nerf would be more sensible.

We have to protect the core of the game that is melee mechanics. Fight ranged and other lameness, and try to fix the abused and glitchy gameplay..

COF is random, missile speed isn't. Lower missile speed and tighter COF (the latter which we already have since the wpf changes) means better archers can lead better and hit more things because their arrows go exactly where they point their mouse, while bad archers can't lead correctly, miss their targets because they don't point their crosshair where they should. Current missile speeds make dodging any decent archer a worthless task, unless you have extreme agility.

Offline Prpavi

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Re: Nerf ranged
« Reply #167 on: December 09, 2013, 01:55:30 pm »
+1
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I have suggested many times PD for xbows, don't have to call it power draw just a skill required to use it, been called a retard, people have wished for bad things to happen to me irl etc... speaks volumes about how much that would affect the class and actually balance it. Don't know if it can be done from a techincal point, but 18str for arbalest seems resonable, just like 6PD for Rus and Longbow
And now he can't play because of "common sense" and he doesn't understand how this common sense works
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Offline BlindGuy

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Re: Nerf ranged
« Reply #168 on: December 09, 2013, 03:46:06 pm »
+1
And a side note: BOW is 4 powerdraw, and 2 slots, Yumi is 6 PD, ONE slot, AND USEABLE from horseback. Fuckoff.
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Offline Molly

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Re: Nerf ranged
« Reply #169 on: December 09, 2013, 04:24:03 pm »
0
And a side note: BOW is 4 powerdraw, and 2 slots, Yumi is 6 PD, ONE slot, AND USEABLE from horseback. Fuckoff.
I've heard rumours that the Yumi is about to change at some point...
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Offline XyNox

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Re: Nerf ranged
« Reply #170 on: December 09, 2013, 04:51:59 pm »
0
Why this tread still in Suggestion corner? It's wet and salty like an ocean.

That would require a dev or forum admin to take a look at this thread.

Then again, imagine you are a dev or a forum admin and you see a thread called "Nerf ranged" by Leshma. Would you click it ?  :mrgreen:
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Offline Penitent

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Re: Nerf ranged
« Reply #171 on: December 09, 2013, 05:13:12 pm »
+2
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Offline Gurnisson

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Re: Nerf ranged
« Reply #172 on: December 09, 2013, 05:45:06 pm »
0
If they ever wanted to change the requirement or add a skill for xbows, they had the opportunity when they gave out free respecs. Changing it now without respecs would just be ridiculously silly.
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Offline Tzar

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Re: Nerf ranged
« Reply #173 on: December 09, 2013, 05:47:35 pm »
0
Nothing is really wrong with Archers/throwers. Xbow´s have been in need of a PD like requirement for years....

Its just the share numbers  :lol: Dunno how the dev could fix this. But i cant help to take notice how empty EU1 have become... Siege seems to be where most melee players take refugee nowadays  :P
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 Kafein

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Re: Nerf ranged
« Reply #174 on: December 09, 2013, 06:03:30 pm »
+1
Also, get a shield, nubs

It's "get a shield lol" you sophomore

Offline Adamar

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Re: Nerf ranged
« Reply #175 on: December 09, 2013, 06:31:21 pm »
0
-Modify the effective WPF equation for ranged only. This, if possible, could be in effect when a character possess over X wpf in a ranged category. This would force all ranged into lighter armor to be effective at their class, making them easier to kill.

Or , the exact opposite. Make medium armor an asset to ranged so the requirement to exell at the class is higher.

Offline Phantasmal

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Re: Nerf ranged
« Reply #176 on: December 09, 2013, 06:34:29 pm »
+1
WPF problem is mostly for x-bow, archers and throwers have penalty due to PD and PT.

Lowering missile speed for x-bows won't change anything because they will still hit like a truck...

If you want to lower the amount of ranged on a server you will need to initiate some form of global nerf. If not, they will just switch to a ranged class that was not nerfed. Personally, I think there are more elegant solutions availabe. But we are just tossing around ideas. Although I agree that there needs to be a rebalance with the arbalest's damage.

Now if this is what Steevee meant exactly he is right. Lowering missile speed will have no effect on shield piercing. Shield piercing depends on damage and the armour of your shield as far as I know, and I think it is a fairly shitty and unneeded mechanic.

I read somewhere that shield pierce was based heavily upon missile speed. Seems that I was wrong:
#missiles with damage > shield_penetration_offset + shield_penetration_factor * shield
#will penetrate.

shield_penetration_offset = 30.0
shield_penetration_factor = 3.0

#setting speed_power to 2.0 makes damage scale with the square of missile's speed.
# you can set it to 1.0 to make it scale linearly as it was before.
missile_damage_speed_power = 1.9
melee_damage_speed_power = 2.0

Regardless, I find it pathetic that high tier shields that are unloomed offer little protection from arbalests.
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Offline kinngrimm

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Re: Nerf ranged
« Reply #177 on: December 09, 2013, 06:48:13 pm »
0
...
Regardless, I find it pathetic that high tier shields that are unloomed offer little protection from arbalests.
That or that high armor values of any shield seems to have no effect or that high armor values + high shield skill seems to have no effect either. If a shield is supposed to counter ranged, which it doesnt, even if the former mentioned problem would be solved, but theoreticly if it would, then still having to invest heavily sepparetly into shield skill while XBow doesnt need that sepparate investement while penetrating shields ... calling it a discrepancy would be to put it midly.
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Offline Penitent

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Re: Nerf ranged
« Reply #178 on: December 09, 2013, 06:53:16 pm »
0

Regardless, I find it pathetic that high tier shields that are unloomed offer little protection from arbalests.

Don't forget that any amount of range from the shooter decreases the damage.

I have 13 gens shielder.  I have never had an arbalest penetrate a shield that requires 4 shield skill or above.

Offline San

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Re: Nerf ranged
« Reply #179 on: December 09, 2013, 07:00:06 pm »
+4
^You might have to play another gen.