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Author Topic: Ranged stagger: Should it stay or should it go  (Read 5998 times)

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Offline Nightingale

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Re: Ranged stun: Should it stay or should it go
« Reply #75 on: January 27, 2014, 09:07:15 am »
+6
I was confused earlier when reading this thread, I thought you were trying to remove all of the stun completely... after I gave it a second look I'm fairly certain you are aiming to remove Stagger and keep Stun

Stagger - the thing that locks you in place for a half a second as if you were kicked *some times moving you back or to the side* (kinda bs can go I would understand)
Stun - Cancels blocks as if being hit by a melee weapon. (Needs to stay)

I think the best suggestion in this thread I have seen to be honest is the recommendation of making stagger determined by damage dealt by the shot. That way good shots are still rewarded for spammy archers. While making it harder for them to "lock you in place."

Offline Smoothrich

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Re: Ranged stun: Should it stay or should it go
« Reply #76 on: January 27, 2014, 10:34:44 am »
+1
I don't think anyone wants the stun effect removed where you can interrupt someone's swing or drop their block with a ranged hit. That's totally cool. The stagger is fucking retarded though. That's what people complain about when it comes to being "chain-staggered" by ranged if there's too many of them on a server and you are completely helpless if the ranged have enough awareness to begin focus firing the poor sad infantryman. Especially with fast-firing bows and throwing being so popular by the time stagger wears off with 1 ranged buddy teaming up with you, you'll be able to land another shot and continue the vicious cycle.

I haven't been one to complain about ranged or the amount of them very much when I play, but lately when I have time to play later at night with ~30 people on NA_1 the amount of ranged on a team is becoming really outrageous. Just feels like all the infantry are running around stuck in glue (my 6-7 athletics +medium armor builds feel great against infantry, but feels like 0 athletics full plate when juking ranged lately) with a half dozen or more camping ranged on high elevation or a fortified area just picking people off with focus fire one at a time.

Also when you are cav the ability to cut down enemy team's ranged becomes less and less effective when they have way more ranged than melee. Cav works great in a big, varied battle where infantry and ranged are mixed together because people focus on the main clashes and cav can pick off ranged here and there for the benefit of their team. When its a half dozen or more ranged camping together in a blob, far removed from the main engagement, you can't do anything without being filled with shots over and over from multiple angles and directions.

I'd rather deal with big blobs of heavy armor 2handers, pikes, shielders, or other cav, than having a shit ton of ranged players camping some shit place on a map. Its hard to win against and god damn it is not fun at all.

Hell how about a buff to Athletics? Ranged crap already weighs a ton to keep them slow, but I wouldn't mind everyone being able to run or juke faster. Would make more interesting swordplay and easier to juke ranged, which is becoming much harder to do now that people don't use Longbows and crap all the time.
« Last Edit: January 27, 2014, 10:37:52 am by Smoothrich »
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Offline Templar_Steevee

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Re: Ranged stun: Should it stay or should it go
« Reply #77 on: January 27, 2014, 11:49:53 am »
0
and here is a diference, on EU long and rus bows are still popular, and i can see lots of ppl using them.
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Offline Sharpe

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Re: Ranged stun: Should it stay or should it go
« Reply #78 on: January 27, 2014, 01:29:43 pm »
+1
and here is a diference, on EU long and rus bows are still popular, and i can see lots of ppl using them.

More people in NA are taking those god damn tatar/nomad bows, and then they take a shield as well. Its great.
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Offline CrazyCracka420

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Re: Ranged stun: Should it stay or should it go
« Reply #79 on: January 27, 2014, 04:19:09 pm »
0
I was confused earlier when reading this thread, I thought you were trying to remove all of the stun completely... after I gave it a second look I'm fairly certain you are aiming to remove Stagger and keep Stun

Stagger - the thing that locks you in place for a half a second as if you were kicked *some times moving you back or to the side* (kinda bs can go I would understand)
Stun - Cancels blocks as if being hit by a melee weapon. (Needs to stay)

I think the best suggestion in this thread I have seen to be honest is the recommendation of making stagger determined by damage dealt by the shot. That way good shots are still rewarded for spammy archers. While making it harder for them to "lock you in place."


Yeah the title was bad...I was using stun and stagger interchangeably.  I meant ranged stagger, not stun. 
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Offline Hirlok

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Re: Ranged stagger: Should it stay or should it go
« Reply #80 on: January 27, 2014, 04:29:24 pm »
0
stagger must stay at least for siege and high pd bows :)

nothing funnier than shooting people on ladder and then see them stumbling and falling to their death...  :mrgreen:
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Re: Ranged stagger: Should it stay or should it go
« Reply #81 on: January 27, 2014, 04:32:03 pm »
+5
Nerf archery!

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Offline Tzar

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Re: Ranged stagger: Should it stay or should it go
« Reply #82 on: January 27, 2014, 08:59:52 pm »
0
THrowing can keep stagger, anything else... well fuckit they dont need it :!:
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 Rumblood

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Re: Ranged stun: Should it stay or should it go
« Reply #83 on: January 28, 2014, 02:18:09 am »
+4
We could just drop the argumentative "THE ___ LOBBY SUCKS" attitude and go back to the merits of changes and stop being so dismissive.

Is your argument really to never nerf ranged at all because people will complain about it whether it's nerfed or not? I am having trouble accepting the credibility of what you've been saying based on some of your posts I've been reading.

The people who actually make balance changes haven't said any such thing, and they've typically ignored baseless and nonsensical lobbying as much as you're dismissing any proposed negative change or rebalance to ranged weapons based on some overblown strawman lobby.

I'm curious as to what "actual issues" haven't been addressed, in your opinion. Several changes, most within the last few months, have gone leaps and bounds to improve broken mechanics and remove outdated flaws the game engine has had since its inception. Balance changes are actually being discussed and implementation of changes are not subject to rare whimsy and select opinions without discussion any longer. Here you're not only dismissing the idea that someone might have a valid opinion because of what extreme view their idea might align with, but you're also dismissing the actual process of game balance that goes on and the changes that have been made and are being made.

It wasn't an argument, it was a flat out statement and prophecy, or am I not allowed to express an opinion without directly providing evidence for or against? I've already given valid reasons for it to stay pages back. I think I can respond in kind to those who simply state "Just remove it and we can talk about anything else later". Who is being dismissive here? The guy who posted valid reasons in support of his position, or the guy who ignores those posts and jumps on the one post out of dozens that elaborate in detail with supportive arguments that I've made on the umpteen threads on this topic to tell me that I'm being dismissive? Well helllooooo kettle.

Actual issues?

Having HA aim being offset from the actual reticule has been there forever.
"Ghost" arrows have been in forever.
The target jumping causing an increase in "ghost" missiles has been around forever.
Jumping with a bow and sinking into the ground instead of doing nothing has been in since jumping was removed.
Putting your bow away, switching to a melee weapon and immediately jumping causing you to sink into the ground as well has been in for several patches.
The "stagger" animation that is being complained about in this very thread preventing another hit, whether by a missile or even sometimes a horse bump at some point during the animation has been around for a very long time.
That's just off the top of my head.

As for the balance team, I've seen the thought processes shared a hell of a lot more with Tydeus and he is making logical arguments. But it still appears to be that the balance team is only considering what the anti-XXX lobby suggests and not some of the better solutions proposed by several members of the community (I'm not just talking about me). There have been several excellent proposals that have gone ignored (no, I'm not going on a forum hunt for them now, they will pop up again.) Additionally, other complaints are ignored. The community has been complaining forever about how lame it is for xbows to be able to invest nothing, absolutely nothing into the xbow, have a ranged weapon with great damage, and still be able to roll a melee character on par with a pure melee character.

I think I have plenty of cause to have my opinions.  :idea:
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Offline San

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Re: Ranged stagger: Should it stay or should it go
« Reply #84 on: January 28, 2014, 03:08:31 am »
+1
As for the balance team, I've seen the thought processes shared a hell of a lot more with Tydeus and he is making logical arguments. But it still appears to be that the balance team is only considering what the anti-XXX lobby suggests and not some of the better solutions proposed by several members of the community (I'm not just talking about me). There have been several excellent proposals that have gone ignored (no, I'm not going on a forum hunt for them now, they will pop up again.) Additionally, other complaints are ignored. The community has been complaining forever about how lame it is for xbows to be able to invest nothing, absolutely nothing into the xbow, have a ranged weapon with great damage, and still be able to roll a melee character on par with a pure melee character.

I think I have plenty of cause to have my opinions.  :idea:

Even if you can't find the topics for these "excellent proposals," it might be worth it to at least list a few of these concepts out. Just keep in mind that some great ideas may simply not be feasible under the current game engine and modding capabilities.

Offline Canary

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Re: Ranged stun: Should it stay or should it go
« Reply #85 on: January 28, 2014, 09:59:39 am »
+4
(click to show/hide)


Now is the time to be productive. Here's what I know about the way stagger works, please correct me on any of this information should it be false.

What is stagger? When a player receives damage their character enters an animation for being damaged* (usually strike or strike2). "Stagger" is a separate animation (strike3) which is sometimes called instead of the other animations. Strike and strike2 have a duration of 0.5 to 0.6 seconds depending on hit location. Strike3 has a duration of 0.9 to 1.3 seconds depending on hit location.

*These are only confirmed for being true for polearms (with the exception that strike3 is no longer called). What exact the animations a ranged hit calls are unknown to me as of now, and it would only be an assumption that they have the same durations.

Polestagger

Triggered by a damaging melee hit with a polearm.

Has a 50% chance to call the longer animation. (unsure on the threshold for damage needed to cause it)

Has been removed from cRPG on all WSE-enabled servers.

Ranged stagger

Triggered by a damaging hit with a ranged weapon.

For bows and crossbows: If pre-armor damage is above 25 has a 30% chance to call the longer animation.
For throwing: If pre-armor damage is above 15 has a 40% chance to call the longer animation.



As you can see, currently it is easiest to cause stagger by using a throwing weapon, and, at that, faster throwing weapons are particularly suited to taking advantage of it.

Polestagger was advantageous in that one could take advantage of its triggering by landing a followup hit with certain weapons. Ranged stagger is advantageous in that it is caused by attacks unable to be manually blocked (i.e. without a shield). Both were/are extremely powerful in team situations.


Polestagger was unceremoniously removed with patch .286. No major balance changes were made to polearms until months later when four new polearms were added with patch .0.2.9.0. Several months after that, certain polearms received nerfs, followed by some specific polearms receiving significant buffs during patch .2.9.3.2. The most recent changes to polearms have been a mix of nerfs and buffs.

Why does this matter? Because it is likely that polearm balancing did not generally take polestagger into consideration (with a possible exception of some of the "significant buffs" mentioned that may have been given to some of the weapons that felt the loss of polestagger the most). It leads to the question of whether or not ranged balancing is taking ranged stagger into consideration. If it is like polestagger was, it is an added benefit certain classes are getting on top of the statistical ways they're balanced. We'd like to think that it is part of the big picture the devs and item balancers have, but what significant impact would be made if ranged stagger were taken away, and how can we try to weigh it against statistical balance?



Let's compare it with other types of stuns:

On its own, a normal damaging attack will interrupt a player from blocking, chambering an attack, swinging his attack and will usually slow his movement but does not root him in place *edit: unless it is a polearm that isn't tagged with knockdown or a ranged weapon.

Knockdown is a percentage chance based on weapon weight and raw damage dealt to stun an enemy for a longer period of time than normal on a successful hit with certain specific weapons. It is enabled on weapons which can be manually blocked without a shield (although some knockdown weapons can crushthrough), and the maximum chance of it occurring on the heaviest weapons is 29.7%, with 5% less chance for every 1 less raw damage dealt below 40. A player who is knocked down is unable to attack, block or move normally during its duration. It lasts longer than the stagger animation, but it is now possible to roll away during knockdown by double-tapping A or D, potentially avoiding an incoming followup attack.

Horses can also trigger the knockdown animation by riding over another player. The knockdown animation seems to be the same or is at least similar to the knockdown caused by weapons tagged with knockdown, and you can roll away in the same fashion during it. I'm unsure of the specific mechanics that cause a horse charge to knockdown (whether it's based on damage or something else), but it is an unblockable attack that must be lined up correctly to trigger, and the horse's speed must be past a certain threshold (unless the speed is only significant because of the damage it contributes). Ways to stop it from occurring beyond avoiding a direct hit from the horse are to stop the horse by rearing it (with thrust from a polearm 141 length or longer), to kill the horse outright or to use terrain and scene objects to avoid the paths of horses. A horse-mounted player can not typically take advantage of a knockdown he causes directly to land an attack (unless he has a projectile weapon), but can often land a hit while bumping a player, whether the attack knocks down or not.

Stagger is a stun that stops a player from blocking, attacking or controlling movement during its duration (stagger will often have some kind of momentum of its own attached to the stun - I am unsure of what causes the direction and distance of the movement).

Kicks are a special attack which cause a player to suffer the stagger animation, or at least a very similar animation. Kicking roots you in place and prevents you from blocking and attacking normally for the duration of its own animation. The chance of occurrence is guaranteed if the kick lands, but a kick must be properly aligned with a player in order to land on him. Kicks allow players a chance to land a hit with melee weapons on a target successfully hit with one. Every player in the game can kick, regardless of build or weapon used (but not from horseback!).

Polestagger represented an opportunity to take advantage of your opponent when they had already made a mistake - that is, to land an extra hit upon its trigger with most weapons it was attached to. It was enabled for every polearm in the game that was not tagged as a knockdown weapon. Unlike knockdown weapons, polearms as a whole were almost assuredly not balanced around the presence of stagger.

Ranged stagger is a chance for an increased stun against enemies a possible great distance away by an attack that can only be blocked with a shield. It is enabled for every ranged weapon in the game. Ranged players cannot take advantage of a stagger they cause directly to land another shot, except possibly in the case of the fastest throwing weapons. It is questionable whether or not the items it is attached to are balanced taking it into account.

edit: forgot to include nudges. More information about them can be found here: http://forum.melee.org/guides/nudge-guide/



For my opinion, I am not a fan of ranged stagger. Nobody likes being stunned. It currently has the highest chance of occurrence of any weapon-based stun in the game (unless you count horses). It is enabled for three classes of weapons universally. There is no defensive maneuver to avoid its results like there is with knockdown. The only active ways to avoid it are the same as they are to avoid any ranged attack: to try and dodge it, to hide from it behind scene objects or terrain, or to invest in shield skill and a shield to use and block in the direction of the person shooting. I feel that ranged stagger simultaneously presents too big of an annoyance and group benefit when enabled and won't change the way that ranged players operate or significantly impact their individual performance should it be disabled or nerfed somehow.

I was not a fan of polestagger, either, and I was very glad to see it gone, despite being mainly a polearm player. Ranged stagger is presently, in my mind, not as problematic as polestagger was, but there are several things that make it nearly as bad or worse in other ways. If ranged is to be properly balanced (and I mean balanced, not nerfed), I feel that ranged stagger ought to be removed as a difficult to quantify x-factor. With all this in mind, how drastically would the game really change if ranged hits only stunned for around half a second every time instead of sometimes stunning for around one entire second?
« Last Edit: January 28, 2014, 12:27:17 pm by Canary »

Offline Kafein

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Re: Ranged stagger: Should it stay or should it go
« Reply #86 on: January 28, 2014, 10:33:27 am »
+4
You forgot something Canary. While 1h and 2h attacks do prevent actions for a short duration, they do not (or barely) affect movement. Polearms and ranged weapons still nail people to the ground on every hit regardless of the stagger animation that they cause, which is quite a significant advantage on its own.

Offline Canary

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Re: Ranged stagger: Should it stay or should it go
« Reply #87 on: January 28, 2014, 10:45:57 am »
+1
Thanks for that. That must be related to why the information about the strike, strike2 and strike3 animations only seems to be relevant for polearms. Also, it is apparent that polearms with knockdown don't stop a target from moving the same as they never caused stagger before it was removed.
« Last Edit: January 28, 2014, 10:56:03 am by Canary »

Offline CrazyCracka420

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Re: Ranged stagger: Should it stay or should it go
« Reply #88 on: January 28, 2014, 04:08:34 pm »
+1
I wasn't a fan of pole stagger, and I'm not a fan of ranged stagger.  I generally disagree with the "nerf ranged!!!" QQ threads.  I think ranged is pretty much fine the way it is (the team balance is the problem).  People saying "ranged has no counter besides other ranged!" and acting like that's a problem, are ridiculous.  If someone can hit you from a distance, and you can't hit them, then you aren't a counter to that class (unless you close the gap).  That's the nature of Warband and what makes it so great.  Not everything has a "hard counter (in another class)", it's not rock, paper, scissors.  With teamwork and tactics you can overcome things that you might otherwise not be able to counter.

That being said, I don't think ranged needs any nerfs, but I do think the dumb mechanic of "stagger" needs to be completely removed from the game.  I don't know why it wasn't removed when pole stagger was removed, but ranged stagger should have been removed from the game years ago. 
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Re: Ranged stun: Should it stay or should it go
« Reply #89 on: January 28, 2014, 04:51:20 pm »
0
It is enabled for three classes of weapons universally. There is no defensive maneuver to avoid its results like there is with knockdown. The only active ways to avoid it are the same as they are to avoid any ranged attack: to try and dodge it, to hide from it behind scene objects or terrain, or to invest in shield skill and a shield to use and block in the direction of the person shooting. I feel that ranged stagger simultaneously presents too big of an annoyance and group benefit when enabled and won't change the way that ranged players operate or significantly impact their individual performance should it be disabled or nerfed somehow.

With all this in mind, how drastically would the game really change if ranged hits only stunned for around half a second every time instead of sometimes stunning for around one entire second?

          Speaking from some experience as an archer, I would say that the only time the stun "significantly impacts (my) individual performance" is when an enemy player is at medium to close range.  For obvious selfish reasons, I would love to see the stun be left alone. However, when trying to look at the situation from an unbiased perspective, it seems fair that IF an enemy is able to close the distance between themselves and an archer (or any ranged class), they should be able to put the bow (or ranged weapon) out of play.
          That being said, I don't think the stun should be removed completely. Half of the time, I shoot specific people in order to help my teammate (often clanmate) by leaving the enemy open for a hit. I consider this teamwork and I think that teamwork should be encouraged. Also, if an enemy closes the distance, I think people should be able to get one last shot off before drawing their weapon. It should, however, be their last shot. The stun shouldn't be so long that the ranged player is allowed to run away and shoot again.
          Even though I am an archer myself (therefore obviously benefiting from the longer stun), I would be supportive of a ranged stun nerf. NOT taking it out of the game completely, but lowering the stun time to around "a duration of 0.5 to 0.6 seconds depending on hit location." This would hopefully reduce the QQ and make the game a bit more balanced while still encouraging teamwork between melee and ranged players.

TL:DR ->   Shorten the stun time, but don't remove stun completely

Also, thanks to Canary for actually taking the time to explain stun, knockdown and such to the community. I didn't understand the mechanics of it, and hopefully it can clear up some misconceptions (and stop whining).
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