Author Topic: Balancing suggestions for some praticular weapons  (Read 3548 times)

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Offline Paul

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Re: Balancing suggestions for some praticular weapons
« Reply #15 on: January 09, 2011, 03:58:39 pm »
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2h animations have alot longer reach than polearm animations. You can easily add +20 to the sword in terms of comparing reach. Furthermore increased weight is more good than bad in my opinion. It does slow down the wielder abit, however it makes the weapon better against crush through, stun and it increases the own capability of the weapon to stun a blocker. You can't simple compare the stats of weapons of a different type.

Offline Heroin

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Re: Balancing suggestions for some praticular weapons
« Reply #16 on: January 09, 2011, 04:30:25 pm »
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Since the brawls on the schoolyard I am convinced that speed beats strength. In any RPG game I always go on fast builds. I can't judge "spamming"-weapons properly, so I don't try, as I am biased.

I think this is also giving you a bias against STR-based weapons. While I support bringing the unrealistic LoC and Looney toons axe into line with something that could feasibly exist IRL, I don't support the change to the crush-through weapons. Currently, the only weapons that reliably crush through are the great maul and the boulder on a stick/long great maul, which are both very slow and unbalanced. Feinting with them is near impossible. Without their reliable crushthrough, they'd be fairly useless.

As far as the morningstar goes, it's relatively low weight makes it not crush through very often against good shields. It will crush through mediocre and poor shields with good powerstrike and a running start. However, the morningstar is penalized for this benefit by being slower and/or shorter than two-handed weapons without this capability. It also has the "unbalanced" flag, making it more difficult to feint. I think it is fine as it is.

EDIT: Edited to clarify "Unbalanced".
« Last Edit: January 09, 2011, 04:49:21 pm by Heroin »
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Offline ViiKOLD

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Re: Balancing suggestions for some praticular weapons
« Reply #17 on: January 09, 2011, 05:59:20 pm »
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Just a simple question. If you nerf "crushers", why would anybody use them?

Polearms are completely different story as you have different kinds of polearms and some of them very effective for cav. So polearm build can have basically the best weapon on horse back and poleaxe for melee that is heavy enought to stop crushers and can outspam most of the 2h.

Offline Joker86

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Re: Balancing suggestions for some praticular weapons
« Reply #18 on: January 09, 2011, 06:46:51 pm »
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Just a simple question. If you nerf "crushers", why would anybody use them?

That's why I said to increase their speed and/or their damage. Make them deal brutal damage, 50b for the great maul, but lower or remove blockcrush.
Joker makes a very good point.
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Offline Heroin

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Re: Balancing suggestions for some praticular weapons
« Reply #19 on: January 09, 2011, 07:51:32 pm »
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That's why I said to increase their speed and/or their damage. Make them deal brutal damage, 50b for the great maul, but lower or remove blockcrush.

That would make them suck. -1.
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Offline Joker86

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Re: Balancing suggestions for some praticular weapons
« Reply #20 on: January 09, 2011, 08:09:25 pm »
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Compared to before? Yes. That's intended.
Joker makes a very good point.
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Offline Brutal

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Re: Balancing suggestions for some praticular weapons
« Reply #21 on: January 09, 2011, 08:14:17 pm »
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Pre-patch everybody was whining how much two hand was OP to every other class because of the lolstab, better range and (mysterious) faster animation.
The lol stab is gone and now everybody is whining that poleaxe is OP compared to 2H ??? WTF ??

Are you joking  ??? what as changed except the lolstab ??? isn't that what the majority wanted ??

The whine will just never stop........

Offline Beans

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Re: Balancing suggestions for some praticular weapons
« Reply #22 on: January 09, 2011, 10:38:10 pm »
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Well polearms are obviously OP and the vast majority of players know it.


The average game as 60-70% polearm users.

Lots of people use polearms because there is a huge fucking variety of weapons and playstyles for 1 class of weapon. You can spear+shield, pole on horseback, use long 2h spears, use long ass glavies and ninja shit, use short blunt weapons, use axes, pikes for horses.

It's probably the most variety out of all of the weapon choices, and a lot of people that don't already have a build in mind go for it.  It's a very safe choice for new people too. That is a large factor into why you see so many used.

Back in the day, it was clear some polearms were broken(everyone used a bec de corbin) now you see a pretty good distribution of pole weapons.
« Last Edit: January 09, 2011, 10:41:07 pm by Beans »

Offline Heroin

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Re: Balancing suggestions for some praticular weapons
« Reply #23 on: January 10, 2011, 01:56:37 am »
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Compared to before?

No. Compared to every other weapon in the game. They wouldn't really have a place.
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Offline Maira

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Re: Balancing suggestions for some praticular weapons
« Reply #24 on: January 10, 2011, 02:00:11 am »
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Lol before I thought that the looney toons axe was a fantasy weapon. It actually existed and I was like lolwut?! Who the hell used that?!

Offline DarkFox

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Re: Balancing suggestions for some praticular weapons
« Reply #25 on: January 10, 2011, 06:57:52 am »
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Quote
That's why I said to increase their speed and/or their damage. Make them deal brutal damage, 50b for the great maul, but lower or remove blockcrush.
Blockrush is part of gameplay with it own tactic.I hope chadz will not do gameplay poorer because of such suggestions.

Offline Grey

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Re: Balancing suggestions for some praticular weapons
« Reply #26 on: January 10, 2011, 08:11:25 am »
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Yah, blockcrush is fine imo, great big bloke with a great big maul, hes gonna absolutely rape your head if you try to block an overhead swing with a sword. You'd probably end up wearing your sword as a helmet.....

Its not unrealistic, and its not difficult to avoid in a 1v1 situation. You just gotta kill the instinct to block, and stab instead.....or use your feet.
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Offline Vygar

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Re: Balancing suggestions for some praticular weapons
« Reply #27 on: January 11, 2011, 04:58:26 pm »
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I think that crushthrough is inappropriate in a mod like CRPG and should probably be removed entirely.  This is because in Native, the "classes" are static and are balanced around the ability to completely negate the defenses of the target.  However, in CRPG that balance is skewed and it then becomes very easy to build a character that can inevitably walk through any opponent regardless of how they try and fend off the attack. 

Offline Diomedes

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Re: Balancing suggestions for some praticular weapons
« Reply #28 on: January 13, 2011, 01:54:12 am »
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I think that crushthrough is inappropriate in a mod like CRPG and should probably be removed entirely.  This is because in Native, the "classes" are static and are balanced around the ability to completely negate the defenses of the target.  However, in CRPG that balance is skewed and it then becomes very easy to build a character that can inevitably walk through any opponent regardless of how they try and fend off the attack.

If I can avoid it with a balanced character why can't you?  Play to their weaknesses: distance, speed, where their swings will contact your blocks, and teamwork.

Offline Seawied

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Re: Balancing suggestions for some praticular weapons
« Reply #29 on: January 13, 2011, 06:15:04 am »
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Well polearms are obviously OP and the vast majority of players know it.


The average game as 60-70% polearm users.

Did you know that 68.2% of all statistics are made up on the spot?

Also, statistics show that people are happier naked!
So with PT >10 stones become simple too effective
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