Author Topic: Remove turnrate nerf  (Read 10187 times)

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Offline Gravoth_iii

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Remove turnrate nerf
« on: January 17, 2018, 01:27:26 am »
+1
Its time
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Offline the real god emperor

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Re: Remove turnrate nerf
« Reply #1 on: January 17, 2018, 01:34:51 am »
+7
So we can get roflcopter stabbed even easier? no pls :(

Offline McKli_PL

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Re: Remove turnrate nerf
« Reply #2 on: January 17, 2018, 02:01:55 am »
0
top kek 2018 :wink:

Offline Yeldur

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Re: Remove turnrate nerf
« Reply #3 on: January 17, 2018, 02:12:23 am »
+1
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Offline Gravoth_iii

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Re: Remove turnrate nerf
« Reply #4 on: January 17, 2018, 04:57:33 am »
+1
So we can get roflcopter stabbed even easier? no pls :(

People already do tons of roflcopter swings, i dont see how bringing back spinstabs would be somehow change things except make gameplay smoother.

Turnrate nerf is godawful for gameplay, it removes layers of depth in duelling and replaces it with frustrating lack of control. Spinstabs is really just a gitgud complaint, one of many and its very noticeable when you go to native and it just feels as if restraints are gone and you can play normally again.
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Offline Torben

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Re: Remove turnrate nerf
« Reply #5 on: January 17, 2018, 06:44:22 am »
+2
#lanceangle
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Offline ARN_

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Re: Remove turnrate nerf
« Reply #6 on: January 17, 2018, 07:16:39 am »
+3
NO!
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Offline bensai

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Re: Remove turnrate nerf
« Reply #7 on: January 17, 2018, 08:29:58 am »
+6
Well some weeks ago I synced my camera movement sensitivity with the turn rate of my 1h sword (thats right a tiny little 1h sword) just to making spinning less of a camera fuck, and I've noticed when I play on my big clunky polearms or whatever that I turn at pretty much the same speed, like, really? my English bill weights 3.0  vs my knightly arming sword's 1.7 (that's well over a 50% weight increase over the Knightly arming sword) and there's barely any disparity between the weapons' turn times.

I think that the turn rate nerf should be modified so that the lighter weapons turn MUCH faster and the middle-weight 2hers and polearms get a slight slight turn buff. long maul and great maul turn rates seem pretty fine to me.

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Offline Leesin

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Re: Remove turnrate nerf
« Reply #8 on: January 17, 2018, 08:56:44 am »
0
Well some weeks ago I synced my camera movement sensitivity with the turn rate of my 1h sword (thats right a tiny little 1h sword) just to making spinning less of a camera fuck, and I've noticed when I play on my big clunky polearms or whatever that I turn at pretty much the same speed, like, really? my English bill weights 3.0  vs my knightly arming sword's 1.7 (that's well over a 50% weight increase over the Knightly arming sword) and there's barely any disparity between the weapons' turn times.

I think that the turn rate nerf should be modified so that the lighter weapons turn MUCH faster and the middle-weight 2hers and polearms get a slight slight turn buff. long maul and great maul turn rates seem pretty fine to me.

#buffswashbuckling2k18

+1 The only decent suggestion in here.

Offline Panos_Tournament

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Re: Remove turnrate nerf
« Reply #9 on: January 17, 2018, 09:00:23 am »
+2
Its time

Only cunts who abuse the already broken stab mechanics of this turkish made game want this.

Cunts like you, Teeth the I play from my living room while my parents watch me, Darmaster the Italian midget gypsy, Gurnisson the Jew from Norway, etc etc etc.

Nope.

Offline Chris_the_Animal

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Re: Remove turnrate nerf
« Reply #10 on: January 17, 2018, 10:46:37 am »
+1
Its time

It is!
This Nerf stopped Gurnisson from roflcoptering like a boss!
Bros never die!

Offline Beleg

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Re: Remove turnrate nerf
« Reply #11 on: January 17, 2018, 11:29:21 am »
+4
one of many and its very noticeable when you go to native and it just feels as if restraints are gone and you can play normally again.
Well, while we're at it let's remove the drawing speed nerf for the ranged because it's definitely a restraint. I'd love to shoot 10 arrows in 5 seconds.

Or, maybe those restraints are there for a reason and "look, Native has it" isn't a valid arguement. If I preferred native gameplay, I'd play native.
Oh and its Gnjusoğlu Saracoğlu, you illiterate goat-shagging baklava-eater.

Offline Gurnisson

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Re: Remove turnrate nerf
« Reply #12 on: January 17, 2018, 11:46:50 am »
+3
It is!
This Nerf stopped Gurnisson from roflcoptering like a boss!

Both true and false. I gradually went more over to pike and long spear, having used more 2D polearms before.

Most 2D polearms were harshly effected by the turnrate nerf, especially the slow, long and heavy ones. The ones relying on the overhead (English Bill, Swiss Halberd and to some extend Long Maul) got hit the hardest by the change. Shorter spears and the longer pikes are still good, even though they obviously got nerfed, with the removal of floorstabbing and the reduced turnrate. They still have niches in the game though, and might've been too powerful before.

I doubt the complete removal of the turnrate would be wise at this point, as the nerf made positive, as well as negative, impact to the game. One could argue that weapons like the longest pikes, the longest hoplite spears and the dreaded great maul needed a nerf that was not just in stats, the problem is that other weapons got hit too harshly with the change.
I voted Gurnisson cause of his fucking bendy pike, I swear noone can roflcopter stab like he can.

Offline Kenda

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Re: Remove turnrate nerf
« Reply #13 on: January 17, 2018, 12:02:05 pm »
+1
I'm up for anything to spice up melee combat, after turnrate nerf and slowing down the game it feels like the most reliable way to land hits is to spam.. Which just isnt very satisfying at all.
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Offline Ikarus

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Re: Remove turnrate nerf
« Reply #14 on: January 17, 2018, 12:13:21 pm »
+14
Isn't melee fighting already fast enough in crpg?

We already have plenty of agi 2h heroes, running towards you and moving their upper torso like this
(click to show/hide)

I don't support even more advantages for spastic close combat
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