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Old 08-30-2009, 04:34 AM   #1
_Enio_
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Default @suggestions to destroy strafing

Slowing down strafing would not stop kiting, all it does is taking away agility and movement dynamics.

Some posts make strafing look as if it was the main problem with current issues(?) ranged vs melee, but it is not.

You destroy more (fun) then help (the balance).
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Old 08-30-2009, 08:31 AM   #2
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Quote:
Originally Posted by _Enio_ View Post
Slowing down strafing would not stop kiting, all it does is taking away agility and movement dynamics.

Some posts make strafing look as if it was the main problem with current issues(?) ranged vs melee, but it is not.

You destroy more (fun) then help (the balance).
+1 strafing was added to increase dynamics, and in that sense it works.
Ranged vs melee balance issues were here before its introduction.

We need more fun in this game so don't kill it (this occured recently with onslaught "nerf" : less fun, more imbalance).

There are so many boring things to fix ...

PS: Enio's advice is oriented... he's a very intensive strafing user.
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Old 08-30-2009, 08:32 AM   #3
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I have yet to see an archer gaining advantage over warriors because of strafing.
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Old 08-30-2009, 08:40 AM   #4
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Quote:
Originally Posted by DkySven View Post
I have yet to see an archer gaining advantage over warriors because of strafing.
Come to alsius horus and watch enio and comp :P

i watch them take out about 6 syrtis by strafing and shooting.

Ofc i was dead! (warriors FTW)

they gain a advantage with using there speed to dance around a warriors attack range and getting a few shots in while the warriors turning around if you master it u can not get touched

quite awesome to seee
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Old 08-30-2009, 09:05 AM   #5
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Quote:
Originally Posted by DkySven View Post
I have yet to see an archer gaining advantage over warriors because of strafing.
It's because there is no penalty for kiting.

They should also add some animation for crying out loud, it looks plain stupid when you have an archer shooting and hovering in the air as he hovers back. I was playing TLoZ:TP yesterday and I was laughing when I saw the kiting animation, its actually proper. I was wondering what it would look like in Regnum.

Seriously, warriors have nothing to do when you have 2 archers strafing. I've been hunting with Taker recently and the Knights we come across are helpless, I can easily turn in any direction, run circles around my opponent, and switch positions with the other archer. If you know what you are doing the warrior will never reach you.

Ara posted an epic example of range and how it works now with strafing:
Attachment 19649

Last edited by -Edge-; 08-30-2009 at 09:18 AM.
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Old 08-30-2009, 11:44 AM   #6
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my point is - you can do that with slow strafing and mouseturn too. It doesnt change the situation you are trying to fix (if its intended to got fixed which is yet to see).
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Old 08-30-2009, 05:38 PM   #7
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Old Kiting -> Backpedal speed

"new" circle strafe kiting -> Full speed

Just being able to move and shoot at full speed movement means you can cover more distance between shots, meaning the warrior takes longer to catch up, and even if he does we know Archers have LP, Sotw, Escapist, Stun fist... So the warrior has no way whatsoever of keeping the archer in place, one Ambush or Escapist later and hes out of range again.

I dont beleive I could kill a level 48 knight with a level 42 marks (when grinding) 3 times without losing more than 1/4 HP once without full speed strafe, or at least I wouldent be able to so easily. (Note that this was with Etheral, Serpants, Arcania, Ds, and normal hits only, no self defence buffs, no CC) He even used Ao1 twice and I just ran around for 50 seconds as he could do nothing to catch me.

Having used it on my archer in this way I do feal overpowered vs Melle, and did feal kind of cheap winning in such a way.
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Old 08-30-2009, 07:14 PM   #8
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my point is - you can do that with slow strafing and mouseturn too. It doesnt change the situation you are trying to fix (if its intended to got fixed which is yet to see).
^This
Its not harder, its just slightly different but you get used to it as easy as you got used to new strafing. Anyway, even removing strafe would end in same complaints.
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Old 08-30-2009, 08:03 PM   #9
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Well the only way a warrior can beat an archer, or anything for that matter, is to get near it, and in the current state of things thats very very hard.

If you dont get hit by a million CC spells then the pure damage is likely to kill you,

What does an archer need to hit something? To click it.
What does a mage need to hit something? To click it.
What does a warrior need? Defence buffs to live long enough to hit it, speed (which we dont realy have) And some sort of resistance to CC (Um, knights have nothing but passives) and then to run through a ton of damage, and CC, then if you get near then about 40% of the time position lag owns you or 80% of the time your target pops its "immortal" power and runs off.

Warriors simply need to be faster movers than Archers or getting near them is evil.
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Old 08-30-2009, 09:34 PM   #10
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i agree - the new flee speed (insta-turn+run/strafe) together with ons nerf and general 20% speedup (direct buff on +%speed spells/passives) is a big warrior nerf. All i try to point out is, changing strafe doesnt fix anything there but removes one positive thing, movement dynamics.

So - fix it but make sure on the right positions(sorry my english), i seen enough things meant to fix but makin things worse / bringin in new unwanted sideeffects.

[eg. remove/change low profile, remove warriors slowdown on hits, modify SoW - BASICALLY: allow skill have effect in outcome of fights, look on 100% no-skill combos and make em counterable without hoping on chance. (eg. sow in, hit, lp out - no skill req. Same category would be Overspeeded barb with UM when lp/sow was removed (i myself dont like sow, but its the only counter to some things no matter how careful you use your skills). Its really a tricky thing - since you are basically 3hit vs highnorm-barbs the tides can turn easily (1 vs 1) - RvR is even more tricky]
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