09-17-2009, 10:09 PM | #51 |
Apprentice
Join Date: Jan 2009
Posts: 90
|
Thinking on this all and testing some more just makes me not like this more. I don't want to play a static game where you need to stand still to do anything. Yes, warriors need help the way it is now, but changing the dynamics of the whole game to make it where you pretty much all have to be standing still to do things or running for your life does not seem fun. 3 ideas for quick easy, perhaps bad, but at least it could be tried solution to the way things are now.
1. Remove piggybacking attack + spell for archers. 2. Give warriors strategic position, perhaps with slightly less duration and longer cooldown then marksmen have. 3. Reduce the percentage of cast speed you get from Arcane devotion so a warlock with that and acceleration can not cast 3-5 spells before warriors can get near. I know, it prolly won't happen since you put I would guess a good amount of time with this new combat system.....but I would much rather see you try these kinda small changes first before completely redoing combat system to where it forces static fights instead of dynamic and fast paced fights. Edit: I thought of 1 more thing. 4. Restore onslaught to what it used to be but have it's affects only effect warriors. |
09-17-2009, 10:15 PM | #52 |
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
|
From testing my marks for a bit today:
Nice Got to say, with the changed faster 1st attack to balance the delay you get on start of attacks is really good. With fast bows its on a reasonable speed even allowing a quick shot between moving - still its hard enough to not makin it an easy strafekite. It feels more dynamic minor issue Missing feedback for Normal attack success (some castbar that shows the current state of the normal-hit-cast would help much) suggestion Add a castbar for normal hits. the bar should be empty when nothing is cast and fill up from 0% to 100% when you cast or do a normal hit. With current castbar you dont know where exactly is the "end"of the castbar. problem with auto-stop on cast: Currently we stop when we try to cast, no matter if the requirements for a successful cast are met (eg. out of range/target not facing/taget immune to spell etc). I recommend to change it so you auto-stop only when the cast really starts. |
09-17-2009, 10:18 PM | #53 |
Banned
Join Date: Feb 2007
Location: Under your skin Posts: 1337
Posts: 2,490
|
I don't have to stop but I think that cancelling a spell or normal attack should be done in another way than moving, people still want to kite
|
09-17-2009, 10:27 PM | #54 |
NGD·Studios
Join Date: Mar 2006
Posts: 892
|
|
09-17-2009, 10:34 PM | #55 | |
Count
Join Date: Jul 2007
Location: Arse firmly glued to Ra
Posts: 1,042
|
Quote:
for the worse (which was promptly changed back) Also warriors can kite using spears so no one loses out on that point Please listen to the majority of players and dont make so drastic changes -Regards
__________________
Follow me on facebook https://www.facebook.com/lomgom/
|
|
09-17-2009, 10:36 PM | #56 | |
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
|
Quote:
I just miss proper feedback. [A fixed size castbar for normals and spells could even allow to take into account your ping (you can test when your spell shoots out without being cancelled and eg. Find out by trying that your cast goes out at 95% of the bar. That would even balance ping differences.] |
|
09-17-2009, 10:45 PM | #57 | |
NGD·Studios
Join Date: Mar 2006
Posts: 892
|
Quote:
the great majority that we also try to take into consideration is the 80% of users that register every day into the game and never return. Additions such as strafing that you guys considered so negative when we implemented it, had a lot to do with us thinking in those users too. Actually the real majority of the player base like strafing now... even according to polls in this very same forum. |
|
09-17-2009, 10:52 PM | #58 |
Count
Join Date: Jul 2007
Location: Arse firmly glued to Ra
Posts: 1,042
|
Actually strafing i don't like but im not forced to use it, also i see hardly anyone using that feature in game at all
As for the amount of registered users to people who actually play, a fair amount of people who no longer play were unhappy with some changes made to the game (i have been told this by a LOT of people who no longer play) Anyways im sure you have our best interests at heart
__________________
Follow me on facebook https://www.facebook.com/lomgom/
|
09-17-2009, 10:52 PM | #59 | |
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
|
Quote:
Before we had a problem with kiting on almost full speed. Yesterday it was like when you shot you already had the warrior ON you dancing around you without a way to shoot him. today its a nice balance imo. It slows you pretty much down when you turn and shoot, still it feels much better then yesterday. Edit: If you "ban" all possibilities to kite AND makin ranged classes having malus on close combat - you can bury the class. Its the core of ranged classes - doing dmg without getting dmg -> Its core of ranged class to not let the melee class get near you in range vs melee. You just got to balance the chances. Kiting was too easy - range was too fast while shooting back. Speeding up warriors wouldve been one idea but - you wanted range to be faster when fleeing. Slowing down the kiting process is the way to go and you successfully did it imho. Offtopic: I always loved strafing Last edited by _Enio_; 09-17-2009 at 11:05 PM. |
|
09-17-2009, 10:59 PM | #60 | |
NGD·Studios
Join Date: Mar 2006
Posts: 892
|
Quote:
|
|
Thread Tools | |
Display Modes | |
|
|