Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Re: Disarm:broken
PostPosted: Wed Jul 25, 2012 11:14 am 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
I don't see why we need to punish people who have brains and successfully use things correctly then. I'm with Nightwing. There are limits to what bash can do. Sure it's great against front row people, and in 1v1, but it becomes less effective in other situations. I mean one of the easiest things to do, going to the local pet shop and buying a pet will completely neutralize the bash skill.

Also, I can tell you from experience it is very scary when your character misses a bash. This happens a lot more than you might think.


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 Post subject: Re: Disarm:broken
PostPosted: Wed Jul 25, 2012 11:23 am 
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Joined: Fri Jul 23, 2004 7:50 am
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Location: At home. Or work, maybe. Or working from home.
Sargas wrote:
I'm not so sure that a single action at the beginning of the fight dictating an entire engagement makes for very interesting combat.
See, that's just it. There is no circumstance under which bashing at the start of the fight should dictate the entire engagement, unless the players involved have not prepared adequately.


When I'm referring to lag in this scenario, I'm not referring to the traditional (old-school) bash lag which can actually be averted by disconnecting. I'm talking about the super-cool-new-fast-effects system lag that has already processed your messages and is now punishing you for spamming, e.g., what the victim of a bash currently sees when the execute a command. But ultimately, I think we just have different opinions on what makes a good fight. Personally, I ascribe to the mentality that PK is two-thirds preparation, one third execution. Introducing fast-effect lag on the basher's side turns combat into more of a timing issue, and really doesn't do that much but a) encourage triggering and b) reward the person with "luckier" timing once a melee character has finally managed to get the upper hand (which, again, should never be at the outset of the battle, or you're doing something wrong).


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 Post subject: Re: Disarm:broken
PostPosted: Wed Jul 25, 2012 11:30 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Missing a bash is so deadly. It means that not only are you prone for longer than a normal bash lasts, but your opponent is also not prone or lagged at all, for that matter: So he gets about 4 free rounds to quaff heals, buff up, disarm you, do whatever, and still be able to bash you when you get up: The best you can get by bashing someone is 1.5 combat rounds more than your opponent, which means that just two quaff heals can let him get away or let him win bash privilege himself.

My gnome merc went from practically soloing a 2v1 against Deamuce and Keleza to dead in one missed bash. That's all it takes.


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 Post subject: Re: Disarm:broken
PostPosted: Wed Jul 25, 2012 11:40 am 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Bashing at the start of the fight currently determines the outcome in 90% of combat, regardless of preparation, because of the insane success rate on bash and the number of NPCs/characters with it. You get two bashers in a group against an opponent and you've got a win. Even if one misses, the other won't. Against a single basher in 1v1 (lol, like that happens a lot), there's maybe a 5% chance that the first to throw the bash gives the other fighter a chance to do *anything* other than stand there and watch their HPs drop because of bashlock.


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 Post subject: Re: Disarm:broken
PostPosted: Wed Jul 25, 2012 11:44 am 
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In group combat, the two opponents should beat one opponent. Don't really see the problem here.

In one on one, you're wrong, and Ardith has already provided one of the most trivial and accessible ways to get out of bashlock.


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 Post subject: Re: Disarm:broken
PostPosted: Wed Jul 25, 2012 12:52 pm 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I said "practically soloing" because I told Lynard not to bother with songs of sleep, which meant that all he did was C major and dirt kick.


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 Post subject: Re: Disarm:broken
PostPosted: Wed Jul 25, 2012 2:25 pm 
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Joined: Wed Mar 06, 2002 10:34 am
Posts: 1505
Location: Los Angeles, CA
You should not be able to quaff while bash locking someone, I propose that after a bash you get an affect that does not allow you to quaff for three rounds, this would ensure that bashers have to choose between bash locking, or quaffing to stay alive, that would be a fine change to bash. My only problem with it is bash/quaff/spam bash/quaff/spam bash/quaff


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 Post subject: Re: Disarm:broken
PostPosted: Wed Jul 25, 2012 2:27 pm 
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Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
I actually approve of this idea.


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 Post subject: Re: Disarm:broken
PostPosted: Wed Jul 25, 2012 3:10 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
ObjectivistActivist wrote:
The "penalty" on fly is completely negligible, and I really doubt anyone could reasonably argue otherwise. Shouldn't really take that much to increase it, and it's been mentioned so much by so many that I'm really surprised it still remains as inconsequential as it is right now.

FYI: There are changes ready for fly to go in at the same time as the enchant changes. In addition to a greater penalty to hit, it will also increase cast time.


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 Post subject: Re: Disarm:broken
PostPosted: Wed Jul 25, 2012 3:13 pm 
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Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
Dulrik wrote:
ObjectivistActivist wrote:
The "penalty" on fly is completely negligible, and I really doubt anyone could reasonably argue otherwise. Shouldn't really take that much to increase it, and it's been mentioned so much by so many that I'm really surprised it still remains as inconsequential as it is right now.

FYI: There are changes ready for fly to go in at the same time as the enchant changes. In addition to a greater penalty to hit, it will also increase cast time.


So, any timetable when these are looking to possibly go into effect? Not asking a deadline but just more generally.


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