skills and classes

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Aj
Posts: 809
Joined: Sun Dec 19, 2004 8:49 am

skills and classes

Post by Aj »

I've been thinking about this for a while and the problem between the skills and classes as I see are thus:

a basher spams k xx bash xx

- basher vs thief -
basher has very little worries he isnt going to miss a bash and if he did he wouldnt become unengaged, even if he did the bash timer is shorter than the stab timer, which I dont understand at all.

thief will flee continually and try to set up a stab

- vs a channie-

channei will more than likely flee, only weave with a shorter timer than bash is air scythe and air scythe does less dmg than a bash plus the 2 hits

moving on to a thief

a thief will always flee once engaged because melee is a joke if your using a s blade and the opponent isnt bashed

a channie rules all except bashers in melee

my point, vs a basher noone but another basher stands a chance and there should be encouragement for all classes to melee some vs all classes and skills.

I still think s blade ob was lowered to much, my mc pulling 260 def got hit 2 times in 3 hours of pk against 3 troll theives and half the time they were all on me at the same time.

bash is still insane but of course everyone is already aware of that.

weaves, I would like to see some weaves beyond dmg spells be able to cast after already being engaged, who would use use chill, blind or poison disengaged when sleep has the same timer and much better end results? none of those are worth the risk of being stabbed to dead except for sleep.

specific weave fixes

poison - should be able to cast if channie is not engaged on the player, so if channie is on a mob he or she can still poison the player. poison should only check engage at the start of weave.

chill touch - should be able to cast this even if engaged

blind - should only check the channies engage at beginning of weave.

imho channie class if for strategy, do x against x and under x circumstances, atm channies are either sleep stabber, bash fballer, charge air scythers, or typical dodge weavers who are probably new to the class.

I'm kind of tired of typing k x, channel "air scythe' x
or trying to be sneaky and catching someone unawares and sleep stabbing them.

these are a few balance issues as I see them, the biggest point I would like to see encouragement for all classes to melee at least a little.
Sonea
Posts: 191
Joined: Thu Oct 28, 2004 4:19 pm

Post by Sonea »

or typical dodge weavers who are probably new to the class.

new to the class my arse! i don't agree channelers should have other abilities plus staff pb pwns. try it sometime! plus 12 str is pos.
Primal
Posts: 183
Joined: Sun Jan 16, 2005 6:20 am

Post by Primal »

Good post, but I differ slightly in my view on the channie vs basher.

You can have a channie in combo or full abs bashing and doing far more damage to the basher than the basher can do via fireball.

Sleep can be carried out with no risk whatsoever, despite what is said on these boards. In 2 vs 2 combat for example, channie engaged on stabber then starts sleep weave on other trolloc who is engaged on other human. If the stabber flles they end weave if timer not far gone or carry it on if stabber doesn't flee and get a free kill.

Even if channies at a disadvantage 1 on 1 vs bashers they still more than make it up vs everyone else.

Thief vs basher - yeah thief is at a slightly disadvantage, especially when after landing the basher will be at batt usually and then is an even melee fight.
Aj
Posts: 809
Joined: Sun Dec 19, 2004 8:49 am

Post by Aj »

heres a few ideas I have wanted to see imped for a long while.

increase flee timer, it is impossible to bash someone who doesnt want to be bashed and knows how to pk. Increase stab dmg to compensate.
and of course fix bash.
Chase
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Joined: Wed Jun 07, 2006 3:48 pm

Post by Chase »

I agree with most of your points, but you said that you dont understand why bash timer is short than stab timer. The reason is because stab can easily do 250+, bash does much less.
Aj
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Joined: Sun Dec 19, 2004 8:49 am

Post by Aj »

well that makes sense, so why is sleep timer shorter than stab timer? go figure that one out :p
Lithium
Posts: 906
Joined: Wed Oct 15, 2003 3:43 pm

Post by Lithium »

Just FYI:

Sleep's timer is slightly longer than stab, and it no longer can be started engaged.

I find the only current problem with balance right now to be bash. Channelers can be dealt with easily if you play a thief intelligently, or have a couple friends around. I honestly think they are not meant to be beaten 1v1 in melee, if only because of the power of weaves.
Last edited by Lithium on Wed Mar 23, 2005 5:52 pm, edited 1 time in total.
Guest

Post by Guest »

charge/skewer is 5 pulses
air scythe is 6 pulses
bash is 8 pulses(1 round)
stab is 10 pulses
fireball is 10 pulses
earthquake is 12 pulses
sleep is 12 pulses
Scream
Posts: 21
Joined: Mon Feb 07, 2005 4:23 am

Post by Scream »

Lithium wrote:Just FYI:

Sleep's ... no longer can be started engaged.
A big thank you to the imms, it's great how here the imms really listen then they think about things then they make the right changes.
Nicotine
Posts: 432
Joined: Sun Nov 07, 2004 5:44 pm

Post by Nicotine »

chill touch can be started when you're engaged.
Lithium
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Joined: Wed Oct 15, 2003 3:43 pm

Post by Lithium »

Yeah but its not nearly as effective as sleep or blind. Besides, getting it off would be annoying and almost pointless if you can't cast it in melee.
Aj
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Joined: Sun Dec 19, 2004 8:49 am

Post by Aj »

Recently I have seen an influx in uneven pk, at first I accredited it to poor sportsmanships but thinkng over the matter for the week I have come to the conclusion that alot of the changes made the last few months have made it hard to impossible for a player to get a kill solo.

Allow me to explain my theory,

as a channie fighting a thief I must rely on air scythes to do the damage but my sps run out before I can do 400 hps worth of damage in a fast non stop fight.

as a basher vs a dodger I can sit most everyone down but only if they want to risk being set down, a player at wounded or batt is gonna head for safety.

as a thief the moment someone notices me my chance of landing that stab just went down to null solo.

Now what can be changed to rectify this new trend?

well I would suggest once bash has been tweaked and balanced, a timer is added to flee, a bash is 6 pulses if I'm not mistaken, so guessing that flee lag is 2 pulses I would make the flee timer 3 pulses. a peson could easily flee but once the lag built up if they were to typo or panic they would stay in the room long enough to get bashed or weaved upon.



For thieves, I still believe short blades ob needs to be upped a bit more, I dont care how perfect your set is, if you have 2 thieves on you you should not parry all hits and one thief vs a channie, if the thief has an uber dagger he should be able to disrupt the channies weaves on % with his ob.
Trin
Posts: 818
Joined: Wed Dec 08, 2004 12:55 pm

Post by Trin »

flee lag isn't 2 pulses. it can be 1/2 a pulse or a 4 pulses long. it just varies depending on how many times you've fled. atm though it's pointless bashing someone that doesn't want to be bashed and knows what they are doing. because technically they can flee like 1/2 a second (if they time it right)and it'd go through granted they haved spam fleed for the last 20 seconds
Guest

Post by Guest »

I still think s blade ob was lowered to much, my mc pulling 260 def got hit 2 times in 3 hours of pk against 3 troll theives and half the time they were all on me at the same time.


....your kidding right? unless they were using short daggers or something... With obsids or opals they would of killed you.

A dodgy channeler can with ease kill a solo basher using fireball.

A dodgy channeler would be stupid just air scytheing a solo rogue, if they can just let fireball timer run, most thiefs either flee and come back in or you can get them with fleelag.
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