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Kick

Posted: Sun Oct 28, 2012 11:56 pm
by Madison
Kick really should have a timer before it goes through.. It's instantaneous so it makes getting a bash off when people fail flees off really hard because they can just kick if they've failed a few flees a poof, they're safe for another round or so. As for channelers, people can just flee hit/kick channelers dead, especially if they're low. Just give it a 2-3 pulse timer. Please. People can even spam "kick xxx" and get an auto hit on someone for damage..

Re: Kick

Posted: Mon Oct 29, 2012 1:40 am
by Evilina
Madison wrote:Kick really should have a timer before it goes through.. It's instantaneous so it makes getting a bash off when people fail flees off really hard because they can just kick if they've failed a few flees a poof, they're safe for another round or so.
The only thing that makes us fail flees is the door bug, and trying to ride into a noride, kicking does nothing to decrease fleelag
Madison wrote:As for channelers, people can just flee hit/kick channelers dead, especially if they're low.
Again, you can't really fleehit someone on this game, fleelag will max very quickly.
Madison wrote:Just give it a 2-3 pulse timer. Please. People can even spam "kick xxx" and get an auto hit on someone for damage..
Kick has a very lengthy timer so one can not spam kick xxx.

Re: Kick

Posted: Mon Oct 29, 2012 1:50 am
by Tyson
lol wat. kick has a timer. you can't spam kick.

Re: Kick

Posted: Mon Oct 29, 2012 1:56 am
by Evilina
I have found kick to be more useful to channies than any other class especially against bashers, test it out.

Re: Kick

Posted: Mon Oct 29, 2012 2:10 am
by Madison
Evilina:

I didn't say it did.Yes, I know of trying to flee into a noride or the door bug. So say I fail two flees because of one of those.. I'm about to get bashed, then I just enter kick and I am safe for another round or so of flees. I didn't say anything about it decreasing flee lag, but kudos for pulling that out of nowhere. :)

Someone actually used that quite effectively against me earlier, so apparently you can.

Actually, you can. I wasn't talking about spamming it continuously during pk - that's my fault for poor phrasing, sorry. I was more referring to someone sitting in a room spamming "kick evilina" until you enter. As soon as you enter it's a hit.

I'm not trying to say it's not a good skill. I think we certainly need it to balance bash and to help against channelers. I do, however, think a skill should not go through instanteously. So someone who is slow in a fight should be able to instantaneously counter the actions/timers of someone else? Say I quickly start a create fire or even an immolate. The person I am engaged on needs to flee because they are low but they've already taken too long to hit flee and they figure they'll get hit. Why not just hit a quick kick in to stop whatever I have been doing immediately, then stack it with a flee. Bam, they're out of the room before my second create fire even goes through because I had to recover and restart the weave.

Basically, I don't think there should be a skill that can immediately stop another person without at least so forethought. And more importantly, there's no reason not to have kick because it's like an extra four melee hits per minute. Think about this: All of the skills in the game have some sort of drawback, usually in the form of a timer which stops you from causing damage. Kick however, has no drawback except practices. You can use kick every 13 seconds or so, thats the only requirement. I just say give kick a short 2-3 pulse timer of some sort - either on the front end or the back in, so there is some remote sort of risk for using it.

Re: Kick

Posted: Mon Oct 29, 2012 5:05 am
by Evilina
Well I just tested kick and its been nerfed from 7 seconds to 12, not sure when this happened but another effective killing skill is continually getting downed to uselessness.

Gaius's original change to kick was better than a 12 second skill, such a lengthy delay to reuse the skill encourages people to be fleebies and not worry about reengaging immediately which means they don't have to worry much about fleelag building up to high.

Re: Kick

Posted: Mon Oct 29, 2012 5:06 am
by Tyson
You're missing the point. Also isn't spamming "kick xxx" the same as spamming "k xxx" but instead of doing a normal attack hit you do a kick? How is there a problem here? :P

Re: Kick

Posted: Mon Oct 29, 2012 12:46 pm
by Madison
Tyson - Then it automatically hits the person, unlike a kill xxx hit which still rolls against defense. I'm in full dodge and only had 1 kick missed on me earlier.

Evilina - I believe it's been 12ish seconds for a while? It still hardly is nerfed because there is no drawback to it. It's just another way for people to deal an extra round of damage once every 12 seconds.

Re: Kick

Posted: Mon Oct 29, 2012 4:30 pm
by Kyrana
spamming kick for a quick hit is nothing, it's more for interupting timers since the damage it does is less then a hard hit.(unless its been upped recently) and it does roll against defence, kicks hit me about 40%-60% depending on my mood/their mood, and/or their OB. being mounted also makes a difference since it downs db.

Re: Kick

Posted: Mon Oct 29, 2012 4:35 pm
by Madison
Look, beyond all that, my point is that it still has no drawbacks. There is no reason not to use kick. There is no malus beyond the practices, which makes it unique among every single skill. A uniqueness that isn't desireable.

And Kyrana, that still builds up into 8-10 hps per kick.. 32-40 hps extra per minute. I have a full dodge set and I've had kick miss 5/30 times on me, and thats a conservative estimate. Besides, I was mainly using the spam kick to engage as an example of how immediate the skill is.

Re: Kick

Posted: Mon Oct 29, 2012 10:17 pm
by Tyson
Just lolz.

Re: Kick

Posted: Fri Nov 02, 2012 4:39 pm
by Fogel
Could probably decrease the damage. The main point of kick was to be a reliable way of interrupting an opponent's timer, not a reliable way to kill someone.