Pikeman Archive

Thread: publish 7

OutbackWookiee
Fri Feb 20, 2004 12:24 am
#14


At the very, very least. Get them to up the chance of the goddamn thing sticking.


I dueled a guy tonight. Used three warcrys on him. Not one stuck.


Fix that too.





LegwandLongfellow
MasterPikeman/Brawler
TKA/Fencer/HeavySwordsman
There'sabigblackholegonnaeatmeupsomeday
Somedayfadesaway,likeamemory


Aros_Atox
Fri Feb 20, 2004 4:22 am
#15






Gunman21 wrote:


Well, it's obvious to me that combat moves which make it so you can't attack are pretty overpowering....IE warcry and panic shot. I mean, you land it, they can't do anything for 10-20 seconds, and in pvp, that's a very very long time. So I can't say I'm surprised that they want to change it.


Heres how I understand the changes:


You use warcry (cone effect) and it makes it to where the other person can't attack (just like it does now) The diffrence with the new warcry, is that when you attack the person, the effect is lifted.


So, let say you're out alone, overt. All of a sudden, 3 people jump you. You warcry. Those three people can't attack for 10-20 seconds. Now, you can single out your target, and attack him. Instead of it being a 3 on 1, you're in a one on one situation for 10-20 seconds. It'sstill usefull, but not overpowering or anything. I think this is a more fair version.


The only problem I have with this change is that warcry is a crutch for us now. It helps us get back on level ground with the other professions. By them changing it and not beefing us up, we're screwed. So, I'm not going to protest the change, rather just protest that the change be delayed untill the combat pass occurs.

Message Edited by Gunman21 on 02-19-2004 10:51 PM





So why the hell do they have to nerf it so badly!?!?! Why can't they just make it have a reduced effect in pvp like all damage does. AsI understand it, pvp Damage is calculated by taking normal damage and dividing it by four. Why don't they do a similar sort of thing for Warcry, dizzy, stun, all the other state effect? This way we still have a valid attack in pve, and in pvp the duration is calculated like any normal attack would be? Personally i think they have just taken the easy way out to pacify the pvp spammers instead of actually fixing what could be a valid problem!
Braglor
Fri Feb 20, 2004 4:37 am
#16





Aros_Atox wrote:


Why can't they just make it have a reduced effect in pvp like all damage does.



This was part of the 15 decay issue and why it's only working when faction. Because a hit is a hit, no matter if it's done in PvP, PvE, or the likes it still get registred by the code as a hit. That's why they had to have the Faction variable implemented to seperate the hits out, thus accommodating the 1% decay issue. More on this subject here

Braglor
Fri Feb 20, 2004 4:43 am
#17






Gunman21 wrote:



You use warcry (cone effect) and it makes it to where the other person can't attack (just like it does now) The diffrence with the new warcry, is that when you attack the person, the effect is lifted.



First of, wasn't it suppose to be more of a crowd control? in that case, more like a circular AoE? Either way, if it's only meant to delay until attacked, the melee classes are in for a change alright I can already se the CM/masterB as the FOTM :
wiskerbizkit
Fri Feb 20, 2004 5:21 am
#18

when the hell is the combat pass coming?
atimes
Fri Feb 20, 2004 7:18 am
#19

We are in stage onenow.


It's a 4 stage pass with each stage coming in a different publish.


It's a creature pass, HAM pass, weapons pass, and PvP pass.


The devs have warned us that things WILL be out of balance until the pass is done. Some things willl be too easy some things too hard.


antares_Kauri
Fri Feb 20, 2004 7:36 am
#20

I wonder if this new warcry will work in pvp at all, I suspect not really. It might be somewhat useful in the rare occasion to delay a rifleman so you can run up to him without getting destroyed on the way. Basically, it sounds to me like it gives you a 10-20 second window to get in a first hit, not 10-20 seconds to get in as many as you can.

In pve, if it's cone, which I think is likely, it will have a reduced effect than if it was circular. Also, the fact that it wears off immediately on attack kind of works against our area attacks.

Guess we'll have to see. Looks like they were right when they were saying there would be some times in the midst of the combat passes and before when things would seem too difficult. The bleed change, DoT change, this warcry change...our old tools are steadily going away. What will replace them? /shrug. We'll see, right?


antares
master pikeman



|Pikeman non-stop since July, 2003|
|combatUpgrade::alpha :: JTL::beta :: RotW::beta :: ToOW::beta|
SOE Producer Dallas Dickinson says:
"I mean, what is a pikeman and why is it something in the game?"
Kaejz
Fri Feb 20, 2004 7:41 am
#21

Simple fix, make Warcry1 last 5 seconds,Warcry2 last 10. Not overpowering in the least. As a former TKA, I used to be able to use Warcry1 after I kd'd a Piket Plains Walker, and he'd be dead before he could get up.



Erenax
PadreBook
Fri Feb 20, 2004 8:41 am
#22

For those that want PvP adjustments ask for KD/Dizzy to not be permanent/insta-death.

Padre
Braglor
Fri Feb 20, 2004 9:21 am
#23






antares_Kauri wrote:

The bleed change, DoT change, this warcry change...our old tools are steadily going away. What will replace them? /shrug. We'll see, right?


*scared* I need something to hold onto


Psykeman420-HS
Fri Feb 20, 2004 10:18 am
#24

I've said it before and I'll say it again, PvPrs hurt the PvErs way of gameplay, its just how crap seems to go down here and it's total bs.

The DoT change was needed...for Flamethrowers, were our bleeds really that overpowered? we might tick away 1-3k with it stacked at most.

Warcry i personally don't use much (i have panic shot )

The defense stacking i just got to see how awesome that could be recently



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Gunman21
Fri Feb 20, 2004 11:25 am
#25

Well, PvP is all about the players. If theres unbalances/uber things running around, they -must- be adressed to keep it balanced. Otherwise a big chunk of this game becomes uninteresting, dull, and repetitive.


That might negatively affect pve, but pve is much easier to adapt to. IE try beating a rifleman/tka stacked template in pvp right now....it's near impossible unless you yourself are using tka/rifleman [or using dead_eye hehe] but in pve theres nothing out there we can't take down, reguarless of power. All you need is a bigger group. (Axkva anyone?)


Hope I made any sense.




Aidelon Kejaci
Legends Among Warriors

Former pikeman correspondent December 2003 - August 2005.

R.I.P. Pikeman!

Braglor
Fri Feb 20, 2004 11:32 am
#26






Gunman21 wrote:


All you need is a bigger group. (Axkva anyone?)





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