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Discussion in 'Design Discussions' started by kilrain, Jun 3, 2019.
Lol.... what? I'd love to see someone win a good forced transition by pulling out daggers defensively.
Melee trades daggers win(as they should), but even I fucking struggle getting enough damage(if any) on people that WW transition properly.
I only agree with you on the quick swaps, but I despise artificially slowed combat, so I never want paperdoll to return.
I mean paperdoll was a problem because it punished and prolonged ontop of delayed. A delayed swap might not be a bad thing
And daggers are so broken right now people can prolly throw away greatswords from their bags and still be okay.
/shrug, probably. The problem is that I don't think these guys know networking well enough to implement it properly. They need to take into account the ping of each player.
I agree with the full infernal statement. However, I am a player who is average at best. I never run from a 1v1 or even fight. Unfortunately, I am not super good like most of the people who want increased back damage and i will be punished for that simply because my dodging may sometimes result in me turning my back. It already sucks getting sticky backed by a really good player as is - atleast now I have a chance to impule or stormblast myself out of it and potentially recover without getting completely destroyed.
The game can be made easier in different ways. There is practically no outskill potential vs zergs anymore. If you're dying to 20% backhits, you won't see a difference in 40%.
so we acknowledge that full infernal is too strong, but want to increase the back dmg these same broken full infernal will be doing??? generally the infernal nerds are the ones holding W and NOT giving up their back, so the back damage argument doesnt seem like the appropriate solution opposed to just heavy armor being revisited as far as that goes
Except there is a skill component. When you do get an infernal opponent on the ropes, you can't even punish because weak back damage.
They can LITERALLY stat through it as shown by chad on page 1.
That sounds like an infernal armour problem because you don't have to stat with your back to your opponent. You could just run at them while statting if that's the case.
I mean look at what u did to chad in that fight when he is ahead by 50% lol, he pushed to finish and traded and you literally out damaged him without having to transition?
the problem with dags is if you're fighting a competent player its just one more thing you have to have in some situations If they have them, else they can terrain you, out dps you from behind, or get into a position to reset. How else do you push a terrain destro in a cave or something with high end dags now lol.
@HeganHatsumoHe started that melee trade with a 20% hp advantage by casting pungent when I already started attacking with my daggers. I also had to track him through a pungent and not miss a swing. They were Q6 Shadowstealers(160k gold per), so I really fucking hope I could outtrade him in melee.
This should be the right timestamp to freeze frame for the start of the trade. The biggest thing people don't pay attention to or neglect in fights is the damage snuck in IMMEDIATELY before a trade. Watch each fight in this video and you'll see that I try to micro rays RIGHT into dagger trades.
was just pointing out it was a defensive trade it happens a lot.
Yeah, but show me someone other than myself doing it properly at a health disadvantage and turning a fight. Slim pickin, brotha.
Bullshit he'll at least live longer and not get .5'd
The stakes and the set up time to get PvP is too long to have it potentially end as quickly as it did with 40% extra back damage
I don't think bad players mind losing, but getting taken out before you can even contribute or have any fun probably made a lot of them quit.
You all know I was saying to increase TTK 2 full years ago by increasing armor protections across the board by 10% and melee protections an additional 5% on top of that (so 15% higher slashing, bludgeoning, piercing ect on all armors).
The problem is BPG has fucked with the armors since launch (in arguably imbalanced ways) so I don't know if that across the board % increase would still work or have to be tweaked differently based on the armor type and rank.
Should also probably increase all transfer, heal self, and witches brew ticks by 1 point
Not sure about cross heals or vamp touch, stam leech, or mana leech.
Then give eyerot a full blind and it's DF1 damage back and Pungent Mist it's damage back
Do all that and then you could raise back damage modifier to 25% or 30% tops
THEN WHERE THE FUCK ARE THEY/WHY ARE THEY STILL QUITTING?
Once again the dumbass that doesnt even play chiming in.
Reducing back damage only serves to raise the skill floor and make fighting outnumbered practically impossible. ANY SHIT TIER CAN ZERG, which is why there needs to be ways to combat it.
For everyone that quits because back damage is too high, one quits because they dont even kill a guy they've been backhitting for 4 swings and he turns on them and eats them alive.
Back damage works against vets too, you guys know that right?
You know that 90% of the server is vets and anytime you're outnumbered you're unlikely to outplay them with high damage back hits, right? If you're scared of potential future noob zergs then that's silly because you should be happy that noob zergs even exist.
I try to do the same thing with my 1h axe PA and then into daggers, it’s completely dumb how fast it turns a fight.
ALL THE NEW PLAYERS MUST BE QUITTING BECAUSE OF COMBAT AND BACK DAMAGE. WE MUST MANGLE IT FURTHER.
I was decimating you nerds in alpha and beta too :/ RIP
I was compensated for my height with hand eye coordination(and hacks).
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I really feel like you only manage that against bad players... I can rarely catch good players in melee as is without getting my asshole wrecked while destro - let alone be given the window to land a power attack AND switch to daggers for a hit or two before being transitioned into oblivion while chain debuffed.