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Making Polearms A Viable Primary Again

Discussion in 'Game Design Discussion' started by Dak, Apr 25, 2017.

  1. Owyn Magnus

    Owyn Magnus Varangian Warthane

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    What about making the knockback reversed?

    Like, hitting someone with a polearm will knock them backwards a bit. So if they are running away from you, it actually brings them a bit closer. If they are facing you, it knocks them away from you, potentially causing them to swing and miss.

    This could simulate the reach and "grabability" of a polearm with retreating enemies.
     
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  2. Bartlebe

    Bartlebe Chosen of Khamset
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    [​IMG]
     
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  3. Battle Smurf

    Battle Smurf Oak Lord
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    Honestly I would be super pumped if Polearm was either changed OR had its alternate attack be a thrust attack

    Make it no arc, hard hitting, longest reach and be a FAST forward stabbing motion like a power attack with a bit slower pulling back motion or a very short Cool down
    --- Post updated ---
    Also Polearm Power Attack should have the debuff remove and instead ignore or "pierce" armor
     
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  4. Swing

    Swing Infernal
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    Having played polearm since near beginning of Darkfall constantly I would like the knockback to be removed too as I don't believe the knockback serves a purpose if your opponent is coming straight at you, their run speed negates any benefit of pushing them back every-so-slightly. On the other hand if they are running away from you it's just a detriment.

    Speed isn't a massive issue as it's a jousting weapon.
     
  5. TyteDaddyTite

    TyteDaddyTite Obsidian Golem
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    Yep because we should be having discussions about balancing polearms, so we can go in the same horrible development cycle that UW suffered from. Shark Mounts, Poker tables, custom housing with relatively free placement, animal taming, dune buggy for ruby... All on my list above polearm.
     
  6. DarkGhost25

    DarkGhost25 Black Knight
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    This is all true but one note I'd like to make is that the knock-back does not impede forward momentum, all it does it prevents stickybacks.
     
  7. pkpip

    pkpip Goblin Shaman
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    Still hoping this gets visited before launch. If anything, remove the knockback.
     
  8. Umberto

    Umberto Spellgazer
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    The Polearm is being changed. We're pushing to have it in for launch, but development time is tight so it'll be close.

    The knockback will be removed, as well as the Power Attack receiving a tweak.
     
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  9. Korag

    Korag Evil Eye
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    Jesus, ya have any idea how hard it would be to hit people with only a power attack motion on a pole arm? you would make em near 100% worthless
     
  10. DarkGhost25

    DarkGhost25 Black Knight
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    Holy shit, thank you so much for removing that knockback, it drove me mad for years and years. Very curious what the power attack change is, very happy to hear about that too.
     
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  11. Clarence Swamptown

    Clarence Swamptown Black Knight
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    All I'm sure about, is that with a larger arc, its dps needs to stay way lower than other 2 handers, at all time. If it even comes close to it, the same situation as UW will reproduce itself, where melee is dumbed down and everybody and their mothers are using them since it's easy as fuck to hit with it.
     
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  12. Umberto

    Umberto Spellgazer
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    Agreed. We have to be careful with Polearms because they could easily become overpowered if changed incorrectly. We want each 2-hander to have it's own identity, and the Polearm should be a powerful, but slow weapon.

    And as a side-note, when it comes to balancing we generally prefer to make minor changes here and there, in order to see the results and collect the feedback. From there, we can determine if the change was enough, or if another minor tweak is needed.
     
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  13. Scrubby Bear

    Scrubby Bear Eodrin
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    Not to mention the longest reach as they currently have.
     
  14. Korag

    Korag Evil Eye
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    Guess I did not play during the time polearms were used by everyone, majority of people I fought both with or against used GS very few used polearms

    During beta they hit for about the same damage as every other weapon but was slow only a few people used them and even less used them well. if they were to remain slow but hit harder that would make sense as it that is not the with or without knock back they would be mostly useless
     
  15. Kael Trighton

    Kael Trighton Deadeye
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    I hope they are doing more than just knockback removal and power attack change. Current r60 great axe .3 speed .85 damage. r60 polearm .1 speed .86 damage. And GA has GS reach now and a great power attack. Why would anyone use polearm? Polearm needs .05-.1 damage increase (or a new MASSIVE power attack) to be viable. Speed is heavily undervalued from a balance design perspective. A polearm will get one hit to GSs 2-3, it just has a large raw dps advantage.
     
    #55 Kael Trighton, May 1, 2017
    Last edited: May 1, 2017
  16. Clarence Swamptown

    Clarence Swamptown Black Knight
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    Because polearm has longer reach and larger arc?
     
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  17. Korag

    Korag Evil Eye
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    not if they changed the arc like previously mentioned by Scrubby. He said it was same as the other weapons now
     
  18. pkpip

    pkpip Goblin Shaman
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    The arc was changed in an early patch to be the same as GS. Reach is slightly longer still.
     
  19. Clarence Swamptown

    Clarence Swamptown Black Knight
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    It's not, it still is 20 degrees larger. And 10cm longer.

    https://darkfallriseofagon.com/game/development/compiled-patch-notes/
     
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  20. pkpip

    pkpip Goblin Shaman
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    What's the arc on GS? they did tune polearms down by 10 degrees.