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Wimpy change

I wonder what people think of changing wimpy as follows:

 

Wimpy changed from a direct number, to a %. You want to run 49.5% wimpy, ok, but that cuts your damage output as well by a % (maybe every 2% wimpy% is 1% damage nerf?) this will keep people who need it to live able to use it, while stopping people who have 0 need to use it from abusing an obnoxiously high wimpy because they won't be able to use an incredible 50% safety net while retaining all their damage output. 

 

Also feel free to drop your own personal suggestions. I'd like to see the playerbase agree on something for a change.

Wimpy is fine, there's no shortage of death happening.

Alternative suggestion: Remove the cap on wimpy. I want to wimpy at full health so I flee on any opener. Also wimpy flee should trigger automatic attacks against your enemy drawing from a random pool, even ones your class can't access. Every time you wimpy flee you should get RP points, and the person you wimpy flee from should get lagged six rounds.

I consider the above idea as feasible as the original suggestion, wherein a 20% wimpy would basically nerf a character. 

Wimpy is a feature not a bug, we should trying to solve it. Perfect as is.

How about just for wimpy to lag you as if you failed a flee if it triggers and fails? During the fail lag, it can't trigger again. Wimpy isn't that powerful, but it shouldn't be better than a manual flee (which can fail).

1 hour ago, Celerity said:

How about just for wimpy to lag you as if you failed a flee if it triggers and fails? During the fail lag, it can't trigger again. Wimpy isn't that powerful, but it shouldn't be better than a manual flee (which can fail).

I see its mechanic as both a pro and a con. I've lost PKs because I had wimpy too high and I was about to win the fight. In general, I like mechanics that promote survivability. Makes the game more enjoyable.

Is there even lag for failed flee?

1 hour ago, Fool_Hardy said:

Is there even lag for failed flee?

Yes.

Small lag is also lag.

Like 0.5 rounds.

Make wimpy have a MV cost.

18 minutes ago, Grim_Reefer said:

Make wimpy have a MV cost.

THIS!

 

Hey hey hey! I just got an idea for the eternal whine about wimpy!
I got it by watching Dark Souls 3 video, and remembering how I wanted to have FL in DS3 engine.
Wimpy ... takes moves aka stamina.

Why not? In this other game, if you flee eternally - you run out of stamina. Sure the pursuer does too, but in FL this would be more realistic to lose MV for wimpying eternally. Thoughts people? (Ty Grim)

 

EDIT: The movement penalty for each wimpy flee should be more than 1 digit. 2 digits. 20? 30? 50? 90?

Edited

I like it!