mya Posted September 2, 2016 Report Share Posted September 2, 2016 Everyone here is forgetting that you can't wimpy-flee if lagged and that CHARGE is a meele opener that lags your opponent. So what wimpy makes them flee after a single hit when unlaged, murder rounds allow you to deal double damage on the first burst. Spell can't spike on opener like murder. Link to comment
Anonymous Posted September 2, 2016 Author Report Share Posted September 2, 2016 Just now, mya said: Everyone here is forgetting that you can't wimpy-flee if lagged and that CHARGE is a meele opener that lags your opponent. So what wimpy makes them flee after a single hit when unlaged, murder rounds allow you to deal double damage on the first burst. Spell can't spike on opener like murder. that's because they want to be able to just type flee-murder-flee-murder over and over and win Mya. Using another command, awwww that's hard. without wimpy a caster would be punished every-time they did anything, all the melee would have to do was just sit...wait till they casted...flee, scan then murder before lag drops. Anonymous poster hash: 1a77c...4b6 Link to comment
Anonymous Posted September 2, 2016 Author Report Share Posted September 2, 2016 Charge lags for one round ... where as charger is lagged for two and has a cooldown for next charge for x hours. Up yours. Only OPTION for a melee to lag a caster. Hoo fucking Raah. Anonymous poster hash: 202b3...92d Link to comment
mya Posted September 2, 2016 Report Share Posted September 2, 2016 3 minutes ago, Anonymous said: Charge lags for one round ... where as charger is lagged for two and has a cooldown for next charge for x hours. Up yours. Only OPTION for a melee to lag a caster. Hoo fucking Raah. Anonymous poster hash: 202b3...92d There is no need for insults, specially under the cover of anonymity. You seem to forget that charge does not check defenses and thus cannot be parried. Link to comment
f0xx Posted September 2, 2016 Report Share Posted September 2, 2016 Just now, mya said: Everyone here is forgetting that you can't wimpy-flee if lagged and that CHARGE is a meele opener that lags your opponent. So what wimpy makes them flee after a single hit when unlaged, murder rounds allow you to deal double damage on the first burst. Spell can't spike on opener like murder. Excluding mino's since they are a special case, charge lags the mage for one round and the warrior for 2 rounds. After that the mage is completely safe from being charged for 1 or two ticks. If the mage has a high wimpy good luck with achieving ANYTHING with charge. Charge is so useless on anything other than minos that I don't even bother training it. Once again, murder does not do double damage, nor double round. Do you guys even plat melees? Sometimes, just sometimes, when you execute murder near the end of the round, it gets blended into the next round. That's not a double round. It's a normal murder round + the next round. 2 minutes ago, Anonymous said: that's because they want to be able to just type flee-murder-flee-murder over and over and win Mya. Using another command, awwww that's hard. without wimpy a caster would be punished every-time they did anything, all the melee would have to do was just sit...wait till they casted...flee, scan then murder before lag drops. Whoever posted this obviously doesn't play many melees. Murder gives one round of lag. After the murder round, you can cast spells. Then when the normal round goes through, you can also cast spells. If the melee flees and attempts to murder you again, you can intercept them with a spell. Invokers even have a spell that does that for them (firestorm). Link to comment
f0xx Posted September 2, 2016 Report Share Posted September 2, 2016 Just now, mya said: No need to insult me, specially under cover of anonymity. You seem to forget that charge does not check defenses and thus cannot be parried. *facepalm* Here's something else that you can't parry - dirt. Link to comment
Anonymous Posted September 2, 2016 Author Report Share Posted September 2, 2016 Just now, f0xx said: *facepalm* Here's something else that you can't parry - dirt. so with your near guaranteed one tic blind, and a double round of murder every-time you open, against classes who have little to no melee defense in most cases, you need them to be unable to have any counter to the full brunt of the damage? Which exceeds any but the most powerful spells in the game, and im not talking hellstreams.... while races can stop casting, classes can counter casting, counter specific spells, items can paralyze (which are super abundant), lag despite lag protection (thrown shields, charge), do damage when they flee backcutter/rogue throws....all of that..and you STILL want to remove a purely evasive skill that is sometimes as dangerous as it is effective? please. Rename it Aabaharan the Forsaken Melee's and go for it. Anonymous poster hash: 1a77c...4b6 Link to comment
Trick Posted September 2, 2016 Report Share Posted September 2, 2016 Thrown shields don't go through protective shield, nor will any other thrown object. FYI. Any thoughts on the change I proposed or nahh? Link to comment
f0xx Posted September 2, 2016 Report Share Posted September 2, 2016 2 minutes ago, Anonymous said: Rename it Aabaharan the Forsaken Melee's and go for it. I am sorry but it is currently pretty well balanced. The only unbalance comes in the face of wimpy. Once again, nothing reduces your acid blasts to 1/9 of the damage. Why should an opening skill (murder) be reduced to 1/9 of its damage. Yes, melees can do a lot. Mages can do even more. I don't get what's your point.... just explaining all the things melees can do is not an argument. Link to comment
Manual Labour Posted September 3, 2016 Report Share Posted September 3, 2016 WIMPY Syntax: wimpy Syntax: wimpy WIMPY sets your wimpy value. When your character takes damage that reduces your hit points below your wimpy value, you will automatically attempt to flee. You will only flee if your character is not in a wait state -- i.e. has not been using combat commands like cast, trip and bash, and has not been tripped or bash by an enemy. WIMPY with no argument sets your wimpy value to 20% of your maximum hit points. Some monsters are wimpy. Look at the second sentence, "you will automatically attempt to flee". In the third sentence it says "You will only flee if your character is not in a wait state" This sounds exactly like the manual flee. Basically you try to flee unless lagged. The description of wimpy is not the same as what it actually does. I don't think interrupting rounds is fair, and to my knowledge only wimpy can do this. Link to comment
Pali Posted September 3, 2016 Report Share Posted September 3, 2016 2 hours ago, Manual Labour said: Look at the second sentence, "you will automatically attempt to flee". In the third sentence it says "You will only flee if your character is not in a wait state" This sounds exactly like the manual flee. Basically you try to flee unless lagged. The description of wimpy is not the same as what it actually does. Uh... yes it is. The helpfile's description is perfectly accurate regarding how wimpy works: it fires when damage is taken while hp<wimpy if you are not lagged. Being mid-round doesn't mean you're being lagged. That manual commands can't be entered mid-round is a fact of game design that is relevant to whether wimpy use is a problem or not, but it isn't relevant to the accuracy of the helpfile. Nowhere does the helpfile say that it functions like a manual command, but rather it says exactly the opposite: that it fires automatically. Could the helpfile be clearer, and have another sentence that says "This means that wimpy can fire off in the middle of a combat round"? Sure. But it's absolutely correct as it stands. Link to comment
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