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Kieran H-Drow BMG vs Thorgil Ogre War Knight


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Semantics.  I over extended because he wasn’t dying lol he wasn’t dying because wimpy saved him. He won fair and square I’m not arguing that.  Nothing he did was illegal. He caught be my surprise with the ice storm and then got off two big dancer strikes. Had those two big hits been parries dodges or blocked I could have escaped healed and fought on.  Like you said wimpy didn’t win him the fight perse but he should have been dead before it got there. 

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First of all, I do not use wimpy in PVP situations. So take this with a grain of salt.

I think wimpy should work mid round. I feel this way because I do not believe its intent is for PVP.

Wimpy saves lives in PVE as we solo this world much of the time.

If it were possible to modify the feature so that it would only fire against uncharmed mobs, then most people would have far less to complain about.

Honestly, the arguments I have read above are disheartening.

How can we expect the staff to implement a change that players will appreciate when we seek to dismiss counter arguments instead of looking for viable solutions that encompass everyone's concerns?

Be proactive in your posts instead of reactive and the best solutions will come.

 

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Imo the problem  with balance vs mages is when passive Dpr exceeds 10 % with 20% spikes.  In this log though the DPR is actually very tame from the warrior.  His passive output isnt out shining the active skills from the mage.  Actually the mage wins several rounds.  

Personally I think wimpy hurts more than helps.  But only when your opponent knows how, or has the patience to trap you into a pattern of flee murder.

 

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4 hours ago, Kyzarius said:

I always love when people try to argue feeling vs code.  

I always love when people think that just because someone has access to the code he always knows exactly what is going on.

If that was the case, all software would be perfect.

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I don't think my post in the poll for Wimpy was well worded so my thoughts did not come through well. I'll try to better summarize here:

Melee's majority of damage is passive. They don't have to issue any command outside of an initial command to start the fight and off they go.

C/C's also can do passive damage, but against a melee, it will be minimal at best. Their damage is active, costs them lag, and means they will be taking damage at the same time. This is problematic and creates problems when we start to introduce double rounds, etc. for melee's as it allows them to hit large spikes that the C/C will have a hard time equalizing the output and maintaining any form of pressure.

I think this affects some of the C/C's less so (Psi, Lich, and Invoker) due to a combination of a stronger ability to spike damage and (what I think is probably most significant) passive damage. I do think that wimpy could use some modification as it does have its potential for abuse. However, I do think that when we think about who should have the advantage in purely a person fleeing vs. a person pursuing, the person fleeing should be able to get away more easily than the person can pursue. By that I mean, it should be slightly harder for someone to take down someone than it should be for someone to flee away to survive. Maybe we could adjust wimpy so that if wimpy fires off but the player initiates combat (attacks someone), there is a cooldown, maybe just 1 or 2 hours?

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2 hours ago, 'tarako said:

It gets called a double round because of how it usually stacks with the following combat round.

It doesn't stack any more than any other command, whether it is dirt, bash, charge or anything really.

The result is +1 round of lag for the user.

If it doesn't get stacked with the following round, the target can also use a skill in return. Everyone has seen how when 2 warriors fight, they can both dirt each other before any combat rounds have passed. Nothing stops a mage from dishing a spell of his own after the "murder round".

The biggest advantage of "murder" is not the burst damage, but the fact that it is the only skill available to melees with 1 round of lag, making it effectively the only skill you can chase with, especially if you are fighting something you can't lag.

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