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Messages - drot

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346
Suggestions / Re: HtH changes
« on: August 24, 2013, 09:06:34 am »
Neat idea. I like it.  But then that would be empowering the bluesuit a bit more.
Geared they would fight like a good melee skills fighter, but if they died and spawned at the rez center and ran into another fighter who died and is on their way back or whatever they could kill them more easily as a bluesuit/non geared fighter.
*In order to get melee combat of any kind you wouldn't require nearly as much INT to work the skills up.
Some people may argue, why not merge BG and SG skills? Which is just silly.

Every build with ST higher than 1 can kill you at respawn easily don't worry about that (fun fact: you can get shot, stabbed or clubbed to death in SF respawn if your attacker has done the subway quest), and if I'm not mistaken respawn tents are no-pvp zones now (if something hasn't changed) so this is a moot point. And merging BG/SG would also make sense since they use conventional ammo (also it would follow Obsidian's decision.).

Now my suggestion, the complete removal of AC in favor of Evasion.

How it would work:

AC capped to 30, removal of the following perks:

- Livewire
- Dodger
- Dodger+

Changes to following traits:

- Kamikaze (10% damage bonus, -10% damage resistance)

Unarmed and Melee merged into Close Combat, new skill Evasion with the following mechanics:

- Capped to 200%
- At 200% gives 10% chance that your enemies will miss you
- HtH Evade gives additional 5% chance that your enemies will miss you
- HtH Evade+ gives additional 10 % chance that your enemies will miss you
- New perk, Transposition (requires 180% Close Combat and 200% Evasion), doubles your movement speed (for TB 1 AP to walk 4 hexes, for RT increased movement speed), can be taken at level 18
- In total 25% chance for your opponents to miss you while you're closing in on them, and once you get close In Your Face comes into play

Changes to HtH combat perks:

Currently we have the following perks:

- Bonus HtH Damage (gives bonus damage, as the name implies)
- Bonus HtH Damage+ (+15% crit chance)
- HtH Criticals (25% on crit roll, even better than Better Criticals)
- Hit the Gaps (was fixed in the last update)

What can be changed:

Bonus HtH Damage could get a damage boost, Bonus HtH Damage+ could be renamed as proposed earlier, HtH Criticals is fine as it is. Seriously, an average HtH builds scores more crits than a full-on sniper, the only problem is the lackluster damage output which will hopefully be corrected by boosting HtH weapons.

Conclusion:
Evasion might seem like a troll idea (you probably rolled your eyes reading this) but having in mind the incomplete AC feature of this game I think this is a better solution and it would be limited to builds which cannot compete at long ranges.

347
Suggestions / Re: HtH changes
« on: August 23, 2013, 11:38:14 pm »
Woah there buddy, Bonus HtH Damage+ gives a bonus to crit roll, only the first one gives bonus damage. Maybe they should be renamed as to prevent player confusion since they are different perks.

348
Suggestions / Re: HtH changes
« on: August 23, 2013, 08:45:23 pm »
Quote
- Melee Damage to effect both min and max damage (All servers use it only that max damage get boost, not min damage)
Mkay.
Quote
- More Criticals work like on FOnline2 -> 2 ranks and +8% to critical change.
We already have HtH criticals for that and even better it's only a one perk which gives additional 15% chance, so nothing to be done there.
Quote
- Maybe some little boost to Melee Damage? (10ST -> 6-8 Melee Damage etc, just little boost)
Mkay.
Quote
- Bruiser works like on 2238? (+4 ST, -2AP and more Melee Damage?)
It works the same.
Quote
- Toughness like on FOnline2 -> 2 ranks and +8% protection to all types of attacks.
This works the same for any build so it's not really a HtH issue.
Quote
- Unarmed and Melee skills as one skill -> Close Combat
Absolutely this.
Quote
- Maybe some jobs to HtH players? Like earn caps and EXP with boxing.
Mkay.

349
Toxic Caves / Merge Unarmed and Melee into one skill - Close Combat
« on: August 23, 2013, 08:26:21 pm »
Simple suggestion, both share the same perks and annoyances.

350
Closed suggestions / Re: Pvp and pve mixed doesn't work
« on: August 22, 2013, 09:40:43 pm »
This kills the TB PvP. Safe farming isn't FOnline anymore but another game where you greet a feline. Why should you have the right to acquire items safely if in the end you're going to harm other players with them?

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