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  1. #1
    Bunny's Avatar woof.

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    Originally Posted by Malikb0ss View Post
    27 damage high level daggers vs a gladiator with 100hp/48 ap.
    15 damage rusty sword vs someone tanking to 140hp/120+ap. Rusty does 9 dmg to HP, 6 to AP per slash.

    There's just a flat out balancing issue.
    If you're comparing a 100hp/48ap player using a 15 dmg rusty vs a 140hp/120ap player using a 27 damage HIGH LEVEL dagger the problem isnt with balancing, its with the players and what they chose to equip.
    In this case the V tag is important to implement, but not otherwise.

    Originally Posted by Qwin View Post
    You don't read very well do you? The entire aspect of daggers having high armor piercing ratio makes any number of low ap vs high ap totally irrelevant you at best get to survive 1 more hit if you chose to wear 100 ap vs 40ap because daggers largely ignore ap. This was already tested out and confirmed in private games.
    With the piercing rate change that mcsic suggested (0.7->0.6), this shouldn't be a problem. But when you kick someone for using a dagger on you, do it because they have more hp and a non-rusty weapon, not because you think a rusty sword user with 100ap40ap should beat a 27 dmg dagger user with 140hp/120ap.

  2. #2
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    Originally Posted by Bunny View Post
    If you're comparing a 100hp/48ap player using a 15 dmg rusty vs a 140hp/120ap player using a 27 damage HIGH LEVEL dagger the problem isnt with balancing, its with the players and what they chose to equip.
    In this case the V tag is important to implement, but not otherwise.
    There is an extreme unbalance even with the lowest level 'rusty dagger' which has been explained at length already. The comparison of someone using 0 ap obviously flew over your head just counting hits.

    Only malik was comparing 27 dmg daggers, which only exacerbates the obvious balance problem all 'daggers' have. Read the thread properly or don't post, as you're just filling up pages with nonsense failing to understand it.


    Originally Posted by Bunny View Post
    With the piercing rate change that mcsic suggested (0.7->0.6), this shouldn't be a problem. But when you kick someone for using a dagger on you, do it because they have more hp and a non-rusty weapon, not because you think a rusty sword user with 100ap40ap should beat a 27 dmg dagger user with 140hp/120ap.
    They are too good in too many areas, and the community runs out tolerance when held hostage to play them. The new revised rules on kicks will let people on both sides to cool off so that's good and we can all agree with community set titles if they dont want to put up with the April 'daggers' until a fix comes along and we'll have to revisit if it's enough.
    Last edited by Qwin; 05-20-2020 at 02:26 AM.

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