Right, we didn't want to make it a "hit them so you hit them even harder" kind of deal, so the balances remain static.
Exactly how long it takes you to prep someone with dual cutting will vary on their health and how well they parry/how well you bypass it with the new nausea interaction. Dsl does now have an inate limb damage bonus however. I was pretty happy with the time it takes during testing, but we're definitely keeping an eye on that.
So a quad prep with dual cutting is still going to be close to a minute?
Not gonna lie, the nausea bypass is pretty banging. It's a still gonna be really hard against a good serpent/alchemists/apostate that hinder, but it cuts our prep time to a third easily. But a minute to prep all four limbs is pretty accurate on the average person. 14 slash, so 7 dsl's at about 2 seconds. 14 seconds per limb times 4 is about a minute. But as infernal you don't need all 4 limbs for some nasty setups and you're guaranteed a dsb if you go for.
Yea the bypass certainly helps a lot. Just strikes me as still on the slow side when Monks, Dragons, BM etc will do a quad prep in half that time. But fair enough, at least not in danger of running past reset time.
I issued myself earlier to see if weaponry has an impact and here's the reply I got:
Greetings! In regard to issue 71367, the commands specific to Weaponmastery will all only be affected by Weaponmastery (and weapon statistics, so artefacts will be better). Regular commands, such as throwing them or commands such as slash/stab/bash will be determined by Weaponry!
It's been ages since Weaponry truly affected Knight stuff - it was changed to pull from whichever skill rank was greater, Chivalry or Weaponry, not both. Now it's Weaponry vs Weaponmastery, so the answer was a little off.
Any chance we could gain the ability to view the AB files for abilities in specialisations we haven't selected? Was working briefly yesterday, I think, but may not have been intentional and isn't working now.
Have not played in years, and this change is massive enough for me to be intrigue. Am considering whether or not to play again...
My recollection is that knight combat is just plain boring, once the opponent is artied up to a certain point, and have a good enough system. It just keeps 'resetting'. I.e. Either combatant can just slip out of the room for like a second, heal up, and the situation is again like the start of the fight.
And despite the theoretical multiple weapon types, there is practically only rapier.
Question. Does any of the specialization change this? 2H seems to have potential, however with the ridiculous balance, It seems that escaping is even easier for the opponent, thus as above?
And a though from years ago, If bleeding is tweaked so that it cannot be healed, except by time, and perhaps with a cooldown from last damage, perhaps it may radically change knight combat? i.e. Over time, somebody WILL die from plainly getting hit.... Will theoretically add a new dimension to combat, and different weapon type can have a difference.
Have not played in years, and this change is massive enough for me to be intrigue. Am considering whether or not to play again...
Yes! Come back. I can tell you that the changes (as well as the ability to switch between Specs freely for experimenting) have kept me entertained for hours. The week before the changes, I played maybe a few hours, and the last three days I've been glued to the keyboard.
My recollection is that knight combat is just plain boring, once the opponent is artied up to a certain point, and have a good enough system. It just keeps 'resetting'. I.e. Either combatant can just slip out of the room for like a second, heal up, and the situation is again like the start of the fight.
That's more the case with Serpents and affliction classes. Limb damage sticks for a lot longer than that, so an opponent has to literally run away from you for about three minutes to get rid of your progress. In that case, just call it a win.
And despite the theoretical multiple weapon types, there is practically only rapier.
Knights can't use rapiers anymore, so no. The different specs all use entirely different weapons.
Question. Does any of the specialization change this? 2H seems to have potential, however with the ridiculous balance, It seems that escaping is even easier for the opponent, thus as above?
Now (with the Isaz change) all Knights have some form of passive hindrance that prevents people from walking out of the room, or at least gives a high chance of preventing it. So no, you can't leave at will anymore. Unless you're a BM or a Serpent, but like, fuck them.
And a though from years ago, If bleeding is tweaked so that it cannot be healed, except by time, and perhaps with a cooldown from last damage, perhaps it may radically change knight combat? i.e. Over time, somebody WILL die from plainly getting hit.... Will theoretically add a new dimension to combat, and different weapon type can have a difference.
Unfortunately, this would make classes that can dish out a lot of bleed damage very quickly (Shaman, Jester, Alchemist) totally overpowered. There's a lot of dimensions to Knight combat now, so just try it out, then let us know what you think.
Have not played in years, and this change is massive enough for me to be intrigue. Am considering whether or not to play again...
My recollection is that knight combat is just plain boring, once the opponent is artied up to a certain point, and have a good enough system. It just keeps 'resetting'. I.e. Either combatant can just slip out of the room for like a second, heal up, and the situation is again like the start of the fight.
And despite the theoretical multiple weapon types, there is practically only rapier.
Question. Does any of the specialization change this? 2H seems to have potential, however with the ridiculous balance, It seems that escaping is even easier for the opponent, thus as above?
And a though from years ago, If bleeding is tweaked so that it cannot be healed, except by time, and perhaps with a cooldown from last damage, perhaps it may radically change knight combat? i.e. Over time, somebody WILL die from plainly getting hit.... Will theoretically add a new dimension to combat, and different weapon type can have a difference.
Its not changed, no. What Vastar meant was the best case wins. If you're trans weaponmastery and expert weaponry, you'll get the full bonus from weaponmastery and a small percentage bonus from weaponry. If you're trans weaponry and expert weaponmastery, you'll get the full bonus from weaponry and a small bonus from weaponmastery. If you're trans both you get the same bonus as you would have previously from being trans chivalry and trans weaponry.
Are knights going to be feasible combatants without arties? That was lways my favorite part about knight classes. Single trans, no arties, and you could fight at mid tier.
Are knights going to be feasible combatants without arties? That was lways my favorite part about knight classes. Single trans, no arties, and you could fight at mid tier.
I'm doing fine with just Mayan Gauntlets and class skills/weaponry/survival Trans.
Are knights going to be feasible combatants without arties? That was lways my favorite part about knight classes. Single trans, no arties, and you could fight at mid tier.
I'm doing fine with just Mayan Gauntlets and class skills/weaponry/survival Trans.
Are knights going to be feasible combatants without arties? That was lways my favorite part about knight classes. Single trans, no arties, and you could fight at mid tier.
I'm doing fine with just Mayan Gauntlets and class skills/weaponry/survival Trans.
Are you SnB?
I've made S&B and Dual Blunt work. Two-Hander is kind of frustrating because my opponent can run away and reset my progress. Antonius is right about Two Hander, if you can't spring for L3 Scimis you might as well go S&B, if you can then you get ~1.9 second balance which is fast enough for things like Epteth stacks.
Are knights going to be feasible combatants without arties? That was lways my favorite part about knight classes. Single trans, no arties, and you could fight at mid tier.
You can pull off the new dual blunt instakill fairly reliably without artefacts if you practice enough have all of the timing down. Though, there is something like a .4 second window for doing it, but its doable.
Comments
Results of disembowel testing | Knight limb counter | GMCP AB files
Right, we didn't want to make it a "hit them so you hit them even harder" kind of deal, so the balances remain static.
Exactly how long it takes you to prep someone with dual cutting will vary on their health and how well they parry/how well you bypass it with the new nausea interaction. Dsl does now have an inate limb damage bonus however. I was pretty happy with the time it takes during testing, but we're definitely keeping an eye on that.
Results of disembowel testing | Knight limb counter | GMCP AB files
Results of disembowel testing | Knight limb counter | GMCP AB files
My recollection is that knight combat is just plain boring, once the opponent is artied up to a certain point, and have a good enough system. It just keeps 'resetting'. I.e. Either combatant can just slip out of the room for like a second, heal up, and the situation is again like the start of the fight.
And despite the theoretical multiple weapon types, there is practically only rapier.
Question. Does any of the specialization change this? 2H seems to have potential, however with the ridiculous balance, It seems that escaping is even easier for the opponent, thus as above?
And a though from years ago, If bleeding is tweaked so that it cannot be healed, except by time, and perhaps with a cooldown from last damage, perhaps it may radically change knight combat? i.e. Over time, somebody WILL die from plainly getting hit.... Will theoretically add a new dimension to combat, and different weapon type can have a difference.
Edit: Not trying to rush an answer I just don't want this getting forgotten or missed.
Results of disembowel testing | Knight limb counter | GMCP AB files
On the fence, really. Its better, but might be too high now. Probably more stable.
Dual cutting is fine to test, the other three are a bit trickier to get right.
Results of disembowel testing | Knight limb counter | GMCP AB files