nerf nerve strike and deathstrike

This is where you can make suggestions or report bugs that you've found
Locked
d.
Posts: 1119
Joined: Sat Aug 04, 2007 6:13 pm

nerf nerve strike and deathstrike

Post by d. »

okay, normally people cry about how other peoples' templates are overpowered. Let me take some time to bitch about myself and some of the skills I use and state that they need to be revamped:

deathstrike: yes, for it's mana cost it should do good damage, but a chance to do 50-65 damage from it in PvP is just plain dumb. At most it should be capped at 35 (like on other shards) or maybe 40. The only way it should do more than that is with stealth/hiding skills.

nerve strike: this special is supposed to be better than normal para blow simple because it takes an extra skill to use (bushido). However, the length of this special on valor is FAR too long. At most, with 120 bushido, it should last as long as a normal para blow (3 seconds I believe) but retain it's special "non-breakable" feature. Right now, it has been tested to last as long as 5-6 seconds in pvp, which is basically an instant kill.


I believe these changes are needed, and that they will add more balance. Please if anyone supports me post here to help convince staff to make these changes.[/u]

Archived topic from AOV, old topic ID:3806, old post ID:24502
User avatar
Red Squirrel
Posts: 29209
Joined: Wed Dec 18, 2002 12:14 am
Location: Northern Ontario
Contact:

nerf nerve strike and deathstrike

Post by Red Squirrel »

The reason deathstrike was raised is that it takes more mana/skill then AI, but did basically the same thing, only difference is that AI is a guaranteed 35 damage with little to no skill/items while DS requires the player to run. So to make it worthwhile we jacked up the damage, though we can maybe look at lowering it to like 50 and randomize it, or keep it 65 but randomize it so its rare you hit that.

I could lower AI, but then it would make that pointless since people can sometimes manage to hit almost that much without any specials.

As for nerve strike I can look at lowering the duration. It's based on skill so I can just skew the formula a bit.

Archived topic from AOV, old topic ID:3806, old post ID:24503
Honk if you love Jesus, text if you want to meet Him!
d.
Posts: 1119
Joined: Sat Aug 04, 2007 6:13 pm

nerf nerve strike and deathstrike

Post by d. »

Red Squirrel wrote:The reason deathstrike was raised is that it takes more mana/skill then AI, but did basically the same thing, only difference is that AI is a guaranteed 35 damage with little to no skill/items while DS requires the player to run. So to make it worthwhile we jacked up the damage, though we can maybe look at lowering it to like 50 and randomize it, or keep it 65 but randomize it so its rare you hit that.

I could lower AI, but then it would make that pointless since people can sometimes manage to hit almost that much without any specials.

As for nerve strike I can look at lowering the duration. It's based on skill so I can just skew the formula a bit.
keep AI at 35 cap. As for the argument "you need your target to run for deathstrike to do full damage", this is stupid. so much of the time in pvp you are consatntly moving, wether it be in a duel or on the field, the time it takes for someone to react to deathstrike is almost always longer than the tile requirement to get full damage. deathstrike at 40-45 perhaps makes sense, but anything higher is just plain unbalanced.

Archived topic from AOV, old topic ID:3806, old post ID:24505
User avatar
Gaiava Arkkaza
Posts: 834
Joined: Tue Dec 12, 2006 10:19 pm

nerf nerve strike and deathstrike

Post by Gaiava Arkkaza »

Red Squirrel wrote:The reason deathstrike was raised is that it takes more mana/skill then AI, but did basically the same thing, only difference is that AI is a guaranteed 35 damage with little to no skill/items while DS requires the player to run. So to make it worthwhile we jacked up the damage, though we can maybe look at lowering it to like 50 and randomize it, or keep it 65 but randomize it so its rare you hit that.

I could lower AI, but then it would make that pointless since people can sometimes manage to hit almost that much without any specials.

As for nerve strike I can look at lowering the duration. It's based on skill so I can just skew the formula a bit.
Thing is, not everyone has maxxed HP. 35 should be the maximum no matter what. A popular tactic is to poison DS and harm spam, it's pretty much certain death with the retarded damage its doing right now. AI is 35 damage but can't be spammed anymore, DS can.

Archived topic from AOV, old topic ID:3806, old post ID:24506
Brunus
User avatar
Red Squirrel
Posts: 29209
Joined: Wed Dec 18, 2002 12:14 am
Location: Northern Ontario
Contact:

nerf nerve strike and deathstrike

Post by Red Squirrel »

DS can be spammed? Thought I fixed that and added like a 10 sec delay. It's not suppose to be spammable hence why the damage is so high. I'll have to check.

Archived topic from AOV, old topic ID:3806, old post ID:24507
Honk if you love Jesus, text if you want to meet Him!
d.
Posts: 1119
Joined: Sat Aug 04, 2007 6:13 pm

nerf nerve strike and deathstrike

Post by d. »

Red Squirrel wrote:DS can be spammed? Thought I fixed that and added like a 10 sec delay. It's not suppose to be spammable hence why the damage is so high. I'll have to check.
there is only a slight delay.

Archived topic from AOV, old topic ID:3806, old post ID:24509
User avatar
Gaiava Arkkaza
Posts: 834
Joined: Tue Dec 12, 2006 10:19 pm

nerf nerve strike and deathstrike

Post by Gaiava Arkkaza »

Red Squirrel wrote:DS can be spammed? Thought I fixed that and added like a 10 sec delay. It's not suppose to be spammable hence why the damage is so high. I'll have to check.
Yup. I noticed I could use two DS's in a row when I was fighting Catastrophea yesterday.

Archived topic from AOV, old topic ID:3806, old post ID:24510
Brunus
User avatar
Death
Posts: 7919
Joined: Thu Sep 30, 2004 10:12 pm

nerf nerve strike and deathstrike

Post by Death »

We have not yet applied many of the OSI pvp changes but we are well aware of them.

On OSI, nerve strike is capped at 2 seconds and is now breakable. The difference from paralyze being the nerve damage which is a direct damage calculation depending on the player's bushido.

Death strike on OSI has about a max of 40/45 with damage derived from tracking but they constantly change their formulas. Ideally, the damage is about 35, kind of like a delayed AI. There's an extra 10 damage by how far you've tracked your target but no actual confirmations as such (Because they like to change their formulas). I personally wouldn't mind seeing the extra damage applied to if you possess the other skills for a ninja (stealth and hiding) as that would make it worthwhile to get those upgrades.

Also, there's no need for convincing staff to code these as we want to avoid pvp flaws and bugs as much as possible to make everything fair. The problem is the lack of time of the aov developers at the current point in time to implement changes (The change takes little time, it's the testing that takes an ungodly amount of time).

Archived topic from AOV, old topic ID:3806, old post ID:24511
dprantl
Posts: 1048
Joined: Wed Feb 07, 2007 11:41 pm

nerf nerve strike and deathstrike

Post by dprantl »

A while back I dueled a little just for fun and one time saw my archer die almost immediately after the duel started (he has all 70's and 130hp and like 30 DCI). After thinking about it for a while, I realized I was hit by a deathstrike in combination with some other stuff (I saw three or four large numbers over my head, I believe one was over 60). I thought that was pretty lame, but no shit talk from me.

Archived topic from AOV, old topic ID:3806, old post ID:24523
Eskeshehir
Posts: 57
Joined: Sat Oct 04, 2008 1:39 pm

nerf nerve strike and deathstrike

Post by Eskeshehir »

Death strike + Riding swipe = nearly 2 hit kill. Which tbh, regardless of what weapon you have, is completely unbalanced.

Archived topic from AOV, old topic ID:3806, old post ID:24547
Locked