Since it's been brought up multiple times, let us all have a go at it, keep it civil.
The Pros of Limb Classes/Fighting
- No venoms to juggle!
- Zealot/Monk/Lycan do not have to worry about Rebounding.
- Can cause a lot of bleed and can hinder well.
- Kinda badass to beat someone's body parts to a pulp.
The Cons of Limb Classes/Fighting
- Insanely difficult to track properly without a ton of work.
- Parry is the easiest defence to absolutely kill momentum.
- 2 of the 6 'limbs' only have 2 levels of break (Head/Torso)
- Getting ahead of salve balance to maintain breaks vs getting ahead of herb balance is MUCH harder. (Especially with parry being involved.)
- While tracking afflictions given/cured is 1s and 0s easy, Limb damage is highly variable.
- Artifacts are near necessity for Limb classes to get ahead (Weapon Runes/Knuckles/Claws) vs. Venom/standard affliction. *Yet strength does not affect the actual limb damage, only the raw damage*
- Literally set up for 'damage kill' which the game is slowly moving away from and nerfing damage all around.
- If a weapon limb class (Templar/Carnifex/Luminary etc), have to deal with rebounding AND parry.
Hopefully this will get some visibility, as a lot of us LOVE limb fighting and greatly prefer it, but it is incredibly hard to get others into because of the complexity involved, yet it has far more cons to it than standard affliction tracking. This is a detriment to the combat player base, because the fewer people -using- it, the less likely the administration will see the flaws, and the only instances of nerfing to scaling have been done effectively due to artifacts.
I personally only make headway with Maces on Templar because I have 2 Level 2 Empowerment runes, and level 3 strength. Without the runes, the maces are too slow to make headway AND deal damage, otherwise you sacrifice one over the other. In Lycan it's almost primarily luck and timing, I have not directly fought in Zealot/Monk for about 8 years beyond bashing, so I can't account too much for how troublesome it is for them, but I hear it enough it has stalled me on scripting my offenses for those classes.
Discuss!
Comments
Unless I'm missing something, your numbers prove my point. When restoration is applied to a limb (as opposed to untargeted), it takes 4.0 seconds according to your numbers. 4.3 is only untargeted restoration.
Val seems correct with the resto salve thing. I did roughly half a dozen repeats and it'd need to be a few dozen to be properly accurate (damn latency) but it was consistently about the same as that.
The idea was to make it easier to keep multiple limbs broken, without making it easier to get them broken in the first place.
It does make it harder to track limb damage, and that might be a real pain for monks/knights. It's less important for lycans though, as lycans get confirmations of limb damage when they use mangle, destroy and gut.
I can certainly see the arguments against this variability, with the nature of combat now requiring better tracking of target state, but I do like the intention behind resto salve being this way and if it is changed it could have negative effects as well as positive ones.
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
I've always wished that limb damage was a little more transparent, and I thought that getting the messages for the various resto breaks was really neat, it certainly helped me with my lycan tracking a buttload.
I remember, involve me and I
learn.
-Benjamin Franklin
Anyway, yes, regarding strength for limb damage (I thought I made it clear in my post), that STR doesn't affect LIMB damage, but it affects the RAW damage, i.e. I do 2% limb damage and 400 health lost with 10 strength, but with 15 strength I do 2% limb damage and 580 health lost.
I also never knew about the resto scale to health, sounds familiar-ish, but didn't know that. Interesting..makes things trickier to be sure, but kinda helpful.
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
Sure, I could've brainsmashed my way to victory a few times. Or beheaded. But to me it just like...it wasn't the same, you know? I liked garrotelocking people and voyria-ing them to death as a Syssin too, it was just one of those things. Like using vivisect to win as a speed-knight Infernal on Resiak.
I remember, involve me and I
learn.
-Benjamin Franklin
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
I agree, though I went for bleeding kills rather than devour. Devour is a relatively new ability and when added was posed as a way to finish off the super-artifacted tanks that just wouldn't die to bleed-out no matter how messed up they already were. It wasn't posed as the staple lycan finisher, but now (this liaison round) reports were out there trying to make the setup for devour easier.
I'm not saying they don't have a point. Every class should have a kill route that is unaffected by the target's tankiness, and devour is ridiculous - but I don't think devour needed to be it. They could have repurposed one of the flavour abilities from lycanthropy to be a different kind of finisher.
Looking at the way the reports went, and the (in my opinion, hopefully I am wrong) poorly thought out nature of the claw attack that prones in 3 seconds (while still interrupting the chain of BITES that are needed to set up a jawlock), devour will be just as difficult to pull off as ever. I suspect that next liaison round will be similar, with similar concerns and hopefully better suggestions.
I remember, involve me and I
learn.
-Benjamin Franklin