Jul 24, 2006, 06:29 PM // 18:29
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#1
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Krytan Explorer
Join Date: Oct 2005
Profession: R/W
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Small change to vampiric weapons
I just thought of a fairly decent idea for vampiric weapons. Instead of constant -1 health degen, make the degen kick in while you're attacking (much like the -10 armour penalty for +15% weapons).
That way you won't have to switch weapons after each fight to stop the vampiric mod killing you. Plus i'd be able to show off my vampiric weapon with a snazzy skin all the time
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Jul 24, 2006, 07:03 PM // 19:03
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#2
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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But how would players who are stuck somewhere, and need to die and be rebirthed die intentionally?
/notsigned
Vamp Weapons are fine as is
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Jul 24, 2006, 07:10 PM // 19:10
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#3
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Wilds Pathfinder
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/notsigned
else every1 would take a vamp mod.
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Jul 24, 2006, 07:10 PM // 19:10
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#4
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Lion's Arch Merchant
Join Date: Jul 2005
Guild: team love [kiSu]
Profession: W/
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/notsigned, thats just lazy...
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Jul 24, 2006, 07:12 PM // 19:12
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#5
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Forge Runner
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No offense, but just be less lazy and switch the weapon, it's not hard.
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Jul 24, 2006, 07:16 PM // 19:16
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#6
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The Greatest
Join Date: Feb 2006
Profession: W/
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/notsigned.
Constant -1 degen is nothing a warrior cant handle. Its fine the way it is.
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Jul 24, 2006, 07:30 PM // 19:30
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#7
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Forge Runner
Join Date: Nov 2005
Location: Among dead bodies.
Guild: The Republic of Sky Pirates
Profession: E/
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as above
/notsigned
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Jul 24, 2006, 07:35 PM // 19:35
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#8
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I'm the king
Join Date: Nov 2005
Location: Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore
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/notsigned
Vampiric is very good, it deserves that drawback (not that you can call it that )
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Jul 24, 2006, 07:35 PM // 19:35
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#9
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Avatar of Gwen
Join Date: Apr 2005
Location: Wandering my own road.
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-1 degen is hardly much of a penalty as it is for the armor ignoring damage bonus, let alone without making them take an alternate weapon set for downtime.
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Jul 24, 2006, 11:34 PM // 23:34
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#10
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Desert Nomad
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I can't understand why anyone is against this. All it really does is streamline the UI a bit by removing additional button-presses. What's wrong with that?
Regarding stuck players, perhaps they should add some sort of /suicide command for that, with appropriate restrictions.
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Jul 24, 2006, 11:59 PM // 23:59
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#11
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Wilds Pathfinder
Join Date: Dec 2005
Profession: R/
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Seriously, there is no reason to be against this.
Like NatalieD said, all it does is removes the need to switch out weapons constantly. The drawback of the weapon is exactly the same, you just don't need to keap switching weapons.
Not only that, but this change is so simple it'd probably take a single programmer 4-5 hours to make the change at most, and 2-3 more to make it live.
/Signed
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Jul 25, 2006, 12:31 AM // 00:31
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#12
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Academy Page
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a question:
does a "while attacking" condition affect you when you're knocked down, chasing someone, etc.? (meaning when you're in the battle and on a target but not swinging - i honestly don't know)
other than that, running around in combat etc. but not fighting currently drains you which is a drawback this change would remove, and if the above is answered "no", you can add those as well. these are all consequences given with the almost always best mod as far as added damage goes, and they help to balance it out. if this change were made, the only time it'd ever hurt you is when you missed your opponent, otherwise it'd always be a great damage bonus and slight form of healing.
"/notsigned"
Quote:
Originally Posted by Rikimaru
Not only that, but this change is so simple it'd probably take a single programmer 4-5 hours to make the change at most, and 2-3 more to make it live.
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lol don't pull things out of your ass
Last edited by tear; Jul 25, 2006 at 12:36 AM // 00:36..
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Jul 25, 2006, 12:35 AM // 00:35
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#13
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Hell's Protector
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
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/not signed. It's annoying, but I can see more practical implications from changing it than dealing with this minor inconveinence.
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Jul 25, 2006, 01:17 AM // 01:17
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#14
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Wilds Pathfinder
Join Date: May 2006
Guild: Hooded Reavers of Eternal Life(Ankh)
Profession: R/
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/not signed
Vampiric and Zealous mods are arguably 2 of the most powerful in the game and they should require some skill (or at least attention) to play.
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Jul 25, 2006, 02:23 AM // 02:23
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#15
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Frost Gate Guardian
Join Date: Feb 2006
Profession: Mo/Me
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/Notsigned
because if they change it, it will be more like "3 hp when hit / -1hp when hit" making it at the end like "2hp when hit always".
maybe for conditional dmg (15% more dmg but -1 hp (can be more) when hit) but i dont now...
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Jul 25, 2006, 02:24 AM // 02:24
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#16
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Banned
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/Not-signed.
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Jul 25, 2006, 02:30 AM // 02:30
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#17
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of Brackenwood
Join Date: Oct 2005
Location: Ontario, Canada
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Frankly, I almost think vampiric mods need a nerf, not a buff. Yeah, I am asking you all to flame me.
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Jul 25, 2006, 02:55 AM // 02:55
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#18
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The Greatest
Join Date: Feb 2006
Profession: W/
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Quote:
Originally Posted by Undivine
Frankly, I almost think vampiric mods need a nerf, not a buff. Yeah, I am asking you all to flame me.
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Lolz nub!
On a serious note, I agree. If anything, they need to get nerfed more then they need a buff. -1 health degen is what, -1hp/sec? Well, when you hit with a sword/axe its about +3hp/1.33sec Then if you add frenzy onto that, its
+3hp/?sec. Tell me if that deserves a buff.
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Jul 25, 2006, 03:07 AM // 03:07
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#19
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Wilds Pathfinder
Join Date: Jun 2005
Location: USA
Guild: Xen of Onslaught
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I thought one pip=2(mana or health)/sec
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Jul 25, 2006, 03:14 AM // 03:14
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#20
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The Greatest
Join Date: Feb 2006
Profession: W/
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Quote:
Originally Posted by Lampshade
I thought one pip=2(mana or health)/sec
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Meh, even if it is 2/1, 3/1.33 still overpowers it
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