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| The Rusty Cutlass Official archive about Weapons and Skills |
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#1
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Some weapons are inefficient, and others play no role
As the title says, weapons should each be a little different from each other, not as in looks or attacks, but as in the usage. Right now, with all weapons being pretty much "rush into battle" types, some become useless, and others gets used 24/7.
Dolls: I just find the heal and cure spell making no sense. Whats the point of having a 6k-9k cure, when pirates only have 3k LP? (heals are not split between players with most dolls that have healing boosts). Also, the heal spell is just very inefficient, in my opinion. It has a very long cooldown, so if you need to heal someone else in a massive crowd, you have nothing left. However, for a single target, 3k heals just restore their LP completely, and POTCO might as well give players infinite HP. I think we should have heals as 2 second cooldown, and heals 400 HP (at max heal and doll) Cure will heal 2500 HP (at max doll and cure), and with the same cooldown as now. This lets players choose between giving instant heals to keep a large amount of people up, or if they have very low HP, hit a cure to get them up again. This gets rid of the annoying "uh oh, my heals are all recharging, and this person over here is about to die" Broadswordswords should boost the pirate's HP a little more. Being close to the enemy and often attracting tons of them, you often get more damage, compared to if you attack from far away. Also, they should do less damage then cutlass and sabre per enemy, since it can hit lots of enemies at once. Throwing Knives: The throwing knife combo should also decrease enemy movement speed by about ~30%. Knives are meant to let players attack from far away, and they should do that. Also, I find it funny when people throw knives at an enemy thats only 2 inches away. (since player movement is decreased when attacking, there wouldn't be any exploit of running around while slowing the enemy, so they never reach you)Blunderbuss: Damage should be increased when you are closer to the enemy, and damage is decreased when you are farther away. A similar thing should happen to pistols and repeaters. The further away you are, the less chance to hit. the closer you are, the more chance to hit. Staff: Personally, I think this is one of the coolest weapons in game. Sadly, it is meant more for hitting lots of enemies at the same time, and do not do as much damage to individual enemies compared to pistols, etc. Since there are not a lot of "groups of enemies" in this game, staff has kind of been forgotten. Hopefully new staff loot will get people to use it again. |
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#2
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Blunderbuss, should be lowered big time all around. Yes, should have less damage from far away, but I was thinking maybe the 800 range for longer and 1100 range for up close. It is bad to kill LaSchafe in 5 hits with a blunderbuss. Staff, I am with you, they should keep this staff build as it is though, and make newer types of staves that can atack relatively fast on a single target, or help other pirate resist effects, cause enemies not to make your allies get stunned, be tauneted, a healer type of staff. Throwing Knives/daggers. Honestly, I don't see why these aren't a single category. When you get up close it should act as Bayonet but do the dagger combo, and like when shooting a bayonet, you should do the throwing combo from farther away. I can also see where you would want to make dagger attacks reduce enemy speed. But here is the thing, POTCO has it set up so your character has to get hit once every few seconds or so. Even when running with a doll, you can get hit because your enemy is able to have an incredible speed boost to catch up with you. Sad but true, POTCO, would rather have enemies attack weak players using a doll than change the enemies to run at our speed and have it so they can get slower. |
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#3
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I do think they should add group heal to staff. Doll is very inefficient when you have like 200 ppl in the same place (like when Smash first came out). You could use staff, and repeating cast heals. |
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#4
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There is the Nature Aura, but thats SUPER inefficent.
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#5
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You are completely right. Those staffs are incredibly weak, and I really think POTCO has just forgotten how to make a weapon now. Hopefully they could read something and brainstorm some ideas. Sadly I am not seeing it though.
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#6
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Unless they weakened La Schafe, I would love to see you take him down with 5 shots. He has what 250,000 Health? The most damage I have ever seen was around 20,000 and that was with a Critical Hit. So in my experience you couldn't take half of his health with just 5 hits.
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#7
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I want for things to be a challenge like before where the main amount of damage on enemies would be closer to PvP level damage, and would love to see bosses buffed down in HP as well, but here is why. They are such high health enemies because weapons are ridiculous. Ever since they came out with the level 20 weapons update they have been around. At that time, having the enemies at the same health as their non boss types would just make them easy to beat. As for these weapons were the beginning of the end for balance. It had taken a huge toll when adding level 15 weapons, but most enemies were just defeatable back then. Adding level 20 weapons made level 35's a 5 hit kill and they did about 500-600 damage each attack. Now those enemies are easily a single hit noob sauce that gets a stain on your shirt if they're lucky. But easily I could see bosses going down for example from 25000 health to 15000 health just to refine the system so that enemies are not too powerful to kill without a healer. I truly believe that besides additional buffs on weapons such as +1 flourish and +3 bladestorm attacks should do what their damage says. If the sword says 85 Attack and the attack power of Flourish for example was in between 400 and 500 the attack should range from 485 to 585. Say their is a +1 buff for flourish. It will add 50 points of damage or so. 535 to 635 should be the range for it. You could possibly double the attack power of weapons when outside of PvP as well, so instead of adding 85 damage to attacks it would be 170, but that would just make it true to the outside so more enemies could be defeatable. PvP is of course touchy, overall the attack power of certain weapons is fine, but blunderbuss weapons and truly all guns are out of whack and do too much damage for ranged play. Honestly dolls should not have healing features because there are already no tonics, and running doll users should not run as fast when casting a spell. Some attacks such as Rolling attack and Monkey Panic should also break chains, but those are just cool things I think would help the cast of Daggers being able to break attunement and concentration. |
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#8
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#9
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I was thinking that all guns are overpowered because of one thing: take aim. Maybe make it so the Take aim increases range, not DMG? it would make guns easier to level and stop the one hit one kill thing.
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#10
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That was the intension, well actually the intension was to stun enemies with Take Aim, but they buffed it up big time. You are right though, take aim should be for being sure you aim right or aiming from further away.
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#11
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So you'd like to have the QAR to be a push-over?
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#12
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I was thinking that the amount of tonics you can carry should be decreased - who has enough space for 25 tonics?? its made the game quite unfair. I mean, maybe enimes shold be able to use tonics too and help their dead friends.
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