radicater11
Legacy Supporter 3
- Joined
- Feb 22, 2012
- Location
- Florida
I'd like to mention the fact that mortalwound and mightyblow have what seems like a one block range on Samurai. I really don't think it's intended, but correct me if I'm wrong.
Mortal Wound is a 2 block range, though MightyBlow should be 3.I'd like to mention the fact that mortalwound and mightyblow have what seems like a one block range on Samurai. I really don't think it's intended, but correct me if I'm wrong.
So here's where I disagree with you:Shields:
Paladin
Cleric
Dreadknight
Dual Wields:
Ninja
Runeblade
Pyromancer
Shaman
Heavy Two Handers:
(we'll need to see how to do this and what to change based on the code when its released)
Dragoon
Samurai
Berserker
Twohand Staves:
Wizard/Necro
Bloodmage
Gliders:
All
--------
Twohanding and duel wielding is cool and all, but not everyone needs it.
Also how are we going to get ahold of gliders now? Will the end be open to us and reset every so often? That could work as the enderdragon is a cool fight now and that place actually has loot. You might need to disable the chest spawns though, there's some ungodly armor in those.
This isn't exactly balance related, but what if you made some of the more DPS focuses casting classes have the option of dual-wield, but instead of an offhand weapon it could be something along the lines of a tome that gives stat increases when held. Would look like an enchanted book, golden apple, stick, torch, or lantern. If it makes balancing weird I get it, but I think it would be cool.Lets get some good criticisms going!
Post what you hate, love, what you think needs changing, etc.
We are not removing the 1.9 system.
Shields:
Paladin
Beguiler
Druid
Cleric
Dual Wields:
Berserker
Pyromancer
Ninja
Ranger
Bard
Disciple
Shaman
Heavy Two Handers:
(we'll need to see how to do this and what to change based on the code when its released)
Dragoon
Dreadknight
Samurai
Runeblade
Twohand Staves:
Wizard/Necro
Bloodmage
Gliders:
All
I like the item of tomes in the offhand, very interesting... hmmSo here's where I disagree with you:
Dreadknight I think deserves Two-Handed. It's a different brand of tankiness than Paladin, plus they would feel too similar if they both had shields. The key difference is in the basic concepts for each class. The Paladin has a shield to symbolize protection. A Dreadknight should feel more aggressive. This is symbolized by a large weapon which is meant to deal damage, but can still effectively guard against attack.
Not sure how I feel about Cleric. Maybe Druid as a protector of nature with the shield. Beguiler I can kind of imagine skills revolving around shield image.
Shaman should have a shield. I kind of envision the classic WoW image of a Shaman with a shield which gives spell and casting buffs. Honestly I don't know what Shaman plays like though, I've never even really gone against someone who uses it.
Zerk should totally be dual-wield. When you think of Berserker you think fast and wild strikes, not slower powerful ones. I imagine the Orc spinny thing from Skyrim with the dual-wield axes.
This isn't exactly balance related, but what if you made some of the more DPS focuses casting classes have the option of dual-wield, but instead of an offhand weapon it could be something along the lines of a tome that gives stat increases when held. Would look like an enchanted book, golden apple, stick, torch, or lantern. If it makes balancing weird I get it, but I think it would be cool.
we realm of the mad god nowI like the item of tomes in the offhand, very interesting... hmm
Lets get some good criticisms going!
Post what you hate, love, what you think needs changing, etc.
We are not removing the 1.9 system.
Shields:
Paladin
Beguiler
Druid
Cleric
Dual Wields:
Berserker
Pyromancer
Ninja
Ranger
Bard
Disciple
Shaman
Heavy Two Handers:
(we'll need to see how to do this and what to change based on the code when its released)
Dragoon
Dreadknight
Samurai
Runeblade
Twohand Staves:
Wizard/Necro
Bloodmage
Gliders:
All
Eh, I can't exactly agree. Zerker should be in dual wield segment for "thematic" reasons, and I think pyromancer might actually need the shield more. Someone said something about that earlier, but I don't recall who.Shields:
Paladin
Cleric
Dreadknight
Dual Wields:
Ninja
Runeblade
Pyromancer
Shaman
Heavy Two Handers:
(we'll need to see how to do this and what to change based on the code when its released)
Dragoon
Samurai
Berserker
Twohand Staves:
Wizard/Necro
Bloodmage
Gliders:
All
--------
Twohanding and duel wielding is cool and all, but not everyone needs it.
Also how are we going to get ahold of gliders now? Will the end be open to us and reset every so often? That could work as the enderdragon is a cool fight now and that place actually has loot. You might need to disable the chest spawns though, there's some ungodly armor in those.
I can agree with this.i think if your going to keep the 1.9 mechanics, all classes need to have their primary weapon shifted to something that uses the 1.9 mechanics. Its going to be very odd to balance otherwise. will also require a lot of pvp testing to see how much damage of left click attacks should be boosted from class to class. I think the mechanic is interesting but will lead to very unbalanced start until things can be felt worked out properly.

I would love to see Dual-wielding factor in at some point.
I also want to see the Attack Cooldown functions in full effect for PvP. People who say 1.9 could break PvP, rely to heavily upon button-mashing to kill their enemies.
I possess no such handicap. Being a Tactical fighter as I am, I proudly embrace the new Attack Speeds feature.![]()
. I fully support the 1.9 mechanic in herocraft as long as it's corrected to some of the ways I've stated before
.I agree that, for all things to be equal, the system has to be balanced out so that people using (for example) Flint, or Hoes, or Blaze Rods (etc) will be bound by the same effects, or - at the very least - have those weapons nerfed so that they will, in effect, be on-par with their Vanilla-Weapon counterparts.
On the old Map, I could spam-strike a player with a Diamond Axe, even if they were several times my superior, because there was no Attack Cooldown. While I enjoyed the power-trip (I only PvP in self-defense, so I got to feel all self-righteous and whatnot lol), abused en-masse by folks who like to misuse/abuse Plugin features (like a certain Cable Guy who will remain unnamed, and I don't mean Jim Carrey) could SEVERELY unbalance the game.
And, sheesh....if fights last longer, so what? Fights shouldn't be "Instant-gratification". They should be heated, intense, nerve-wracking, and require the utmost of your mental faculties. If every PvPer was chivalrous, refrained from Button-Mashing, and devised actual combat tactics (aside from "ooh, lets place bounties, but have our friends claim them, so they can place the next bounty" exploiter doofs), I wouldn't care whether the system changed or stayed the same.
But we're not dealing - with a few exceptions - with Tacticians, Chivalrous PvPers and people who think out and time their attacks. Most Minecraft PvPers are looking for a "quick fix" a le Button Mashing.
At least, that's been what I have personally observed, and experienced. You often know the types by how often their PKing flashes across the Server Broadcast system.
Who are you, Mr. make spawn less laggyI agree that, for all things to be equal, the system has to be balanced out so that people using (for example) Flint, or Hoes, or Blaze Rods (etc) will be bound by the same effects, or - at the very least - have those weapons nerfed so that they will, in effect, be on-par with their Vanilla-Weapon counterparts.
On the old Map, I could spam-strike a player with a Diamond Axe, even if they were several times my superior, because there was no Attack Cooldown. While I enjoyed the power-trip (I only PvP in self-defense, so I got to feel all self-righteous and whatnot lol), abused en-masse by folks who like to misuse/abuse Plugin features (like a certain Cable Guy who will remain unnamed, and I don't mean Jim Carrey) could SEVERELY unbalance the game.
And, sheesh....if fights last longer, so what? Fights shouldn't be "Instant-gratification". They should be heated, intense, nerve-wracking, and require the utmost of your mental faculties. If every PvPer was chivalrous, refrained from Button-Mashing, and devised actual combat tactics (aside from "ooh, lets place bounties, but have our friends claim them, so they can place the next bounty" exploiter doofs), I wouldn't care whether the system changed or stayed the same.
But we're not dealing - with a few exceptions - with Tacticians, Chivalrous PvPers and people who think out and time their attacks. Most Minecraft PvPers are looking for a "quick fix" a le Button Mashing.
At least, that's been what I have personally observed, and experienced. You often know the types by how often their PKing flashes across the Server Broadcast system.
I am confused as to why they got it as well, but I just gave up trying to understand long ago.I don't get why Beguiler or Shaman got a shield. As it is, Beguiler has a lot of skills that can disengage itself from close combat. So why give it another protection for its weakness when it already has a huge amounts of AoE damage and CC capabilities.
And if you have never fought a Shaman before, it is one of the most annoying classes to get close to. It has FirestrikeTotem, EngulfingTotem, ForceTotem, and Windgale to keep players off of it. Just cycling between FirestrikeTotem and EngulfingTotem is enough to keep you off bay. And if you do get to the Shaman and deal some damage to him, he can just heal backup with Cleansespirit, Healingsurge, and kiting around his HealingTotem while using Windgale to push people off of him while kiting.