Keache
Legacy Supporter 7
- Joined
- Feb 20, 2012
- Location
- New Hampshire
And before I begin; please see my post (http://herocraftonline.com/main/threads/disciple-balance.40098/) of Disciple's Skill, Balance. Currently that ability doesn't have the range it's supposed to... only has 5 block range, contrary to what the info says (20 blocks). It would be more balanced at 15 or 10 but let's fix stuff before we balance it.
Okay, so I took a bunch of videos of me using Forcepush and Ironfist on a dummy (Liqwids) in order to FINALLY pinpoint what the issue was with both of those skills... because often they seem to either have a random knockback effect or do nothing at all. I determined a couple of things: 1. Ironfist and Forcepush depend on how far away you are from the target effects how much the target is knocked back. The broken thing about this, however, is that the CLOSER someone is the more effective the knockback. 2. Ironfist and Forcepush is random as fuck and otherwise unreliable, something that makes Disciple severely broken. In a situation where I want someone to get off of me, that means that my abilities to knock them away are, effectively, useless. Here's some examples in video form because I like using fraps.
WARNING; quite a few videos, I'll put a TLDR on the bottom, but if you want a full grasp of the issue feel free to watch these short (10 sec max) videos.
Lets start with Ironfist
First test was at about one block away/on top of me:
Tried it again at about one block
Ironfist at about two blocks away:
Let's try that again:
Well, what if I'm running at you like I'm in combat?
------------
So, as you can see, Ironfist is acting very randomly... I can either expect him to fly away like he's supposed to, or maybe he won't budge at all. While distance seems to be a factor here, it's safe to say that this skill is not working as intended and is otherwise unwieldy in combat. It either saves my life or kills me.
So, let's try Forcepush at varying distances and see how it works
Nearly on top of me
http://www.youtube.com/watch?v=udZEmYyGdSw
About Two Blocks
http://www.youtube.com/watch?v=FuiyFrPEmPM
About three blocks
http://www.youtube.com/watch?v=QjKk7nHikkI
Four Blocks
http://www.youtube.com/watch?v=l8gEFgBH3XE
Four Blocks again
http://www.youtube.com/watch?v=8hKqOmxPRlo
--------------
So, as you can see, Forcepush is REALLY random. In none of these examples is it totally constant, as in I can either expect it to work exceptionally well or not at all, regardless of conditions (unless the target's in the air, but that's a different story).
TLDR:
As I said in the beginning, Forcepush and Ironfist are not acting in a predictable, consistent manner, and are either working as intended or not at all or somewhere in between. More often than not, they're not working at all. In a combat scenario, this randomness can be a life changer or a death knell for Disciples, and it is extremely infuriating to deal with. I would appreciate further feedback and findings on this, because at the moment I have no idea what is causing these issues.
P.S, Maybe if Forcepush was coded more similarly to Tremor would this fix the Forcepush issue? As it stands Tremor seems to work beautifully consistently.
Okay, so I took a bunch of videos of me using Forcepush and Ironfist on a dummy (Liqwids) in order to FINALLY pinpoint what the issue was with both of those skills... because often they seem to either have a random knockback effect or do nothing at all. I determined a couple of things: 1. Ironfist and Forcepush depend on how far away you are from the target effects how much the target is knocked back. The broken thing about this, however, is that the CLOSER someone is the more effective the knockback. 2. Ironfist and Forcepush is random as fuck and otherwise unreliable, something that makes Disciple severely broken. In a situation where I want someone to get off of me, that means that my abilities to knock them away are, effectively, useless. Here's some examples in video form because I like using fraps.
WARNING; quite a few videos, I'll put a TLDR on the bottom, but if you want a full grasp of the issue feel free to watch these short (10 sec max) videos.
Lets start with Ironfist
First test was at about one block away/on top of me:
Tried it again at about one block
Ironfist at about two blocks away:
Let's try that again:
Well, what if I'm running at you like I'm in combat?
------------
So, as you can see, Ironfist is acting very randomly... I can either expect him to fly away like he's supposed to, or maybe he won't budge at all. While distance seems to be a factor here, it's safe to say that this skill is not working as intended and is otherwise unwieldy in combat. It either saves my life or kills me.
So, let's try Forcepush at varying distances and see how it works
Nearly on top of me
http://www.youtube.com/watch?v=udZEmYyGdSw
About Two Blocks
http://www.youtube.com/watch?v=FuiyFrPEmPM
About three blocks
http://www.youtube.com/watch?v=QjKk7nHikkI
Four Blocks
http://www.youtube.com/watch?v=l8gEFgBH3XE
Four Blocks again
http://www.youtube.com/watch?v=8hKqOmxPRlo
--------------
So, as you can see, Forcepush is REALLY random. In none of these examples is it totally constant, as in I can either expect it to work exceptionally well or not at all, regardless of conditions (unless the target's in the air, but that's a different story).
TLDR:
As I said in the beginning, Forcepush and Ironfist are not acting in a predictable, consistent manner, and are either working as intended or not at all or somewhere in between. More often than not, they're not working at all. In a combat scenario, this randomness can be a life changer or a death knell for Disciples, and it is extremely infuriating to deal with. I would appreciate further feedback and findings on this, because at the moment I have no idea what is causing these issues.
P.S, Maybe if Forcepush was coded more similarly to Tremor would this fix the Forcepush issue? As it stands Tremor seems to work beautifully consistently.