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View Full Version : Why do so many people want a human slayer imbue?


Monster
07-26-2005, 07:15 PM
I don't see the point in the human slayer imbue. This will just force everyone to track down a max damage weapon with descent modifiers in order to stay competitive in pvp. I've already messed around enough with imbuing and tinking up up max damage ARs which end up about the same as a weeping and it's not fun. I don't want to waste time doing that for a new imbue. It's nice to have a quest item as your main weapon in pvp.

Max damage AR bows and swords (I'm not sure about the other classes) end up slightly better then a weeping but I hardly ever see people using them or even bother tinking them up.

Not to mention UA has the advantage of getting a +5 attack and defense bonus. The game is easier to balance with everyone using the same weapon. I think more damage needs to be done in pvp but wouldn't releasing deadly weeping weapons be just as effective?

Jida
07-26-2005, 09:33 PM
One of the other arguments I have heard is that people also want to go back to the variety of the different PvP weapons like how it used to be.

They say that finding a weapon and tinking it up to fight with is a much more personal connection to PvP than a cookie cutter weapon.

For balance's sake I totally agree with you,... for fun's sake I guess I don't.

To balance out PvP you have to take a set of known objects and compare them. By adding literally countless other combinations you will have a harder time balancing things.

Where it is good though is when you imbue a +15% mod weapon and then add either full attack or defense on it.

That way you could have +41% to attack/defense weapon to use against higher/lower level folks. By having the human slayer imbue this weapon could also do competitive levels of damage.

You could also have all of the elements your attack type offers.

Like I said though, I am all for a set group of weapons for balance however the old timer in me likes the thought of making my own.

Virindi Clown
07-26-2005, 09:59 PM
The main reason is so we can stop this senseless concept of everyone parading around in full no-drop equipment from simple quests that makes droppable items you have to work for worthless. It's assonine that people can have equipment that is superior to tinkered loot armor, but drop just tapers when they die. All this stupid no-drop stuff that you have to do no work for is dumbing the game down.

It has also COMPLETELY killed the trade economy. At least back in the day, you had to do some real work to get no-drop quest stuff like shadow armor, atlans, and composite bows, and people traded for the parts and fought over a some places that were good for getting them.

Balance is not any more difficult to achieve with loot weapons. You just go by the best, which is always only slightly better than what is easy for everyone to find. For example, when swords were 40 damage max, it was very easy to find 38 damage swords. Those two points of damage don't make enough difference to make balancing harder.

Silva_TFK
07-26-2005, 10:22 PM
Quest weapons should be near the max damage for the casual players, but there definately should be a trade economy for the best PK gear and that includes weapons and wands.

Silva

PS Hey Jida, long time no see, what guild are you in now?

Jida
07-26-2005, 10:32 PM
Sup man, yeah been a long time since the days of hanging out in the South Dires.

I am in TLG (The Life Guild). My patron is this woman I sleep with and I have one vassle that swears he is related to me.

Virindi, balancing out the weapons is not going to be easy.

This is due to the fact that mages have to give up nothing while melee/archers do.

Let me explain.

A mage with a melee defense wand can't be touched with a Weeping however you can hit one if you have a +41% attack melee weapon. Even though you have to give up on damage to do it.

If they add the imbue then all of the other imbalancing things out there will have arguments for the melee/archer doing more work to overcome them rather than them being fixed.

For archers it also spells doom in the form of blood loather being a factor again. I will tell you what, if I had to hear one more mage tell me that all I have to do is put my bow away I swear I was going to explode.

If a mage decides to go for a BL then there is nothing an archer can do about it. They can fastcast it smoothly whenever they feel like it and an Archer has such a clunky animation sequence that you can never get a real offense going.

Basically, by adding the human slayer imbue you are making it so that a mage with a +40% wand will not give up on DoT anymore, melees will have to do reduced damge to hit them and archers will not change over unless BL is removed from the PvP scene.

Virindi Clown
07-26-2005, 11:48 PM
In the case of the melee d mods, they should be removed by a human slayer imbue. The only way to deal with the mods in PvP is to get rid of them entirely.

As for weapons becoming debuffable, yeah, that sucks. There is a chance that an imbue could make weapons undebuffable, or make them unenchantable and give them full level 7 buffs. That might be a fit far fetched, but it's still a posibility.

It's a mess, but it really needs to change. I doubt it will, though. It's been so long already...

Monster
07-27-2005, 12:07 AM
I've thought about upping the attack modifier on weeping weapons as a solution to melee defense wands but that would ruin alot of melees template. Same with the human slayer imbue removing the melee defense modifier. If that happens then melees can save 10-20 credits from melee defense and transfer quickness to something else.

wussy_woy
07-27-2005, 12:20 AM
Blood loather > Fully tinkered max damage weapons.

AzulDrakkon
07-27-2005, 12:57 AM
Blood loather > Fully tinkered max damage weapons.

With the lag lately yeah. Usually I'd just pull my weapon in but even then it takes alot of time.

Sizlunt DT
07-27-2005, 03:44 AM
Supz azul.

McVigor
07-27-2005, 07:56 AM
I think a human slayer imbue would be a waste, personally, but I'm not opposed to it, either.

AR maxed tinked weapons are pretty effective, so-long as your opponent has no shield. (so they're basically good for fighting mages and archers, provided they don't blood loather. But absolutely SUCK against other Melees because of the Shield mechanic.)

Maybe a better idea is a non-buffable or magic resistance imbue, but then that would narrow the scope of such weapons as you'd *HAVE* to be able to find a decent weapon that buffs itself or it would be unbuffable+crappy.

/shrugs

Darid
07-27-2005, 11:47 AM
If done correctly, correct skill tiers, and the % of human slayer u get for your skill it will be more powerful than a weeping but not overmuch, but will make it more balanced-400hpVSmelee.

If done wrong however u could see a pretty ****ed up hotfix. With melees(or bows) walking around 3-4 hitting people.

Virindi Clown
07-27-2005, 01:08 PM
I think that the melee weapons would only need to be slightly stronger than weepings were before they were nerfed. People wouldn't be dying in 3-4 hits.

Frank The Knife
07-27-2005, 01:46 PM
I think that the melee weapons would only need to be slightly stronger than weepings were before they were nerfed. People wouldn't be dying in 3-4 hits.


I agree 100%

How much stronger than the current weepings will they be?

Remember we had a melee nerf to tone down the melee weapons. Now if we just had a nerf that tells me anything stronger would be considered overpowered.

Also this will create a have and have not culture again which sucked for guys like me who don't have 8 hours a day to devote to weapon creation.