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post Sep 24 2011, 13:59
Post #8781
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QUOTE(buktore @ Sep 24 2011, 13:43) *

It seems that mace got nerfed today... The exact day I begin to play HV after a few days break! (IMG:[invalid] style_emoticons/default/heh.gif)

So, how's the nerf effect mace user? Anyone have an opinion on this yet? (IMG:[invalid] style_emoticons/default/huh.gif)

Decreases the damage done to stunned targets.
If this now makes Estoc better again, I can't say.

I used maces before the patch that made maces so dominant, so I can't really compare the changes.

But the first patch messed up my playstyle with maces a bit, since my tactic then was to hit monsters until they got stunned, and then hit another until they got stunned, and switch around and try to have as many monsters stunned as possible.
With the patch that improved maces, you got rewarded for hitting the stunned monsters instead of trying to go after the non-stunned ones.
So IMO, maces actually got a bit nerfed, since perma-stun was removed, meaning you can no longer lock down an enemy the way you could before.

I repeat my request....remove the damage bonus for stunned targets, instead make hit chances 100% against them (weird that they can still dodge while stunned, despite the fact that you can hit them harder since they can't dodge....) and bring back perma-stun.
Let the damage-junkies go back to Estocs.

Oh yeah, and buff bleed damage, so the slashing weapons get viable again.


But overall, maces are still good, the damage increase on stunned targets are still very noticeable.
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post Sep 24 2011, 14:49
Post #8782
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Stunning waves of 8-10 enemies every round?
How long did it take you to clear a round, 10 minutes? (IMG:[invalid] style_emoticons/default/huh.gif)
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post Sep 24 2011, 17:42
Post #8783
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So, I was looking around the HV today and tried to set up my quick spell cast slots, and it won't let me put shield in a slot. Has anyone else been having the same problem?

Edit: Ah, I see. I didn't know there had been an update. Thank you.

This post has been edited by Spartan0021: Sep 24 2011, 17:50
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post Sep 24 2011, 17:45
Post #8784
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QUOTE(Spartan0021 @ Sep 24 2011, 23:42) *

So, I was looking around the HV today and tried to set up my quick spell cast slots, and it won't let me put shield in a slot. Has anyone else been having the same problem?


Look at the update patch.
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post Sep 24 2011, 17:47
Post #8785
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QUOTE(Spartan0021 @ Sep 24 2011, 17:42) *

So, I was looking around the HV today and tried to set up my quick spell cast slots, and it won't let me put shield in a slot. Has anyone else been having the same problem?

There is no Shield anymore. Shield and Barrier got merged and are now called Protection.
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post Sep 24 2011, 18:15
Post #8786
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Believe it or not... Although this applied to a lesser extend for mace/club user, but this "patch" (if you can called it that) seem to massively boost melee gameplay! (IMG:[invalid] style_emoticons/default/ohmy.gif)

How, you ask? ... Well, its faster! (IMG:[invalid] style_emoticons/default/tongue.gif)

Using the same mace as I use before, it took me pretty much the same time, if not faster, to cleared arena compared to the last version. And the speed seems quite reliable, too. Which means much less frustrations playing melee! (IMG:[invalid] style_emoticons/default/laugh.gif)

The nerfed actually made the game somewhat more fun to play as well. The speed increase may actually be the real reason behind this though.
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post Sep 24 2011, 18:20
Post #8787
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QUOTE(buktore @ Sep 24 2011, 12:15) *

Believe it or not... Although this applied to a lesser extend for mace/club user, but this "patch" (if you can called it that) seem to massively boost melee gameplay! (IMG:[invalid] style_emoticons/default/ohmy.gif)

How, you ask? ... Well, its faster! (IMG:[invalid] style_emoticons/default/tongue.gif)

Using the same mace as I use before, it took me pretty much the same time, if not faster, to cleared arena compared to the last version. And the speed seems quite reliable, too. Which means much less frustrations playing melee! (IMG:[invalid] style_emoticons/default/laugh.gif)

The nerfed actually made the game somewhat more fun to play as well. The speed increase may actually be the real reason behind this though.


Sounds like a fair trade off for me!
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post Sep 24 2011, 19:24
Post #8788
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QUOTE((Cheater) Tiap @ Sep 24 2011, 14:49) *

Stunning waves of 8-10 enemies every round?
How long did it take you to clear a round, 10 minutes? (IMG:[invalid] style_emoticons/default/huh.gif)

No, you still cleared it as fast as if you had killed them by concentrating on them one at a time, you just spread the damage out more, meaning they all died pretty much at the same time instead of one at a time.

Usually, spreading out the damage is bad, since monsters do full damage even if they got just a sliver of life left. And in this game, they do even more damage with just a sliver of life left, which means 8 mobs almost dead does more damage than 4 mobs at full health and 4 mobs dead.
But since you stun them, so they can't attack you, you decrease their damage that way.

Just another way of playing.
It still works somewhat, just that the removal of perma-stun means it's not as easy to lock them all down as it was before, and the increased damage to stunned mobs means you wanna hit the stunned mobs for extra damage, instead of hitting the un-stunned mobs in order to stun them.

So focus of stun has been changed from one of decreasing incoming damage to increasing damage done.
The exact role that the Estoc has.
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post Sep 24 2011, 19:27
Post #8789
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QUOTE(buktore @ Sep 24 2011, 18:15) *

Believe it or not... Although this applied to a lesser extend for mace/club user, but this "patch" (if you can called it that) seem to massively boost melee gameplay! (IMG:[invalid] style_emoticons/default/ohmy.gif)

How, you ask? ... Well, its faster! (IMG:[invalid] style_emoticons/default/tongue.gif)

Using the same mace as I use before, it took me pretty much the same time, if not faster, to cleared arena compared to the last version. And the speed seems quite reliable, too. Which means much less frustrations playing melee! (IMG:[invalid] style_emoticons/default/laugh.gif)

The nerfed actually made the game somewhat more fun to play as well. The speed increase may actually be the real reason behind this though.

Meh, the old patch, 0.6.0 was pretty fast to play as well, since damage was much less you could just hold down a number and do several rounds of attacks, since mobs couldn't one-shot you the way they can now.
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post Sep 24 2011, 19:47
Post #8790
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QUOTE(Randommember @ Sep 25 2011, 00:24) *
you wanna hit the stunned mobs for extra damage, instead of hitting the un-stunned mobs in order to stun them.


For the most part, I usually hit mobs that doesn't have stun on them so that its reduced damage you receives, and you get the added bonus that I can kill all the mobs fast (which translate to less turns per round).

Really... Even without perma-stun, mace still work fine in reducing (massive amount of) damage you will take. I didn't see how this has been changed at all.


Oh, and you'll be grateful about the change once you can play at higher difficulty. It's much easier than before. Although the change seems to have a side-effect of making lower difficulty a bit tougher.

This post has been edited by buktore: Sep 24 2011, 19:49
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post Sep 24 2011, 22:48
Post #8791
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QUOTE(buktore @ Sep 24 2011, 19:47) *

For the most part, I usually hit mobs that doesn't have stun on them so that its reduced damage you receives, and you get the added bonus that I can kill all the mobs fast (which translate to less turns per round).

Really... Even without perma-stun, mace still work fine in reducing (massive amount of) damage you will take. I didn't see how this has been changed at all.
Oh, and you'll be grateful about the change once you can play at higher difficulty. It's much easier than before. Although the change seems to have a side-effect of making lower difficulty a bit tougher.

Oh yeah, it still works, and it's more powerful than it used to be, since even if you hit un-stunned mobs, you can still splash damage to stunned mobs with domino strikes.

The real change to reducing damage is the removal of perma-stun.

And I'm not really complaining about how maces have become bad, quite the contrary.
What I am objecting to is how good maces have become, so that it has become the dominating 2-handed weapon that has made the other 2-handers far less valuable and viable.
And I simply realize that either maces must be nerfed or the other weapons buffed, in order to restore balance.

And that the old way maces worked was more in balance with the other 2-H and that I would have preferred a much smaller buff, like 100% hit chance to stunned mobs, instead of that which was done, which no doubt made maces way more powerful but also changed their role a bit.
Try to think of it like that. That the damage bonus to stunned targets will continue to be nerfed until maces are on equal footing with the other 2-h weapons. And what would you consider to be an even balance so that people should once more start picking estocs and longswords as often as they pick maces?
10% bonus damage? 20%?
And how you'd feel about this much smaller damage bonus, balanced by the loss of the perma-stun.
100% hit chance to stunned mobs is far less powerful than the current damage bonus, but is one that I consider would make it more on par with the other 2-H. And even such a small bonus that you could bring back perma-stun.
Then you would have a mace that would be buffed compared to it's original, but still not the dominating 2-h weapon.

That and I liked the good old days when I could actually have a chance of buying a good etheral mace of balance/slaughter with high stun chance without paying an astronomically high price for it since I have to compete in auction against players that are lvl 250+

This post has been edited by Randommember: Sep 24 2011, 22:55
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post Sep 24 2011, 23:47
Post #8792
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I guess mace is still the best overall in the 2H weapon category.
Perhaps giant's resistance to crushing should be nerfed a little as well.

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post Sep 24 2011, 23:57
Post #8793
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Hi,

Does the "Overcharge Boost" really help in the melee attacks? I'm more of a 2H player (Mace / Scythe / Longsword).

Should I invest my APs into the "Overcharge Boost" Abilities Tank?

The info provided under EHWiki doesn't help much...

This post has been edited by GeForce310: Sep 25 2011, 00:02
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post Sep 25 2011, 00:02
Post #8794
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QUOTE
Players gain a percentage bonus to melee damage equal to one third of their current Overcharge level.


I believe this is still accurate.
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post Sep 25 2011, 00:07
Post #8795
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QUOTE(Randommember @ Sep 25 2011, 03:48) *
And how you'd feel about ...


Here's my opinion...

- Perma-stun is stupid. And no matter how much mace is nerfed in the future, it won't be back.

- At the moment, it's difficult to make a non-mace weapons to be as good as mace since mobs attack damage is too high.
-- Remove damage bonus from mace entirely might actually make the whole things balanced, but that would means melee power as a whole will be lower.
-- Buffing bleed weapon so that it match the performance of other weapon is not easy. Bleed weapon have too many inherent flaws (can you guess what it is?), simply increased their bleed damage and expect it to be balance will not work.
-- Pierce weapon is easier to balance. However, because of high damage the mobs can dish out, the buff would need to be very large, to the point of making it almost broken... Otherwise people would just stick to mace.

- If stun do not increase damage, it would make non-2H fighting style extremely underpower (it is already not that popular).

QUOTE(MidNightPass @ Sep 25 2011, 04:47) *
Perhaps giant's resistance to crushing should be nerfed a little as well.


No...

This post has been edited by buktore: Sep 25 2011, 00:08
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post Sep 25 2011, 00:20
Post #8796
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QUOTE(buktore @ Sep 25 2011, 06:07) *

No...


Well, this is because the mace got nerfed.
Are you using niten now?
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post Sep 25 2011, 00:30
Post #8797
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I played several Arena challenges without realizing that maces got nerfed.
50% nerf sounds like a lot but with everything stunned it makes little difference if you have to hit 1 or 2 times more.
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post Sep 25 2011, 00:32
Post #8798
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QUOTE(roadgray @ Sep 25 2011, 06:30) *

I played several Arena challenges without realizing that maces got nerfed.
50% nerf sounds like a lot but with everything stunned it makes little difference if you have to hit 1 or 2 times more.


It's just the giants... (IMG:[invalid] style_emoticons/default/dry.gif)
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post Sep 25 2011, 00:33
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@ MidNightPass

Still using the same mace. Yes, it's slower (took more turns to kill thing). But the speed improvement made this pretty much irrelevant in the real world.

Niten is, on average, not faster than my mace, and I take shitload of damage using it. I haven't try estoc yet. But I don't really think that it would be any faster than mace to make it worth using; it might actually be slower...

This post has been edited by buktore: Sep 25 2011, 00:35
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post Sep 25 2011, 00:34
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QUOTE(buktore @ Sep 25 2011, 06:33) *

@ MidNightPass

Still using the same mace. Yes, it's slower (took more turns to kill thing). But the speed improvement made this pretty much irrelevant in the real world.

Niten is, on average, not faster than my mace, and I take shitload of damage using it. I haven't try estoc yet. But I don't really thing that it would be faster than mace to make it worth using; it might actually be slower...


I am just wondering...would it be worthwhile to pick up an estoc again with protection and SS.
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