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Vindicator

Joined: Aug 21, 2006
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Zudrag wrote:
And those suggested "fixes" would be simply to reinforce the idea that the Assassin/MKT attacks people with sneak attacks, then slips away from close quarters whenever anyone catches them. They simply shouldn't, in my opinion, be able to spam knife move after knife move with such interlock accuracy as that. Out of interlock, leave that alone, it's fine in my opinion.

Shorter version: If you catch a Spy in interlock, they should try and slink away or be crushed, not litter you with knives.

Considering it's the tree with moves solely based on escaping out of interlock, you'd assume they wouldn't want to be in interlock.. yet still they can outroll easily on several occasions.



Systemic Anomaly

Joined: Feb 12, 2006
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Zudrag wrote:
And those suggested "fixes" would be simply to reinforce the idea that the Assassin/MKT attacks people with sneak attacks, then slips away from close quarters whenever anyone catches them. They simply shouldn't, in my opinion, be able to spam knife move after knife move with such interlock accuracy as that. Out of interlock, leave that alone, it's fine in my opinion.

Shorter version: If you catch a Spy in interlock, they should try and slink away or be crushed, not litter you with knives.
I agree with you, all I was simply saying was there are other aspects that need to be addressed aswell. And if we nerf the spy tree with the bugs still in effect we may overdo it and need to come back to the tree again and strengthen it once the other bugs/problems are addressed.



Jacked Out

Joined: Aug 17, 2005
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Pylat wrote:
Zudrag wrote:
And those suggested "fixes" would be simply to reinforce the idea that the Assassin/MKT attacks people with sneak attacks, then slips away from close quarters whenever anyone catches them. They simply shouldn't, in my opinion, be able to spam knife move after knife move with such interlock accuracy as that. Out of interlock, leave that alone, it's fine in my opinion.

Shorter version: If you catch a Spy in interlock, they should try and slink away or be crushed, not litter you with knives.
I agree with you, all I was simply saying was there are other aspects that need to be addressed aswell. And if we nerf the spy tree with the bugs still in effect we may overdo it and need to come back to the tree again and strengthen it once the other bugs/problems are addressed.
And thus the devs play the balancing act, and they get closer and closer to balancing it all out and making it perfect-ish. That is the long, hard road of development, I'm afraid.


Systemic Anomaly

Joined: Jan 26, 2006
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I heard last week that thrown def is broken. Is this true? If it is, sort that and they should miss a bit more but yeah their acc is a bit too high. I need to go into kung fu change some clothes in order to compete with their rolls.


Femme Fatale

Joined: Mar 31, 2006
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The_Bruceter wrote:
I heard last week that thrown def is broken. Is this true? If it is, sort that and they should miss a bit more but yeah their acc is a bit too high. I need to go into kung fu change some clothes in order to compete with their rolls.


Thrown Resistance %Bonus is broken

Broken %Bonus Debuffs get a Hotfix, Broken Thrown Resistance %Bonus gets nothing SMILEY
Double standards ^_^  Sooner they get rid of %Bonuses the better, but thats for another thread.




Systemic Anomaly

Joined: Aug 27, 2005
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Zudrag wrote:
So, every now and then I stat for knives out of boredom. Long story short, I think the following things are imbalanced. Please remember, if you either add to, debate against certain points, or go "lol i dunno", keep it constructive and try not to insult people.


1) Knife moves should have a significant interlock penalty, similar to hackers. Throwing knives at point blank range and hitting a good majority of the time always seemed really silly to me.

2) Leg Sweep does more damage than Throat cutting throw. I don't know for sure if this is because the animation is technically longer, and the magic equation that calculates Damage/DPS makes it deal more damage or what. I think for such a low level ability, it does too much damage.

3) Master Shadow. If possible, make it to where a hit on the player instead of them taking damage drains IS and puts them in the combat state. Or, make the timer while master shadow is active to 30 or 15 seconds, and make the reuse timer 180 seconds. I believe Master Shadow is about getting away, not about walking around the people who just tried to kill you and say "lol i pwn u gud" for 180 seconds, only to return half a minute later to repeat.

Things like roll out abilities should, in my opinion, remain with the same bonus to roll out, maybe even given a greater bonus.

Thoughts/suggestions/"I don't know much about PVP/combat in general, but I think..."?
I like these ideas. They're not too extreme, and they're not unrealistic.

Good post.



Veteran Hacker

Joined: Jun 10, 2007
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Agree totally. Quite rightly the moves out of interlock and entering interlock are quite damaging, but in no way should the IL favour the spy. Get a half decent MKT, and they can damage + root you, break your shield through a number of ways, disguise, punt/suplex and then you're pretty much shafted as they use you as a voodoo doll in IL.

So... I'd be happy with keeping the advantage they have outside of IL, but cutting down the accuracy in IL. And sorting out the resistance bonus would be nice too SMILEY

As for master shadow.... there is nothing more annoying than having people using it to walk around with ease. I agree with the OP that there should be some hit on the player's IS or the MS timer when attacked, thus turning it into an ability to use to get out of a tight situation.



Vindicator

Joined: Sep 1, 2005
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From a show of hands, how many of the people calling for nerfing the Spy tree use it on a day to day basis?

The only thing that I really think is 'imbalanced' in the tree is the lack of thrown defense passives in other abilities. The Twins seemed adept enough at close quarters combat with knives, so I don't think that we can use the logic that they actually have to throw the knives at point blank range. Stabbing hurts too.

I think that the Master Shadow ability is a bit annoying though, just because it lasts for so long and allows people to stand around and talk about how cool they are, while they have every luggable in game in their possession. You have to consider the implications of nerfing this ability on Vector though - where people load it up to be able to get some R&R.

I don't see where the want to nerf MKT in interlock stems from either. Hackers and MA's dominate MKT's in interlock no contest, especially after the last changes to MKT - unless they're doing something horribly wrong. Gunmen can muster a win, but it's harder...as it should be.

In the end I'm really just sick of seeing the game's classes crippled over and over, and everything watered down. Balance through buffing, not nerfing. Add a couple of Thrown Defense Bonuses to the Script Kiddie side of Hacker and actually make that tree useful instead.



Message edited by Marias on 05/29/2008 11:15:37.



Femme Fatale

Joined: Jun 27, 2006
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Zudrag wrote:
So, every now and then I stat for knives out of boredom. Long story short, I think the following things are imbalanced. Please remember, if you either add to, debate against certain points, or go "lol i dunno", keep it constructive and try not to insult people.


1) Knife moves should have a significant interlock penalty, similar to hackers. Throwing knives at point blank range and hitting a good majority of the time always seemed really silly to me.

2) Leg Sweep does more damage than Throat cutting throw. I don't know for sure if this is because the animation is technically longer, and the magic equation that calculates Damage/DPS makes it deal more damage or what. I think for such a low level ability, it does too much damage.

3) Master Shadow. If possible, make it to where a hit on the player instead of them taking damage drains IS and puts them in the combat state. Or, make the timer while master shadow is active to 30 or 15 seconds, and make the reuse timer 180 seconds. I believe Master Shadow is about getting away, not about walking around the people who just tried to kill you and say "lol i pwn u gud" for 180 seconds, only to return half a minute later to repeat.

Things like roll out abilities should, in my opinion, remain with the same bonus to roll out, maybe even given a greater bonus.

Thoughts/suggestions/"I don't know much about PVP/combat in general, but I think..."?


Knives work wonderfully if you know how to use them.

I have to agree with leg sweep thing...if the concept is knives..then make the toys do more damage then some karate move that was incorporated into this knife throwing tree. In my opinion ..we need garrotes. Also, concept  more kniving abilities can replace the leg sweep and roll out abilities.

Master Shadow= awesome screenshots with the various archive prize items, and then diving frankenstein. Other than that it is just a *CENSORED* way out of pvp.

Finally, I wants me a ninja tree!

 


Message edited by Lezel on 05/29/2008 11:39:44.



Matriculated Mind

Joined: Oct 17, 2007
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Zudrag wrote:
So, every now and then I stat for knives out of boredom. Long story short, I think the following things are imbalanced. Please remember, if you either add to, debate against certain points, or go "lol i dunno", keep it constructive and try not to insult people.


1) Knife moves should have a significant interlock penalty, similar to hackers. Throwing knives at point blank range and hitting a good majority of the time always seemed really silly to me.

2) Leg Sweep does more damage than Throat cutting throw. I don't know for sure if this is because the animation is technically longer, and the magic equation that calculates Damage/DPS makes it deal more damage or what. I think for such a low level ability, it does too much damage.

3) Master Shadow. If possible, make it to where a hit on the player instead of them taking damage drains IS and puts them in the combat state. Or, make the timer while master shadow is active to 30 or 15 seconds, and make the reuse timer 180 seconds. I believe Master Shadow is about getting away, not about walking around the people who just tried to kill you and say "lol i pwn u gud" for 180 seconds, only to return half a minute later to repeat.

Things like roll out abilities should, in my opinion, remain with the same bonus to roll out, maybe even given a greater bonus.

Thoughts/suggestions/"I don't know much about PVP/combat in general, but I think..."?
No just plain No we dont need anymore things nerfed in this game and waste the devs time when they can be doing something better with there time

Message edited by Remixermike on 05/29/2008 14:49:46.



Systemic Anomaly

Joined: Oct 7, 2005
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I've always been a firm believer that MKT needed to be taken down a notch in terms of accuracy. I still don't believe that the Knife thrower buff should have the same accuracy as the KFGM buff. In any case I think point 1 is an extremely good idea one which I hadn't thought of and would make the whole MKT thing a lot better. Splitting MKT into an Outside of Interlock tree and Master Assassin into an In Interlock tree I think would have huge ramifications and would bring out some more varied playing styles with the spy tree as different combinations of abilities would suit maybe someone who would prefer to get up close and personal or someone who would rather stay free from IL and still use the spy tree.

I think that maybe a low level ability in Master Assassin like Back roll escape or Blinding throw should be switched with Leg sweep, either topsy-turvy or spin throw should be made into an In IL attack as should Reverse Bull Dog with the others leaving as In IL attacks and finally Shifty technique being switched with suplex. Then you'd have from level 17  - 50

  • 3 Sneak attacks to enter IL with high damage bonus's
  • 6 Abilities to attack when in IL
  • 1 Roll-out Technique
Then you'd have MKT just as it is with lower In Interlock accuracy penalties but still with a high accuracy from the MKT buff and the spy style making it a purely out of Interlock class but the ability shifty technique would make it extremely harder to enter IL with it.

As for MS I'm not really capable of suggesting anything since I'm highly biased as I do use it to avoid combat on the odd occasion when I don't feel like fighting.

Anyway I've only just thought the majority of this up in my head in about 10 minutes so there may be some gaping holes in it but Meh I probably needed to get something like this out anyway.



Systemic Anomaly

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I think the MKT is fine as it is. Since I've come back it seems to be working as I expected it to work in cr1. Spy are out of interlock combat, once in combat they should get owned like hackers. Unless your all tricked out for interlock combat you should last that long. much less win in interlock. Leg sweep has always done more damage than knives in interlock, possibly because it's a melee attack. It's alot better now than it was in cr1 when it was doing 1300 damage easy.

I've used alot of old moves from the times I was MKT before and the out come would be I would always lose in interlock or I would win with just a sliver of health. I just stay out of interlock now unless it's for sneak attack purposes.

I do think staggering through should have it's 100% stagger ability back though not that weakened 50% chance. This one is usually most effective against hackers as I really don't like to stagger throw them then they can turn around and use a nuke on me.

The MS time should be switched as Zudrag said. What point is there to be in shadow mode for 180 secs unless your running through the Creston dungeon. It should be 30 secs with 180 reuse time so ppl quit abusing it, if you don't wanna fight the quit flagging.

Some of the sneak attack moves need to be revamped, mostly for damage. The damage goes by level, so I use spin throw on someone I expect it to do atleast 800 not 300 damage. Reverse Bulldog's IS use needs to be lowered, 60 IS just to stun someone isn't worth it. The 70 IS on canny stike I agree with since it's a roll out move and the DPS seems to work like it should. Bulldog's attack damage needs to be raised, I think smashing someones face in the ground should be right up there with kicking them in the nuts.

 IMO MKT is beat most of the time in interlock now, as Marias stated if your losing to an MKT interlock your doing something wrong. That is unless that person geared up for interlock, then I guess your screwed.




Vindicator

Joined: Aug 24, 2005
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I remember pulling off at least...3-4 attacks as a level 30-40 on level 50s. Suplex, knife, legsweep, knife. or something like that....even on MAs, its weird....but I did it multiple times, just messing around, in normal clothes. I mean I can understand if the target (not all were MAs) didn't have any defense or anything, but still, why should I land 4-5 moves in a row at a low level back then (1 month ago).

I'm all for removing power to the interlock part, unless its an escape move, then maybe kick those up a notch.  In and out of interlock, like an assassin or ninja.  Thats the way I see it.

And going back to MS, I rarely see people "abuse it" in the sense of coming in and doing some dmg, run/apply, and waiting it out on Recursion.  Yes, there was some sort of phase people went through, but I don't see that anymore.  I still however use it if I need to cross into a PvP zone or the like, or avoid PvP....and not to dance naked or anything, taunting.  Sometimes I'm just to lazy to stop by a pacification zone ya know?

Message edited by LtCmdr_Tsusai on 05/29/2008 17:29:24.


Ascendent Logic

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Jacked Out

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Grace of Darkness wrote:

I think the MKT is fine as it is. Since I've come back it seems to be working as I expected it to work in cr1. Spy are out of interlock combat, once in combat they should get owned like hackers(but they dont, which is the problem since spy acc is as high as sniper with acc buff running constantly but without the IS drain). Unless your all tricked out for interlock combat you should last that long. much less win in interlock. Leg sweep has always done more damage than knives in interlock, possibly because it's a melee attack(not melee dps and not a melee attack). It's alot better now than it was in cr1 when it was doing 1300 damage easy.

 

I've used alot of old moves from the times I was MKT before and the out come would be I would always lose in interlock or I would win with just a sliver of health. I just stay out of interlock now unless it's for sneak attack purposes.

I do think staggering through should have it's 100% stagger ability back though not that weakened 50% chance. This one is usually most effective against hackers as I really don't like to stagger throw them then they can turn around and use a nuke on me.(considering staggering throw takes 4 seconds to pull off including the sneak ability and the high dmg those 2 things can't be compared)

The MS time should be switched as Zudrag said. What point is there to be in shadow mode for 180 secs unless your running through the Creston dungeon. It should be 30 secs with 180 reuse time so ppl quit abusing it, if you don't wanna fight the quit flagging.

Some of the sneak attack moves need to be revamped, mostly for damage. The damage goes by level, so I use spin throw on someone I expect it to do atleast 800 not 300 damage. Reverse Bulldog's IS use needs to be lowered, 60 IS just to stun someone isn't worth it.(wrist throws requires more IS and only has a CHANCE to stun...) The 70 IS on canny stike I agree with since it's a roll out move and the DPS seems to work like it should. Bulldog's attack damage needs to be raised, I think smashing someones face in the ground should be right up there with kicking them in the nuts.

 IMO MKT is beat most of the time in interlock now, as Marias stated if your losing to an MKT interlock your doing something wrong. That is unless that person geared up for interlock, then I guess your screwed.


 
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