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Fordítási probléma jelentése
You dislike it. That's nice, but it's not a game tailored to your liking and works well for the type of game it is trying to be. In fact without it I could see no reason in even attempting to play a light armored dual blade build, or heck anything that isn't some hulk in heavy armor swinging around a polearm for maximum damage, reach, and defense. Yeah, it's a learn to play issue.
By the way, you should've learned to block and parry in Chivalry. I dunno what kind of newb you were playing against where you went hit for hit with each other in a game where an archer can parry a zweihander all day long with his knife. :P
As for stuns, there's various classes that are built for engaging troops and classes built for engaging heroes. Poleaxe is one of those anti-hero classes that have strong single target straight forward thrusts that are optimal for dueling. Yet classes also have stunbreakers and moves that render them immune to stun, the Glaive has several for example. Poleaxe isn't the only one with a hard stun either, Nodachi has one and I'm sure others do too but Poleaxe is all about connecting with those moves one after another. Failing this means your enemy escapes and lives to see another day but I've had no issues fighting one personally so it seems to be a subjective experience. Honestly if you think it's that easy to faceroll with something, use that weapon and watch how it gets destroyed by experienced fighters. You may simply not be very good. Or you're complaining about under lvl 30 gameplay without seeing how radically the game shifts from a DPS meta to a tank meta.
I'm not here to help you do anything but move on with your life. Play the game or don't.
I bet he's a pole or db fighter.
my guess is you are Longbow
You're comparing a 3d warfare pvp game with a 2d arcade style fighter game, sorry but that just doesn't work that way. And the hit to stun you're saying depends on combos connecting, which is quite far from how it works in CB - IN ACTUAL FACT, all it takes is ONE HIT, not a combo, but ONE BASIC HIT - and there are NO abilities that protect against that form of stun - which in this game is called a stagger effect, but it's still a stun, even if's very minor. Guess what happens whan you can keep sustaining basic hits after basic - you achieve the equivalent of a stunlock.
For the record, I'm not looking at this game as if it's supposed to be meant for duelling, because it's not, which also why the stagger/stun effect becomes a problem, because it's not just one or two who're producing this effect from basic attacks - it's literally EVERYONE, including units. It's not a matter of trying to trade hits for hits, but what this stagger/stun effect actually achieves. Also, I'm not level 30 nor am I under that level but I'm not level 60 either, but just because I'm not max level, doesn't mean what I'm saying is a just a matter of inexperience. Because with any game, you can learn to work around issues, but that doesn't stop them from actually being an issue, you've effectively just become numb to it. So no this is not a learn to play issue, I'm far from the only one who've said anything in regards to this issue, and those who don't agree with me, are most likely those who'd fall into the category of being a "fanboy who's defending it".
Actually, I mainly play longsword and shield.
Which post?
To those who happen to think that the game is greatly balanced and there are no issues with the stun effects from basic attacks or even abilities, try looking at the game from a perspective in regards to balance, gameplay and design.
So there is always a way to defeat a superior class.
Don't forget your unit too, you can hide behind shield unit or set up a trap with crossbow or musket unit, so just make sure the poleaxe follow you and surprise 20 crossbowman at the corner...
The bow class or musket (grenade) is really usefull against static defensive position during a TW, by doing damage to the archer unit on a long distance without expose themself or by doing progressive damage to the spearman wall with the musket class by throwing grenade, so this class can have a huge advantage thats depend the situation so i think its legit if they are not able to stand against a poleaxe in direct fight.
Then you have this musket user making troll comments against people who argue from the perspective of balance, gameplay, and design because it's a given that he doesn't want to be stopped from kiting by a melee class getting hits on him despite having skills to break away. I don't think either of you are attempting to look at the game from the perspective you're suggesting but instead just want to out-kite with a musket or out-heal with a longsword your enemies and not have to think about positioning or strategy. Certain classes always have a higher skill requirement in games, like dual blades being utterly destroyed in their light armor if they aren't good at avoiding damage. Play a different class if the one you're on is too hard for you. Ultimately if what you're asking for did exist then no skill scrubs would have their easier duels but high skilled pros would make the same classes you play blatantly overpowered.
Balance exists to serve the highest skilled players with technical classes and the lowest skilled players with simple brute force moves that are easily avoided. It doesn't exist simply at your own skill level and if you're having a hard time with these classes then either avoid them in combat (consider them a bad matchup for you and let someone else deal with them) or play a different class that counters them. The issue here is you went into this game expecting it to have similar logic to other MMOs instead of looking at the game for its own logic. Don't compare RPGs to an action game. Though the fighting game comparison was spot on because Chinese games all are based on 3-D fighting mechanics. You do know there are 3-D fighting games right?
I'm not aware of how long it's been in development, but saying that they used to have no stagger, just means they took a wrong approach to attempt to remedy a balance issue, which just have cause a different balance issue, which affects much more broadly. If light armored characters were overpowered as a result of no stagger, then they should've considered changing how the light armored classes worked, instead of changing it so it affects everyone negatively. As it is now, one doesn't have near infinite amounts of stamina that are inexhaustable, to the contrary, it's much more a infinite resource the exhaustable, that needs to replenish over time. Even when attacks don't cause stagger, character models are still affected by collision, so if a lightly armored target got caught in between a unit, it would still have troubles getting away - which to a certain degree would be reasonable. No stagger is definitely not the issue with lightly armored players being overpowered.
You mention a really good issue, where the stagger from basic hits also causes imbalance, namely ranged weapons, making it so they can almost keep on kiting forever. I mainly play longsword and shield, and personally I think giving classes abilities that gives them superior self-healing capabilities, is a problem when not all have them, or there is a dedicated healer class. That basic hits from melee and ranged attacks, cause a lot of issues, not just stunlock, but you can effectively keep melee player characters from doing what they're supposed to do, especially if there are enough focussing their attacks on that player. This happens irregardless of class, but it happens especially when playing melee oriented classes. Stagger from basic hits, is an issue and it needs to be dealt with, obviously it means it would also have to be balanced differently - but that is a completely different matter, and large differences in level, amount of class abilities, gear ratings, units and so on between opposing players, will also be a huge balance issues, especially in a mass-scale pvp game.
There are several definitions to gameplay balance, where it's not just a matter of symmetry, counters, scope, competability, viability etc. A simple way to look at it, gameplay is all about making choices and in a poorly-balanced game, many of the choices available to the player can essentially be rendered useless.
I'm well aware that players will be both below and above my own skill level, so I weren't expecting to be able to just dominate every opponent I meet in the game. No, the issue is not at all what you're saying, I didn't come into the game expecting to have similar logic to other MMOs or other rpgs, and I'm most certainly not comparing an action game to RPG games - when exactly did I compare it to an RPG? Doesn't matter whether it's 2D or 3D fighting game, it's a completely different TYPE of game, where most of the elements from both games won't translate well into the other game and vice versa. And no, it wasn't spot on, because it doesn't require combos to stun one in CB, all it takes is a SINGLE BASIC HIT from either melee or ranged, to which there isn't an effective reliable counter, and there aren't anything in the game that limits or protects against this - therse are not the same type of stun the abilities can cause.
This isn't rocket science, stagger caused by basic hits from melee and ranged attacks, simply isn't balanced, and it's not good for gameplay. Saying that it keeps lightly armored players and certain classes from being overpowered, only points to one thing - that those elements be specifically addressed, rather than implementing something that affects the balance detrimentally for everyone, especially melee classes.