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Stop giving everything heavy stander
Comments
Pong
Does hvy stander go pong? Don't remember.
It was a really bad joke
I got the joke, but it made me wonder.
I hear ya. I wouldn't call it "bad" design but it is lazy design. On the other hand to be fair new components are being added to the game even now and top level characters now are WAY more powerful than top level characters of years ago. This has created a wider range of character strength than ever before. The designers have to try to balance between keeping the game entertaining for the high end characters, so it isn't a boring cake walk, and being possible for lower level characters. It would seem that opening up the G's to allow doing them in any order was a mistake. Maybe we should go back to how it was before where you had to do the G's in numerical order. The free form order of doing the G's occurred because G9 was, at the time, pretty difficult to do, and until complete you had no access to any post G9 capabilities. But the skills introduced since then and the revamp of the combat system that occurred around the time fighter was introduced has made G9 easier for weaker players now. If we went back to forcing an order to do G's then this will give the designers some leeway to work with in that they would NOT have to satisfy a wide range of potential challengers.
The problem with free-to-plays that have theoretically endless ceilings is that once a certain amount of the population has hit the top, they've got to increase/extend the ramp further. As you said, when content can be done in a non-chronological order, that makes it difficult to actually scale it appropriately for players. Then, of course, there's the whole side of having that new very-high-end content not being accessible for most.
It's not that it makes things unfair, it just makes things annoying to deal with. Just taking the same content and just multiplying stats and slapping standers on it is a pretty lame way to instill difficulty.
While creativity can't be expected from every update it gets kinda old when the end game content usually ends up being a stat check that just burns time and durability. At some point it's just going to reach ridiculous heights and it's just going to be a matter of are you willing to sit there for hours smacking around a glorified punching bag.
I always use Bash as an example, which is generally met by people stating that Bash isn't comparatively as good a dps skill to archery, chains, etc. True, but think of it this way; how easy is it to use Bash at any level for most any content, and the amount of mental effort it takes to do so? It is essentially spamming M. Bison's sliding kick in the earlier Street Fighters, and it craps all over any sort of strategy.
The true meta isn't how much damage you can dish out in however many seconds one wishes; it is how little effort it takes to do things.
This is why something like Mabinogi 2 would be a great idea, since we wouldn't need to worry about ripping mechanics that have been around long enough that players are accustomed to it, and the whole spheal concerning a lack of knowledge on the game's ancient coding.
TL;DR Please developer, don't balance future content around the mistakes you yourself put in, that require updating everything else to compete.
Well, if the thing with heavy stander happens to have a shield then it makes a different sound when it pings. (i.e. Hollow Knights)
I dunno if I'd call that "pong" but it sure doesn't sound like a "ping" either.
You're taking it WAY too seriously. Pong is internetspeak for: mypostcount=mypostcount+1;
I would considering all throught the beginning of the game even through the first couple Gs you are taught and reminded of timing and combos that are all made obsolete when everything has advanced heavy stander later on. The combat stops being about being smart and just boils down to stats and brute force.
All they need to do is make it have a weakness or counter if melee can't stun or knock back a mob then range or magic should. They have already done this with many mods hell some even change what they are weak to mid fight. This is a much more enjoyable and rewarding mechanic
Maybe have a mob that can't be stunned by magic but magic lowers it's defence and protection meaning you need to use magic to weaken it and melee or range to ultimately kill it and keep it at bay until it's defenses are low enough.
Example: a goblin archer. we ran a 500% albain training. Pretty nasty stuff.
Player used charge. Hit the heavy stander. Goblin changes weapons ni instantly, and smites the player for 4500 damage. Charge, a skill made for closing distance, preventing archery, completely, utterly useless because they gave it heavy stander.
the only real option is to use knockdowns, meaning your limited to windmill and smash.(at least in the default melee kit). bash feels gambely, sometimes it stuns through heavy stander, some times it dosnt. when your in a 500% damage albain training ground, everything hits harder then raid bosses. risking something hitting the heavy stander feels...high risk low pay off.
Ding
Time to have a freestyle jam with heavy stander?
Oh, you can be more brazen than that! Here, how's this . . .
Shling!