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INVINCIFRAMES (In PvP)! (Let's fix 'em!)

29 replies [Last post]
Sat, 03/09/2013 - 12:33
Spookington's picture
Spookington

** EDIT #1 : Now I know that IFs have no effect on the hit-locking thing. Scratched those parts out, respectively.

** EDIT #2 : Apparently the SK forum's HTML doesn't allow me to do strikethroughs (Come on, seriously?). Some of you just reading this are probably not going to follow my editing process or get what's being referenced in the comments. If it seems like chunks of it are missing, your hunch is probably right.

** EDIT #3 : Added some suggestions to complement an Invinciframe-free PvP - apparently IFs PREVENT locking. Shows what little I know.

** EDIT #4: Changed the name, moved it to Suggestions, and mopped up some of it to at least make it presentable.

** EDIT #5: Changed the name, and did some other minor wording tweaks.

==============================================================================================

This was originally posted in the arsenal for some proof-reading, so if you get the feeling that you're missing something, you didn't miss much but your hunch is right. Anyways, to the point:

OOO should remove invinciframes from Lock Down. I won’t lie: some of this is out of self-interest being that my favorite wep is the cutter line, but the reason why I think it is worth posting as a suggestion is because axing the Invinciframes would not only benefit me, but pretty much everyone else who doesn’t want their ability to hold points dependent on how fast they can swing a GF or DA with max damage.

** [THIS WILL ONLY APPLY TO PvP: Mentioned in the comments below, I can only imagine the horror of no IFs in a freeze/shock-heavy level in the clockworks] **

**Everyone in general:

This will make teams more cohesive as it will also finally allow players to attack the same target at the same time – as it is now, if I hit someone with a sentenza before a team mate can hit that same target with a GF, then only the sentenza gets registered while the other attack does jack-ship. Nothing is more annoying than that team mate who spams Antigua, which more or less ADDS survivability to the enemies it hits in large matches.

Because nothing is being added, it would be a change that would bring fast-hitting weapons up to par with the toothpicks, sealed swords, Polaris, ect. (the “OMFG, OP!”) weapons while neither nerfing the “OP” weapons or truly buffing the fast weps, seeing as they could always hit that fast, and removing frames would just restore them to their intended function; they would still only deal low damage, but now actually be able to compensate for it by getting lots o’ lil hits as they were designed.

** Swords:
You will be able to hit people faster via shield canceling. This would boon to guardians. [EDITED] (there was more, but I cut it due to stupidity)

** Guns:
You now don’t have to shock people to be able to use your senteenza/AP – blitzes and PNs now do more than act like a really sucky Callahan (standing in-place while firing only to deal 3-4 pips of damage - Unless they're shocked or charging, why bother?).

** Bombs:
You can actually use the Dark Retribution and even the new shard bombs. I know, it still doesn't make up for the old RSS but at least with no IFs there would at least be a chance to use the new RSS' to deadly effect unlike now where they are inexcusably useless. If you're quick, you can now hit people with multiple bombs!

This could add so much more variety and complexity to the game’s metagame – transforming the PvP from a game of “Who can do the most damage in the least hits” to something where damage must compete with attack speed, player health, charge time, and their own ability to dodge and maneuver; Essentially what lockdown should have been in theory.

Of course, I’m also aware that there will be new issues to replace the old ones, if this removal was implemented:

** People will die really REALLY fast in the huge brawls that can occur on some maps.

** People will abuse the autogun charges. It’s to be expected.

** “OMG, [something normally not considered OP] IS OP!!!!”

Or at least that’s what I can think of off the top of my head.

But to refute those points:

** OMGWTFIDED: Fast deaths can be remedied by just lowering ALL weapon attack power – axe frames and lower the damage of everything. Things will still probably be faster paced, but nothing should now just kill instantly beside simultaneous attacks (In which case, you’re pretty much dead already at that point).

** Autoguns: Honestly, this is something I myself would probably come to hate – but then again I think the issue is more of the game’s north-pointing camera angle not allowing us to see south of our knights than the weapon itself. Between either having the blitz remain almost completely useless (as it is now) or have a chance at being somewhat OP, I would honestly go with the latter – the former/ today completely negates its purpose, and cuts out a whole weapon line because of bad implementation. I simply don’t think it deserves that.

** OMFGOPHAX: Something will always be OP. But because it's unavoidable, let’s at least rock the boat a little; let's make it interesting. Let’s allow the more creative use of weapons have a chance at being powerful too. I like the idea of the alteration or removal invinciframes because now EVERYTHING would have a chance at being OP – sort of like Borderlands (*SORT OF*) – Balance being maintained by everything having the chance at being deadly if someone invests the time and thought into it to best exploit it's advantages. I want to see some farking winmilion loadouts! Do it!

** [HOW TO MAKE THIS WORK] **

The locking issue: Anyone know why this happens? If we could get rid of this, it would make an IF-free LD less frustrating, I imagine. (Not talking about flinching, which some weapons do by design -- if you hit something with a GF or DA combo: damn-right it should flinch!). [Thanks to Zeddy and Little-Juances]

Damage: Nerf all damage, ESPECIALLY for cutters, autoguns, and antiguas and give the Guardian shield some freaking steroids for all the hits it will have to absorb. [Thanks to Raisinfist]

I already took this to The Arsenal for a fact-check and some opinions, but I still acknowledge that more thought could be invested into this -- Post your opinions/suggestions/concerns, and I'll get around to reading and addressing them eventually!

Sat, 03/09/2013 - 13:06
#1
Little-Juances's picture
Little-Juances

Frames make you invulnerable for a second so you don't recieve multiple hits too fast.
Hit-lock is caused because some attacks have an interruption attribute and make you flinch. Not all weapons do that so easily.

They are related, happen at same time but are independant of each other.
You may get locked without frames or have frames without getting trapped.

Sat, 03/09/2013 - 13:28
#2
Zeddy's picture
Zeddy

Invinciframes do not cause locking. They are preventing most weapons from causing it. I believe getting caught behind a cutter would be a certain death sentence if invinciframes were removed.

Which I'm completely fine with. Get rid of the frames already, accompany it by a very heavy buff to Guardian shields; they'll need it.

Sat, 03/09/2013 - 18:40
#3
Hariender
hmmmmmmm.......

Is this PvP? if it is you should put PEEEEVEEEPEEE in the tittle to prevent misleading.

If not i have several concern,Ex:

You just walk on fire/freeze/shock trap you pretty much screwed with constant dmg flowing.fire and shock dmg with tick but i am talking about the dmg while walk on the trap.

a possible constant dmg zombie breath,romalus's lazer,dreadnaught (if been hit directly),haze status like greaver haze,toxilargo fume.

shankle,wisp

PvP,kinda agree with it but it might be too favour to certen weapon,

hows this the IF still there but not constant,not sure if want to use time base or dmg base or random base.
my vocanic pepperbox can hit striker just ONCE then he attack me ignoring other bullet >_> pretty annoying.

"OOO should remove invinciframes from Lock Down." ohh its PvP.............. just put it in the tittle ....

Sun, 03/10/2013 - 02:10
#4
Lukehandkooler's picture
Lukehandkooler
Wont happen. There was too

Wont happen. There was too much grousing over it when it was stealth implemented this summer.

~Luke

Sun, 03/10/2013 - 05:43
#5
Raisinfist's picture
Raisinfist
Still for it.

God, the old RSS in the stealth patch... That was just funny if people didn't look where they were going.

I agree with Zeddy here, that would work out the best. Come to that Guardian shield needs a buff anyway, so +1.

One thing to note here is that the Hammer dash has no invinciframes. It can sometimes shed far too much damage off your target if all three hits connect, so a universal weapon nerf (yes, even toothpicks) would be needed as well. +1 to OP.

~Raisin

Sun, 03/10/2013 - 08:19
#6
Spookington's picture
Spookington
EDITS!

Awright - just edited some of the above statements, but I will also answer some stuff directly & take questions:

@ Zeddy & Little-Juances: Noted, edited. I agree.

@ Harriender: Yep. PvP only. Lawd, I can only imagine how much a fiend level would SUCK if that were the case.

@ Lukehandkooler: Hm. Well, what were the main complaints? I still think this can work, but it needs better implementation. Looking back, I see that more will need to be done instead of just letting it be a COMPLETE free-for-all in terms of ridiculous weapon damage. [btw, I am so happy to see a cool hand luke ref - such a good movie.]

@ Raisinfist: Noted. But aside from a flat across-the-board damage nerf, I think "no IFs" would finally balance the hammer in the sense that it would still be a high-risk/high-reward weapon: it will still do incredible damage, but the flight would now leave the users even more vulnerable than they are now mid-attack than with a traditional heavy sword.

Sun, 03/10/2013 - 09:22
#7
Lukehandkooler's picture
Lukehandkooler
@ Lukehandkooler: Hm. Well,

@ Lukehandkooler: Hm. Well, what were the main complaints?

There were some decent pragmatic discussions on the forums, but looking back with hindsight 20/20 if it was done to be a test or (I dont think we even know) if it was intentional or not, the fact that it arrived unheralded mostly caused a lot of short sighted bickering and flaming because it upset the best in slot equipment hierarchy in PvP.

The value of certain UV's went into flux, the sky began to fall, they restored it, handed bombers a healthy nerf to compensate for everyone's troubles and called it a day.

~Luke

Sun, 03/10/2013 - 19:06
#8
Oatmonster's picture
Oatmonster
Lick Number 58425

One possibility would be to only remove invincibility frames when you are using an attack, and for a period of time after that.

Mon, 03/11/2013 - 00:50
#9
Mr-Baldy's picture
Mr-Baldy
+1 to no IF

The week without them was the funnest week ever in LD.

Half the weapons are under powered or near useless in LD already. At least all weapons would be useful again. (Provided Cata doesn't suffer that low damage bug again)

Mon, 03/11/2013 - 13:38
#10
Fropps's picture
Fropps
I agree with no invinciframes

I agree with no invinciframes in Ld, it doesn't just sound like a good idea, it sounds revolutionary!

I sign my name here, Fropps.

Mon, 03/11/2013 - 14:27
#11
Vlad's picture
Vlad
Eh.

Lockdown is about capturing points, not slaughtering other players.

Maybe.

I like Lockdown's current state, so I'd suggest a new gamemode (OOO promised!) featuring no invincibility frames.

Mon, 03/11/2013 - 14:43
#12
Terra-Necro's picture
Terra-Necro
Sounds a bit scary if

Sounds a bit scary if inviciframes where removed though. AP rage attack to kill :D

and omg... think about BLITZ :D

kinda like this idea, so +1

Tue, 03/12/2013 - 20:34
#13
Spookington's picture
Spookington
COMPILING!

Looks like this thread is about to fall off the first page - I'm going to assume this means everyone immediately interested has commented in some form or another, and I will start cleaning this up before posting in Suggestions.

Thanks for your input, all respective posters!

Tue, 03/12/2013 - 21:26
#14
Klipik-Forum's picture
Klipik-Forum
Yes +1

Please take out invincibility frames. In total seriousness, I liked seeing my guardian shield being OHKO'ed by a blitz charge. It would also definitely help out fast weapons like cutter, Antigua, and windmillion, and one that everyone forgets: the troika charge explosion.

Wed, 03/13/2013 - 09:23
#15
Spookington's picture
Spookington
Ooh, Troika charge!

Almost entirely forgot about the OTHER heavy swords that people nowadays totally neglect in LD. Really wish to see more sudas and trigs as well if any of this were implemented.

Wed, 03/13/2013 - 10:37
#16
Dragneel-Wiki's picture
Dragneel-Wiki

Not sure if this is going to be better future for LD or will just cause chaotic battles.... But besides the creeps, I like it.

Take dis +1

~Dragneel

Wed, 03/13/2013 - 10:40
#17
Firefistace's picture
Firefistace
+1

Yes, this is a great idea, it would shake PvP up for once. Right now, pretty much everyone uses toothpicks. I would love to see people using other weapons, and play with it. I don't really care if they become OP, I enjoy change more than how many times I die.

Thu, 03/14/2013 - 11:43
#18
Addisond's picture
Addisond

This will allow lots of weapons to stun-lock with no help from teammates. Currently, it's possible to flee from a flourish. It will be much harder to do this with this change, and an ASI UV will be much more valuable than it already is. OOO needs to rebalance how the actual combat system works in their game before they remove invincibility frames. My suggestion is that they make it so sword interruptions don't interrupt movement (still cause knockback). This'd make guardians kinda vulnerable, though, so I'd suggest that they remove the I-got-hit-gotta-stop thing with shields.

Fri, 03/15/2013 - 09:02
#19
Spookington's picture
Spookington
MOAR RESPONSES!

Sorry if I'm late on the replies and stuff - dem borderlands.

This is mostly directed at Addisond, but s/he brings up something I think I should be clearer about: this is about more than just removing invinciframes; removing IFs is an integral part of finally bringing some semblance of balance to lockdown, but it is not the only change.

I had a section in my OP called "HOW TO MAKE THIS WORK", where I suggested also lowering attack power across the board for all weapons (so cutters and autoguns don't simply become death sentences), but there is also a point that calls attention to hit-locking. Bringing up cutters as an example once again, I want them to work similar to how they function in the clockworks - fast and maneuverable, but at the cost of dealing low damage per hit and not being able to flinch enemies until the last blow.

In PvP, until the very last hit I want my opponents to be able to retaliate like a monster would in the clockworks --> If I'm too slow and attack them dead-on from the front, I'm leaving myself open to be bopped with a GF or a DA, which should force players to be more creative in their assaults with cutters & other fast, low damage weapons.

Flinching is something else entirely, though. Aside from IFs, I also want get rid of the hit-locking - it would only make an IF-less LD incredibly frustrating.

I want to rock the boat here - not a power shift. I want to restore fast weapons in LD to their respective design and function in the Clockworks - bringing back both their strengths, but also the flaws that are supposed to define them.

Fri, 03/15/2013 - 14:33
#20
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

I have a couple ideas...

Plate line should reduce chance of flinching. (Idk, by a quarter? 2 pieces means half chance of flinch.) Also, like above, only heavy weapons should have a good chance to flinch. Most other weapons wouldn't cause flinching. (Or flinching would only happen at the end of the combo.) Most bombs would always flinch.

Note that nerfing many weapons is not a good idea-many of them are actually balanced for the clockworks...they're fine there. Only time a nerf is reasonable is when something is OP in both realms. (Cutters actually aren't OP...unless you look at PVP w/out invinciframes.) I'm not sure how to fix this...

Sun, 03/17/2013 - 17:21
#21
Spookington's picture
Spookington
BACK!

To restate:

Damage buffs/nerfs/etc. will ONLY apply to PvP -- If you noticed, the respective amount of damage converted to health pips for cutters, antiguas, and etc. are actually HIGHER than supposedly in the clockworks - this was knowingly done to compensate for their inability to hit multiple times like they do in the clockworks.

However, the increased damage doesn't actually help them - (I always use cutters as examples because I use them the most, and thus know wtf I'm talking about) - the nearly non-existent reach now means that they can only hit as fast as say, a really quick toothpick, but only with worse damage and reach. I want these things to * SAW * through enemy players like I do monsters, even if it means my favorite weapon gets nerfed to balance it.

But you (autofire), have a point - instead of a flat damage decrease as I suggested in my OP, perhaps it should be a *SCALED* weapon damage nerf - the faster a weapon attacks, the less damage it does - thus an un-UV'd cutter won't kill people in a second, but a fully-UV'd GF or DA isn't reduced to just being a really slow nerf-bat (Nerf the toy brand, not the balance tool).

Plate lines are something outside what I consider this thread to be about - I fully agree though, plate lines need more love - but this is about allowing fast weapons to be able to hit as fast as they were designed to do. Seriously, go make a thread about this though - armor needs as much of a balance as the weapons do.

Mon, 03/18/2013 - 06:31
#22
Thunder-The-Bright's picture
Thunder-The-Bright
idea.

IF time directly based on how much damage you took. so that is someone with a faust would get you, you have 1s of IF, while a cutter would give you less. way less.
still, I would be glad if someone would tell me the exact lasting time of IFs.

Mon, 03/18/2013 - 13:35
#23
Grittle's picture
Grittle
Oh, a +1

@Thunder

Well since out of the 6 bullets I shoot a Clone with in lockdown that only 2 of them hit, so in IFs is about .5 seconds a hit.

Mon, 03/18/2013 - 14:41
#24
Spold's picture
Spold

Swordie? You mean like a marlin? I don't see any swordfish on this game.

You forgot to add a part about swordsmen, and what the heck is the swordie class?

Rather than that, I can give this a +1

Mon, 03/18/2013 - 15:18
#25
Addisond's picture
Addisond

I wasn't entirely talking about things like the DVS there. A fast flourish or brandish is quick enough to cause stun-locking as well, and to remove their flinch would fundamentally alter their use. I'm happy to try new things, but I'm not sure how well this'd work out.

Also, he. Thanks for not assuming ^_^

Mon, 03/18/2013 - 16:30
#26
Klipik's picture
Klipik
Can we not talk about swordies please

does anyone know what the FPS of the server SK is run on is? There might be no way to find out but it could also be a factor when thinking about how short invincibility frames actually are.

Mon, 03/18/2013 - 19:28
#27
Spookington's picture
Spookington
The return of the son of monster magnet

@ Thunder-the-bright:

Hm. If anything in this thread were to be tested, I think that would be one of the better "alternate IF" ideas to be tested ("alternate" in comparison to "No IFs at all"). While I like that idea, I'm curious as to how it would work if a player is being hit by two different weapons at once. Allowing players to be hit simultaneously by different opponents is another thing I want introduced to improve teamwork - as it is now, if someone gets hit with a volley from a plagueneedle a millisecond before they get hit by another guy with a hammer, only the the plagueneedle shot will count. Hell, back when I was new to lockdown people would get so incredibly pissed at me for shooting their targets with a sentenza during some of the huge clusterfark fights. (Now if I gun, I have to kind of sit back and wait for an opening without messing up my team). But aside from my own concerns regarding coordinated team strikes, I think this idea definitely deserves to be tried out.

@ Spold:

Har har, very funny. Mind my usage of common slang for the demographic of players who primarily utilize melee weapons while engaged in third-person competitive combat! But I think you don't give swordfish enough credit, they really need a buff in LD as I haven't seen a single one of them since forever. Seriously, why does no one go swordfish?

@ Adisond:

Altering the use of brandishes & toothpicks in this way was something I had in mind when I originally wrote this thread. Radical changes in use for some weapons will be inevitable, but I think (especially in the cases of toothpicks and brandishes) it will be more like a trade-off. While fast toothpicks & brandishes won't be able to hit-lock players like they do now, they will now no longer be held back in how often they can hit - even the fastest toothpicks today lose attacks if they strike too quickly; that's why any experienced striker will strafe targets after each strike instead of just rapidly shield-canceling the first swing to death like they do in the clockworks. It will be a change in use because it will actually give other players a chance to hit them back, but I don't think it would affect their effectiveness, as the method of zooming in, striking, and strafing around them to strike again would still work, theoretically, but with no IFs it would just be done for different reasons. In the case of brandishes, I think a full brandish charge where all the 'SPLOSIONS hit is well more than enough to compensate. But once again, this is all speculation on my part. Who knows, perhaps their new uses in this hypothetical IF-less future may be even more varied and interesting than they are now (Heck, right off the bat the BTB charge would finally be useful - if used with a full set of chaos it could be used like a fast snarby-shotgun).

@ Klipik:

First thing: I usually use swords in my examples because my internet is not totally reliable, and hence I suck at gunning. Thus, I use swords the most often and because of that I tend to know more about their mechanics. But I can also see how removed or altered IFs could benefit gunners and bombers as well. Second thing: No, I do not, but I'm interested all the same. That would be nifty to know - if I did, I could perhaps make a much more specific and technical suggestion for what IFs should be and for how long. It definitely would be easier to quantitatively test, that's for sure.

Mon, 03/18/2013 - 22:03
#28
Klipik's picture
Klipik
Should have been clearer

I meant swordies as swordie vs. swordsman vs. Guy With Sword. :P

Tue, 03/19/2013 - 13:13
#29
Spookington's picture
Spookington
OH.

Ah, nvm then. I thought you were referring to my overuse of swords in my examples.

On second thought, I may just change the OP to just refer to the weapons themselves instead of the people using them.

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