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Kill knockback on cutter lines?

10 replies [Last post]
Fri, 02/20/2015 - 20:26
Karituo's picture
Karituo

You can't get the full satisfaction of a full combo without backing them up to a corner or wall. Bandits would be fast (which the Cutter already is) and makes sure that their enemy doesn't have time to breathe. I suggest no knockback,slightly less dmg, and maybe msi low or med.

Fri, 02/20/2015 - 23:31
#1
Fehzor's picture
Fehzor

I think the tortofists are perfect the way they are... I use them quite frequently, in fact. I just think they're misunderstood, which makes sense considering how high the learning curve is on them.

The normal hits deal a lot of damage over a short period of time, but offer poor DPS, which makes it great for getting in quick hits and finishing mobs off. This is particularly good when considering weapons like bombs and blitz needle... dealing a lot of damage is OK, but dealing just a little bit with those weapons is harder. Having something to switch to and finish off several enemies in rapid succession, or just one, is pretty nice. Tortofists' charge attacks is one such attack that does either a ton or not much.

The invincitinks are necessary. If there were none, enemies that get stuck on the quills would just about die instantly. This would be OK for smaller mobs like dust buns, but larger mobs like Vanaduke? You want the charge to one shot Vanaduke? I mean lets be realistic. Nor does it need the extra damage- it does a good amount when the quills land and even more when the mobs walk into them/get stuck on them. I did the math when we discussed them last, and it can easily out damage items like blitz needle with enough hits in enough places.

Sat, 02/21/2015 - 12:48
#2
Fangel's picture
Fangel
Eh...

If the spikes on the ground did decayed damage over time instead of invincitinks I'd likely use it more often. I don't really care too much for the weapon, probably because I need them to be level 10 before I can use them to their full potential. I'll give a better informed opinion on them then.

Sat, 02/21/2015 - 13:29
#3
Fehzor's picture
Fehzor

But Fangel, that would be a nerf. Right now, they only have to hit the spikes a few times to get damaged fully. If they had to hit it for the duration then it'd be harder to do that same damage. You could say to raise the damage but you didn't, and raising the damage could be done for the current version as well as the fall out damage version.

Sat, 02/21/2015 - 14:51
#4
Karituo's picture
Karituo
I see your point

Yeah, I guess you're right Fehzor, about the invincitinks, but with my high level tortofist on elite teammates, it would take more than 3 combos to kill one enemy in T3. I'm talking about using its capabilities as a primary weapon instead of just finishing off enemies.

Sat, 02/21/2015 - 14:53
#5
Fangel's picture
Fangel
Eh sort of

I'm thinking about it doing roughly the same damage as the shards do in 3 hits (aka, before tinks) across about 5 hits. Any additional hits would do more damage. Not enough damage that it's OP, but enough that the charge attack is pretty viable.

I'd love a similar situation to happen with the seraphynx laser honestly. The damage would level out after about 5 hits, and stop being really useful (but not useless like tinks are) after maybe 8 or 9, but around that time the damage dealer disappears anyways.

Sat, 02/21/2015 - 17:55
#6
Karituo's picture
Karituo
Tortofist, as an independent

Tortofist, as an independent weapon instead of pairing would be preferable to me.

Sat, 02/21/2015 - 22:15
#7
Fehzor's picture
Fehzor

And suddenly the OP has become about cutters and knockback?? This is a crazy world we are posting in. Next time make a new thread lol.

But as for the new suggestion, yea sure. I like the idea of them having their knockback removed because hitting with all of it is needed to balance the sword out. The knockback is vaguely a good thing when used correctly, but mostly it just kind of hinders the sword.

Less damage on the other hand is an awful suggestion. The sword is already under used for that reason, and requires a huge amount of work to make it worthwhile. If anything, it should receive a small buff to its damage.

Basically I talked about all of this here- http://forums.spiralknights.com/en/node/107003

Sun, 02/22/2015 - 08:52
#8
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

Why is everyone talking about the Tortofist? :S

On the cutter, having knockback removed would make this sword quite a risk to use. You see, my favorite thing about this sword is that you can push the straggler farther away from the mob of enemies. And if you start your combo sufficiently close, almost all hits will land.

Or maybe you could drop knockback on one of the swords and increase the attack range on the other? That way, (almost) everyone is happy.

Sun, 02/22/2015 - 12:25
#9
Fehzor's picture
Fehzor

The thread was originally titled "buff tortofists".

Tue, 02/24/2015 - 21:12
#10
Karituo's picture
Karituo
Thank-you Fehzor, I'll send

Thank-you Fehzor, I'll send this thread to the Graveyard so it can be removed from play and end my turn.

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