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The Final Question: Is BLANK better then having a foe dead?

6 replies [Last post]
Mon, 07/23/2012 - 08:50
Tsubasa-No-Me's picture
Tsubasa-No-Me

In SK, the answer is: No.
Literally Nothing is better then having whatever it is you're fighting dead.

This goes for everything, Knockback, interrupt, statuses. Why bother putting a status one something that could be dead instead?

Now, SK Has quite the variety, but nothing is better then having a monster dead. Really.

Damage>ASI>Health>Defense>Knockback>Anything else you might want to use.

The only time anyone really uses anything else, is when they prefer one swing style to another, or they NEED a wide swing... sans Hoard of monster. Gunners are now more popular with the recent damage boost to all of them, why? Because it was a DAMAGE boost. They're even showing up in LD, with, you guessed it, Max damage armor sets. And no one really uses bombs, except those who like to work in a group that doesn't mind... but most of the time, they have very little use, and are used to compliment Swords, the Biggest damage dealers in the Game.

Over half a game's worth of Ideas, and hard work is put to waste because things are NOT BALANCED.

I really hate when a game's potential is wasted, Nick? Boswick? Crazydoba? (My apologies if I spelled that wrong) Anyone? Is there something, Anything that will address this?

Mon, 07/23/2012 - 08:53
#1
Tersakaff's picture
Tersakaff

Crazyoddbaa*

And I'm not so sure what you're talking about, Suda user...

Are you saying that we should take damage... and.. do a barrel roll with it?

Mon, 07/23/2012 - 08:54
#2
Rangerwillxx-Xx's picture
Rangerwillxx-Xx

You seem to miss the point of why there are statuses and UVs.

Mon, 07/23/2012 - 09:10
#3
Incoherrant's picture
Incoherrant
Oh oh, I know this one, I

Oh oh, I know this one, I know this one!

Is ______ better than having a foe dead?
Lichen herdinnnnnnnnnnng. And other things that are fun.

...

But yeah, stuff dying is pretty much the point of MMO gameplay. Killing a bajillion stuffs -quickly- is most profitable, but not necessarily most fun. Generic argument of farming vs casual play goes here.

This isn't really a balance matter, though. All three weapon types perform fine. There are specific weapons that perform very poorly compared to other specific weapons, but as a whole, the types work. Also as a part time bomber I feel a little bit hurt and insulted by your insinuation that people I run with have to not mind that I'm underperforming.

Oh, and on the status issue. Statuses are there to help kill things. In most "this really isn't any sort of difficult" situations, lighting something on fire or freezing it or shocking it is completely irrelevant to the threat it poses (which is none). So direct damage is more important there, but in, say, danger rooms or like... Here: http://i193.photobucket.com/albums/z121/Mazzelh/Derps/Freezeiscool.png (Pressing all buttons in Darkfire rooms is cool, k guys?) Control/debuffs/whatever else you can call status effects can be VERY important to the ease with which stuffs are made dead.

As for resisting statuses, it's a case of "are you gonna be suffering from this status a lot?" Take Compound 42 for example. The floor gets utterly littered with poison and fire that you can't really viably weave around. Enter Dragon Scale. Immunity to the floor hazard (but not the blinding light, amagadSKartistwtfudointhere). Actually easy to complete with a non-UV'd Dark Retribution and Sentenza, neither receiving any weapon buffs.
That's an extreme example of status resist importance. Mostly, statuses don't hurt as bad as they do there, so people are happy with less resistance, but stuff like fire and shock UVs are popular for a reason.

Mon, 07/23/2012 - 09:16
#4
Mk-Vl's picture
Mk-Vl
I understand

And IMO statuses should be buffed.

Fire: Needs to be more spreadable. If there is a monster within a square block radius of a monster on fire it should have a 35% chance every second to light up.

Freeze: Longer duration.

Shock: Less damage but time in between shocks cut by 40%.

Curse: Fine as is.

Stun: Reduces FoV to 3 blocks along with no more bugs.

Poison: Decrease damage the monster deals by 10% of original damage along with the current damage reduction.

Knockback: Any knockback over 1 block will interrupt attack.

Mon, 07/23/2012 - 16:08
#5
Guyinshinyarmour
­

Explain why the Shivermist Buster is the most widely used bomb.

Damage only means the most if you're pro, else crowd control is gonna play a higher role. Hell, it can still play a significant role if you happen to be carrying a terrible team. And I'd argue that ASI is more important than damage. Quicker attacks leads to quicker responces/dodging/shielding and higher DPS.

That said, some of the status swords and guns do need tweaking. Maybe a higher chance to proc if you're in a party. Statuses are most powerful in large parties where monsters get a buff to their life. The longer things are alive, the longer the status can do its part. When solo, things die pretty quick no matter what weapon you're using. Leave guns and brandishes as is in PvP. I can't count the number of times I've been shocked by someone with a Volt/Polaris. Though the rapier status swords do need a buff...

Mon, 07/23/2012 - 16:18
#6
Dorael's picture
Dorael
Wrong Question

You're asking the wrong question. It's not a matter of if something is better than making a foe dead. It's if something is better than doing more damage or more quickly making the foe dead. There is a huge difference. Of course when you put winning as an option against blank, winning is probably going to matter more in games.

Damage pretty much equates to time. In PvE, the longer things are alive the more time you have to make mistakes. Naturally it works both ways: the more hits you can take the more mistakes you can make. It depends entirely on the players in question. PvP is more complicated because things don't simply end in death (assuming a capture the whatever style game).

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