Author | Content | Date |
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WHOOSH |
Correct me if I'm wrong, but flinch was only temporarily removed due to causing server issues, I think?
Anyway with flinch not being in-game it has given an opportunity to have a think about whether or not flinch is a good thing for the game (for me anyway). Personally I think with the evolution of these machine gun bow's everyone and their dog seem to have nowadays, flinch was getting a little out of control for the low dex built char's. I think if it's brought back then it should work slightly differently, and every time you are hit you have a 50% chance to flinch or some reasonable variant of that number. I feel like the old way was too much, but no flinch isn't enough, some middle ground would be ideal IMO.
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[quote="WHOOSH"]Correct me if I'm wrong, but flinch was only temporarily removed due to causing server issues, I think?
Anyway with flinch not being in-game it has given an opportunity to have a think about whether or not flinch is a good thing for the game (for me anyway).
Personally I think with the evolution of these machine gun bow's everyone and their dog seem to have nowadays, flinch was getting a little out of control for the low dex built char's.
I think if it's brought back then it should work slightly differently, and every time you are hit you have a 50% chance to flinch or some reasonable variant of that number.
I feel like the old way was too much, but no flinch isn't enough, some middle ground would be ideal IMO.[/quote]
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#1 2020/10/26 09:18:18 |
TALLER |
If I remember from Finito's streams, it's been removed on purpose.
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#2 2020/10/26 11:01:39 |
GRIMPIRATE |
Afro mentioned a walk animation instead of flinch. a % chance would be good!
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#3 2020/10/26 13:51:01 |
H4WKEYE |
Is there a real need for it to return? Currently its main 'pro' is to slow people enough to drop stone which is op in itself
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#4 2020/10/26 15:23:58 |
PHARMA |
m_iRunSpeed = 380;
m_iWalkSpeed = 680; currently add m_iFlinchSpeed = 530; so ur inbetween run and walk speeds when being hit (apply with a timer if hit. movement speed = this for 1000ms after being hit then revert back to normal. so if u get out of range after 1 second u go back to normal speed
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[quote="PHARMA"]m_iRunSpeed = 380;
m_iWalkSpeed = 680;
currently
add
m_iFlinchSpeed = 530;
so ur inbetween run and walk speeds when being hit (apply with a timer if hit. movement speed = this for 1000ms after being hit then revert back to normal. so if u get out of range after 1 second u go back to normal speed[/quote]
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#5 2020/10/26 16:34:53 |
WHOOSH |
"H4WKEYE"Is there a real need for it to return? Currently its main 'pro' is to slow people enough to drop stone which is op in itself I like that you switched from your mage to post this. :P I feel like without flinch tank's/mage are given a huge advantage vs previously, and if it was reduced to 50% chance or even to Pharma's suggestion (I'd make it less than a whole second after every hit definitely though). I do like the walking for a duration after being hit, would maybe make it so u walk for 500ms after being hit at range 1, at range 2+ then it goes to a 50% chance of walking for 500ms or something, would probably need tweaking with all these machine bows as I said before, but I think this is a lot better than the current situation personally.
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[quote="WHOOSH"][quote="H4WKEYE"]Is there a real need for it to return? Currently its main 'pro' is to slow people enough to drop stone which is op in itself
[/quote]
I like that you switched from your mage to post this. :P
I feel like without flinch tank's/mage are given a huge advantage vs previously, and if it was reduced to 50% chance or even to Pharma's suggestion (I'd make it less than a whole second after every hit definitely though).
I do like the walking for a duration after being hit, would maybe make it so u walk for 500ms after being hit at range 1, at range 2+ then it goes to a 50% chance of walking for 500ms or something, would probably need tweaking with all these machine bows as I said before, but I think this is a lot better than the current situation personally.[/quote]
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#6 2020/10/27 06:14:47 |
MERLIN |
It wasnt intentional, not such an issue on dsoma because not every1 has 5th axe or the outrageous bowspeeds
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#7 2020/10/27 13:15:31 |
WHOOSH |
IMO no flinch actually plays into the hands of tank (axe) - and mage.
Before you could hamstring them on their way in, now if you don't really hurt you're mostly wasting your time. |
#8 2020/10/27 21:27:46 |
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