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Re: Macers
Posted: Sun Apr 11, 2010 6:20 pm
by MatronDeWinter
I would like to point something out that will likely be met with some opposition.
In real t2a, if you were about to get into a fight with a macer, you would take off your blessed sandals, masks (though they were not neon!).
Here, these items do not seem to take damage.
Re: Macers
Posted: Sun Apr 11, 2010 6:36 pm
by KydVicious
MatronDeWinter wrote:I would like to point something out that will likely be met with some opposition.
In real t2a, if you were about to get into a fight with a macer, you would take off your blessed sandals, masks (though they were not neon!).
Here, these items do not seem to take damage.
You are absolutely correct, nothing was safe from the dreaded macer. Newbified clothing was not safe, neither was blessed items. It was all subject to being smashed off your body. That's why you just wore low grade magic or GM crap when fighting a macer, oh and a shit ton of shields as they would break every tenth hit or so.
Think I'm lyin? Step into my time machine man cause it was scary shit if you got caught with some high end gear and couldn't break off in time. Cause it was gettin broke.
Re: Macers
Posted: Mon Apr 12, 2010 11:20 am
by Lazarus
I think melee is nerfed too. Hard to melee against a mage 1on1, although my mediocre resist probably doesn't help. I always have to run or recall if I'm going against a melee. Its wierd though because once I got attacked by a fencer with a war fork, probably of vanq and 1 hit took 40 hps.
Re: Macers
Posted: Mon Apr 12, 2010 1:57 pm
by Bag
katanas do feel strangely gimpy, but definitely mace armor destruction is wrong. I definitely remember losing a pair of red sandals to a macer, and actually I switched to maces and used them on my mage for 1v1 purposes. I have vivid memories of just ripping through armor/clothing.
Re: Macers
Posted: Mon Apr 12, 2010 2:09 pm
by Faust
Wait until the new swing timer gets implemented and try re-analyzing how it impacts each weapon class.
Re: Macers
Posted: Mon Apr 12, 2010 2:17 pm
by BlackFoot
yea i also remember towny wars, every one had 15 order/chaos cause macers would smash through a shield a minute
Re: Macers
Posted: Mon Apr 12, 2010 5:33 pm
by ClowN
yeah i played a parry/poisoner for a long time on chesapeake. ALWAYS carried multiple chaos shields for this reason. there was a mace dexxer on chesapeake named Ayanami who probably cost me over 100k in magic armor during t2a from the many times we would run into eachother in Vesper during guild battles. id always be whipping his ass at the beginning of the fight with my fencing having the higher damage over time, but after a minute or so of fighting, my armor would be reduced to almost nothing, and his hits would get alot nastier.
i macroed macing on a paladin NPC a few nights ago. took over an hour to break the heater shield he was holding, and several hours to break all the armor. this is definatly not how it was.
Re: Macers
Posted: Mon Apr 12, 2010 11:41 pm
by KydVicious
Faust wrote:Wait until the new swing timer gets implemented and try re-analyzing how it impacts each weapon class.
This has been in the works, anyone know when it's going live?
Re: Macers
Posted: Mon Apr 12, 2010 11:45 pm
by Faust
Well the first part of it has already went live that corrected the way the timer elapses in ticks or pulses.
Hopefully the second portion that is rather substantial in my opinion will be worked on soon.
Re: Macers
Posted: Tue Apr 13, 2010 3:21 am
by ClowN
aside from the swing timer changes, i hope the armor breaking effect of maces gets looked into. it needs a significant boost.
Re: Macers
Posted: Tue Apr 13, 2010 4:02 am
by Kabal
I was under the impression that armor breakage due to maces was just recently patched.