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PvP Arena Changes


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Poll: Do you like these changes? (55 member(s) have cast votes)

Do you like these changes?

  1. Voted Yes (43 votes [78.18%])

    Percentage of vote: 78.18%

  2. Voted No (12 votes [21.82%])

    Percentage of vote: 21.82%

Vote

#21 fs_vagabond08

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Posted 21 June 2011 - 23:01

Hoof,

Maybe you could decrease Fire Blast to 25% instead of 50% right now....?

#22 eagleeyezz

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Posted 21 June 2011 - 23:03

Thanks Hoof.. great update!! should hopefully take out the luck factor now :)

#23 fs_kidlatskie

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Posted 21 June 2011 - 23:23

i seldom comment on forums, but this is are my interests in this game.
so i want to be heard.


1) Reduce the chance to hit increase of Spin Attack from 20% to 10%.
NO.
we need justification for how does the same setup hit with the additional 20% attack
for example:
Attack: 395 Defense: 652

i noticed that the spin attack does give more than 20%.
if not why does the other moves hit on the first few rounds of the combat
(without the fatigue and the weaken)

2) Reduce the activation rate of Ice Shard from 75% to 20%.
NO.
uselesswhen used in offensive combat moves

3) Reduce the Poison activation from 25% to 10%.
NO.
useless when used in offensive combat moves

4) Remove the fatigue system from PvP Arena's with combat moves enabled.
YES.

5) Change the fatigue system to only affect defense and armor (note the previous suggestion).
YES.

note:
what we need is evidence of this 2% lucky win of the ROUND saying that
the judges select you to hit this __ damage
the judges added mysterious attack to hit your extra high defense


.

#24 fs_vagabond08

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Posted 21 June 2011 - 23:44

Kidlatskie,

Ice shard really need to be reduced since it only promote more defense to kill armor. There are more def items than attack items out there. 75% is way to high....

same thing with poison....avoid def players to sit with with defense and wait to poison their opponent out. It is a no brainier.....

#25 Placeboo

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Posted 22 June 2011 - 01:00

All awful ideas to change, these changes will continue to kill the arena (in addition to the addition of fatigue)
- Remove fatigue system (it is a miserable attempt at changing the luck factor in arena)

#26 iceregice

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Posted 22 June 2011 - 01:04

Only thing I care about is the ice shard, way too high of a hit rate, when I am using armor/damage set ups, if some one packs on pure defense and a little damage, ice shard+piercing strike+crush= most of the time deaths rarely would someone win that, so this promotes using defense sets more often, I know there are ways around this but (I know this is sad) I haven't gotten a single new move yet, so it is pretty hard for me to beat ice shard if it has a 75% hit rate. That is just my personal opinion about the new updates.

#27 fs_vagabond08

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Posted 22 June 2011 - 02:08

Placebo......why do you say that? In what way will it kill arena to fatigue only def/arm in non-moves? How do you prevent max def/arm then? Fatigue in def/arm will make setups with attack come into play. Unless you want to rely on luck with max def/arm?

#28 morderme

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Posted 22 June 2011 - 02:46

Reduce the newer combat moves as described; don't change Spin Attack. Fatigue system fine as is -- be sure it applies to all levels of combat.

#29 Pitcher123

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Posted 22 June 2011 - 03:57

i vote yes! :mrgreen:

#30 Undjuvion

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Posted 22 June 2011 - 04:41

i like all the changes but im a bit unsure on the spin attack change, on one hand itd make my atk/def setups useless and being a defense person id probably start going all defense or defense/damage i suppose ... or on the other hand it gives less chance of losing to the current wave of armor setups sneaking in a spin attack having an ironic victory over a defense player, hmmmmm, food for thought here, i guess i want my setups crushed or less chance of an armor setup sneaking in a spin attack to trump me(at least at higher levels where i play)... off tangent here but i wonder why lvl 50 enchant boots though, has that any bearing whether i 1 hit or 2 hit on any level currently created??

#31 KingHomer

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Posted 22 June 2011 - 04:52

I voted yes - in general I like the changes - but some seem too much.

1) Reduce the chance to hit increase of Spin Attack from 20% to 10%. - maybe 15%? I use almost exclusively defense and of course think 20% is too high, but please note 10% is too low!

2) Reduce the activation rate of Ice Shard from 75% to 20%. Okay, but do enough players have this so that we know it is way too effective? I haven't even got in a tourney to try and win it yet!

3) Reduce the Poison activation from 25% to 10%. Same as Ice Shard

4) Remove the fatigue system from PvP Arena's with combat moves enabled. Okay

5) Change the fatigue system to only affect defense and armor (note the previous suggestion). Yes for non-move arenas.

#32 fs_grachunka

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Posted 22 June 2011 - 04:59

1) Reduce the chance to hit increase of Spin Attack from 20% to 10%

YES (calculate the chance of hit with attack and the defense of other will be best, but perhaps harder to implement)

2) Reduce the activation rate of Ice Shard from 75% to 20%.

YES (perhaps 25% like weakness)

3) Reduce the Poison activation from 25% to 10%.

YES and put the effects on 10 rounds with only 10% of HP instead of 20% it is too violent

4) Remove the fatigue system from PvP Arena's with combat moves enabled.

YES

5) Change the fatigue system to only affect defense and armor

YES

#33 Placeboo

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Posted 22 June 2011 - 05:13

Placebo......why do you say that? In what way will it kill arena to fatigue only def/arm in non-moves? How do you prevent max def/arm then? Fatigue in def/arm will make setups with attack come into play. Unless you want to rely on luck with max def/arm?


there are more effective ways to fix arena as opposed to fatigue, ie:
-penalizing stats for no thought all armor or all def sets
-auto hitting after 10 rounds in def vs def sets instead of relying on first to 2%
-similar actions for armor vs armor or armor vs def

This discourages no-thought sets and creation of counter sets


on a side note ... the way HCS is leading it all we are going to see is atk def sets ... 10% spin ... good bye fallensword imo

#34 Placeboo

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Posted 22 June 2011 - 05:15

Also HCS ... please disregard peoples comments that dont understand arena ... making a gamewide poll? seriously ? 99% of the people that voted dont even play arena ... sigh

#35 Placeboo

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Posted 22 June 2011 - 05:23

The arena was pretty balanced before (except crush was overpowered imo) . There are other options to balance the luck factor that every1 complains about ... tbh i think these new changes make arena WAYYYY worse then the previous issue (luck wins). The simplest solution is to run every combat simulation 11 times and the winner is whoever wins more times.
The best approach to fatigue non moves (fatigue in moves is something that should clearly be removed) is to run 500+ HP and armor or arm/def sets ... really really miserable
Perhaps if non moves comes down to the 2% game then the match turns into a moves tourney for that round to decide the winning player. There are many other options that are much more fair and dont destroy the arena than what has recently been implemented.

#36 Placeboo

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Posted 22 June 2011 - 05:27

Frankly it seems like fatigue was an attempt at a simple quick fix instead of a thought out system that fairly equalized the arena while decreasing the amount of luck wins.

#37 aaarnio

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Posted 22 June 2011 - 05:42

1) Reduce the chance to hit increase of Spin Attack from 20% to 10%.

Yep, this sounds good, after all, its still every 1/10 spin working, should be plenty.

2) Reduce the activation rate of Ice Shard from 75% to 20%.

Good, good, max defences wont carry you that far anymore.

3) Reduce the Poison activation from 25% to 10%.

Same as with Ice shard.

4) Remove the fatigue system from PvP Arena's with combat moves enabled.

Yep, this is what i have said for long, no need for fatigue with combat move arenas if the moves are working properly.

5) Change the fatigue system to only affect defense and armor (note the previous suggestion).

Seeing the Arm/Def/Dam/Att/HP fatigue was fail, i could imagine this one works better.

These seems to be very decent changes :) Only future will tell how will they work in practise.

#38 spyders

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Posted 22 June 2011 - 06:41

yes..yes...yes.... and maybe this time STATS realy maters

#39 laserlars

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Posted 22 June 2011 - 07:39

1) Reduce the chance to hit increase of Spin Attack from 20% to 10%.

You know the math- now with 20% you have 1-0.8^3~50% to hit with 3 spin- with 10% chance to hit this is reduced to 27%- basically making the move useless. (Some would like this, im not one of them.

2) Reduce the activation rate of Ice Shard from 75% to 20%.

Again, it will make the move useless- If it only has 20% chance of not allowing your opponent to make a move in the next round while leaving you defenseless in the current round.

3) Reduce the Poison activation from 25% to 10%.

As spin.

4) Remove the fatigue system from PvP Arena's with combat moves enabled.

They rarely end in a draw, so this makes sense.

5) Change the fatigue system to only affect defense and armor (note the previous suggestion).

In a realistic fight, it would be the opposite- but to avoid the judges its a good idea.

...
I like changes, they have been the only certain thing in the arena and the dynamics are fun.
All in all, you knew that the new moves would benefit def players. It allows new players to enter the arena without the top notch sets and with that it might bring new life to the arena.

Ill play as long as i can make a profit.

#40 laserlars

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Posted 22 June 2011 - 07:46

actually an easy way to make poisen less powerfull (if this is the main problem) is to make weaken more powerfull - since poisen takes 5 turns and increase att/dam by 10% it is highly vulnerable to this move.
If weaken was used more by armor players, they wouldnt have a problem with poisen- then they would only have a problem with good old ps, cr.


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