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April 2nd, 2008, 03:24 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Poison weapons
Just so I'm clear, I'm not saying nerf blowguns or nerf poison archers. I'm just saying the way it works now doesn't make much sense. In my opinion it's best to fix the mechanic /then/ worry about the balance.
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April 2nd, 2008, 05:47 AM
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Sergeant
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Join Date: Apr 2007
Location: Texas/Ohio
Posts: 363
Thanks: 11
Thanked 72 Times in 21 Posts
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Re: Poison weapons
I disagree, issues of balance should always take precedence over mechanics. If something is currently balanced, than changing the mechanic is very likely to imbalance something and this needs to be accounted for. Otherwise, you're stuck with an imbalance until the next patch, unless the developers have other priorities at which point you're stuck with it indefinitely. For a competitive MP game, its the only way.
P.S. Bugs are worse than imbalances, squash and avoid those at all costs!
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April 2nd, 2008, 07:00 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Poison weapons
Given that KO wasn't actually aware that poison missile weapons work the way they currently do, it might well be considered a bug and have nothing to do with balance considerations. I'm saying if it is then it's best to fix this before looking at balance rather than saying "If that bug/issue is fixed then it will nerf woodsmen blowpipes and they don't need a nerf so I'll leave it".
As to whether you'd have to wait between patches - there's no reason a bug can't be fixed and then the balance looked at, all ready for the next patch. Generally though the devs don't go into balance that much, leaving it more to mods like CBM.
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April 2nd, 2008, 08:49 PM
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Sergeant
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Join Date: Apr 2007
Location: Texas/Ohio
Posts: 363
Thanks: 11
Thanked 72 Times in 21 Posts
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Re: Poison weapons
On another note, wouldn't the one damage thing really reduce the efectiveness of flaming arrows? I'm not sure if thats a good thing or a bad thing.
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April 2nd, 2008, 09:23 PM
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Sergeant
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Join Date: Dec 2006
Location: Australia
Posts: 202
Thanks: 98
Thanked 1 Time in 1 Post
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Re: Poison weapons
I think Flaming Arrows should be secondaryeffectalways? Flaming arrows should not need 1HP damage to be activated.
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April 3rd, 2008, 01:23 AM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Poison weapons
flaming arrows are strong enough as is thank you.
btw a flaming arrow caught in armor won't do much good either... actually a flaming arrow really isn't that much worse than a regular arrow anyway unless you are made of straw or soft wood IMHO
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April 8th, 2008, 03:00 AM
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First Lieutenant
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Join Date: Feb 2008
Location: Reno, Nevada
Posts: 605
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Re: Poison weapons
Says right there on the poison bow description, and I'm sure blowguns as well... anyone WOUNDED by the weapon will be struck by this effect.
EDIT: Just tried it, and it seems to me that you definitely don't need to take a wound to get affected by the effect. It's not beyond the realm of possibility that this might get looked at within the next few patches, but at the same time, there's good reasons to keep it as it is too.
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