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RainRain

Parrying should reset attack timer/ Parrystun

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An idea, Whenever you parry a blow with your longsword/shield, the timer to attack is reset to half what it normally is. (i.e your attack timer is 4 seconds, enemy timer is 3, time is 00:00:00, enemy hits at 00:00:03, you parry it, instead of attacking at 00:00:04, you would attack at 00:00:05)

A prevent so you don't just consistently parry without being able to attack, is after 2 parries you counter, meaning a free blow along with your parry.

This does NOT effect shield blocking, nor glances, only parrying with mauls/swords

i just find shield/longsword or shield/maul to be a bit too powerful over axes, of which can't parry

Either that, or allow, depending on the force of a blow, a weapon to "parrystun" a character, meaning they're stunned for a bit, or cannot parry again so quickly, being highest for axe, lowest for sword to happen.

The blow would still be parried during a parrystun, they just can't do another parry for a bit. (using a sword, shields would have a much higher cap for parrystuns)

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Any changes like this should be tested for 30 days on the test server.

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Rain the counter for things being able to parry more is varied degrees of damage.  Axes should have the highest base damage, next mauls, next swords.  Should also be based on speed.

small axe should hit harder than small maul which should hit harder than short sword.

axe should hit harder than maul which should hit harder than longsword.

huge axe should hit harder than large maul which should hit harder than 2 handed sword.

These base damage numbers should be calculated without characteristics and armor.  Afterwards, armor mitigation should be calculated.  Then, characteristics should be calculated.  [Modified here] armor should also include the shield type.  However, from small tests it appears there is no difference between large, medium and small shields besides parry rate.  Swing speed, hit percentage is not affected.

However, from my personal experience... this does not appear to be the case.  a short sword hits just as hard as a small maul.  However, the short sword parries more than the small maul.

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Rain the counter for things being able to parry more is varied degrees of damage.  Axes should have the highest base damage, next mauls, next swords.  Should also be based on speed.

small axe should hit harder than small maul which should hit harder than short sword.

axe should hit harder than maul which should hit harder than longsword.

huge axe should hit harder than large maul which should hit harder than 2 handed sword.

These base damage numbers should be calculated without characteristics and armor.  Afterwards, armor mitigation should be calculated.  Then, characteristics should be calculated.  [Modified here] armor should also include the shield type.  However, from small tests it appears there is no difference between large, medium and small shields besides parry rate.  Swing speed, hit percentage is not affected.

However, from my personal experience... this does not appear to be the case.  a short sword hits just as hard as a small maul.  However, the short sword parries more than the small maul.

I still don't think you realize that having high damage does NOT compensate for a loss in parry rate, or the ability to parry as a whole

this is slightly countered by small axe, which attacks quickly while having about the power of a longsword, and having decent accuracy

the same cannot be said for large and huge axes, a slower attack speed means that even if you can 3 hit a person if you manage to bonk their head, it's highly unlikely unless the enemy has low skill or shield skill.

The parrying rate of a shield is high, the added longsword effect means you'd be lucky to hit a single blow in, and with that i simply feel getting parried is a massive blow to the face.

Oh, and i think you should check out large axes, those things are weaker then small axes for some reason.

a change like OP would mean less a massive punishment if you get parried, so parrying isn't half a fight, and to change the current "longsword/shield or lose" appearance, sure people are extending to mauls, and even less to axes, it's still undoubtable that longsword/shield is one of the, or the best combat equip.

@san

Not neccesarily, using the first suggestion means it wouldnt effect it as much, unless you actually intend to try and kill someone during a 5v1 or something.

Second suggestion might, but it's mainly for stronger people vs weaker that parrystuns would happen more, other then weapon choice, and if by the time you're ganked by 5 stronger people, you'd end up dying anyways

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I can see how the current game works.  I was attempting to convey a suggestion for how it should work (at least imho).  However, because it was not clear for you I will rephrase my statement:

If weapons can't parry, their damage should be increased. 

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I can see how the current game works.  I was attempting to convey a suggestion for how it should work (at least imho).  However, because it was not clear for you I will rephrase my statement:

If weapons can't parry, their damage should be increased.

That's how it currently is.

Huge axes have mass power, but slow, innacurate, can't parry.

Mauls do a bit less damage then swords, but are much more effective against armor, so while they do less versus a naked guy, they do more versus a guy with armor.

swords do nice damage, parry and are the equilibirum, unfortunately the parry part is rather, too much.

two players with perfect stats and the same ability, using the same ql equipment, but one using a small axe/shield, the other a smallsword/shield, because parrying makes the fight, the sword wins.

same for small maul, really.

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That's how it currently is.

Huge axes have mass power, but slow, innacurate, can't parry.

Mauls do a bit less damage then swords, but are much more effective against armor, so while they do less versus a naked guy, they do more versus a guy with armor.

swords do nice damage, parry and are the equilibirum, unfortunately the parry part is rather, too much.

two players with perfect stats and the same ability, using the same ql equipment, but one using a small axe/shield, the other a smallsword/shield, because parrying makes the fight, the sword wins.

same for small maul, really.

So mauls do less damage than swords... But in my original post I said they should do more...  I guess it doesn't work the way I described?  Interesting.

On top of that you are saying that a full platemail, shield & sword combo is the only viable option?  How interesting, this is the exact thing I was talking about in my thread:

http://wurmonline.com/forum/index.php?topic=67643.0

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That's how it currently is.

Huge axes have mass power, but slow, innacurate, can't parry.

Mauls do a bit less damage then swords, but are much more effective against armor, so while they do less versus a naked guy, they do more versus a guy with armor.

swords do nice damage, parry and are the equilibirum, unfortunately the parry part is rather, too much.

two players with perfect stats and the same ability, using the same ql equipment, but one using a small axe/shield, the other a smallsword/shield, because parrying makes the fight, the sword wins.

same for small maul, really.

So mauls do less damage than swords... But in my original post I said they should do more...  I guess it doesn't work the way I described?  Interesting.

On top of that you are saying that a full platemail, shield & sword combo is the only viable option?  How interesting, this is the exact thing I was talking about in my thread:

http://wurmonline.com/forum/index.php?topic=67643.0

Didn't say anything but platemail, but yes, shield/medmaul and shield/ls reigns over about any other weapon choice, save for small mauls

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if swing timers reset every time you parried fights would last...a long time.

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if swing timers reset every time you parried fights would last...a long time.

A prevent so you don't just consistently parry without being able to attack, is after 2 parries you counter, meaning a free blow along with your parry.

along with it, the swing timer wouldnt be reset by glancing and shield parrying, just weapon parries

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