blank wrote:maybe bc you are trying to say uppercut is OP XD dude do you even PvP? why are you complaining now when its been like this for all of w11 (except for the week that jorb introduced the new combat system for like 2 days and took it back)
just bc something doesnt work for you doesnt mean it needs to change.. EVryone on this post has had combacks to your post and i just didnt wanna type out the exact thing everyone else is saying..
mc is mainly a pve/support
UA is mainly pvp
Yes I’m sure the guys raising up mc as their main attack skill without knowing any better are definitely going to agree that mc is only for support. A punch that can deal damage equal to a sting or cleave over time but with less effort is certainly overpowered and if you’re running that deck solo you are using flex with it and if you’re in a group you can rely on others to do the flexing for you but either way a PUNCH capabale of WEAPON levels of damage with no ip cost is indeed overpowered.
How about responding to my points on parry and telling me whether or not it worked the same way it does now in the past or if I am right and it was different. Or you can just run away like every other asshole does after I refute their posts and they go and hide until I make another post they feel properly equipped to shit on.
iamahh wrote:it got to that point where is too complex to balance out with meaning
the way is simplification, less variables, stronger influence of industry, that is, make weapons and equips be the central point, adding more importance to hunting, farming, item property, market value... stats would be the industry motor that produce the item which would be a simpler point of balancing... complexity can only take you so far, somewhere you have to simplify
I do not feel what we have right now is complex at all. In fact, there is no reason to even practice all that much considering the meta decks that everyone uses are all effectively utilized in the same manner. This combat sucks giant dick, I don’t feel like I’m improving on anything when I practice, I’m not learning anything new, there’s no skill reliant aspects for me to get better at. It just sucks.
neeco wrote:You lose to it 1v1, yes. But group fights, UA is far too dominant because of the b12 being necessary to cleave through high AC, KITO op, and because of the variety of UA maneuvers available that do more useful things in a group fight than parry. MC needs more maneuvers, not nerfs on its existing ones.
I agree with you, but I recall a time when you could choose to raise either stat and could still expect to be viable in combat and not simply relegated to a support role because one lacks more useful moves and maneuvers than the other. I wouldn’t want to see parry only receive a nerf of course, I would love to see improvements and implementations that make melee combat more useful overall.