PVP-Exclusive Passives for Warrior

Stuff you would like to see in the world of Eliatopia.
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Flashlight237
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PVP-Exclusive Passives for Warrior

Post by Flashlight237 » Sat Sep 11, 2021 3:01 pm

Since people are less fond of warriors in PVP than they are of warriors in the main game, might as well throw in some PVP-exclusive passives. I'll throw in two, but I'll make them into a path of their own. Let's see...

Hardened for War
|
|
V
Knife Play

As for what these skills do, well...

Hardened for War
Description: Having been through many battles, you've learned how to defend yourself from enemy soldiers. As a result, your defense increases if you are in the PVP area.
Base PVP Defense: 110%
PVP Defense increase per Skill Level: 10%
Skill Levels: 5

Knife Play
Description: Make other players yell at their game by making you more capable of knifing them. Your movement and attack speed increases in PVP only.
Base PVP Movement Speed: 105%
Base PVP Attack Length Reduction: -1 frame
PVP Movement Speed increase per skill level: 5%
PVP Attack Length Reduction increase per skill level: -1 frame
Skill Levels: 4

Maybe one more to deal with those stupid force fielding mages:

Barrier Buster
Description: You gain the ability to break through barriers, whatever that means.
Base Damage Vs Protection Field: 150%
Damage Vs Protection Field per Skill Level: 50%
Skill Levels: 4

I mean come on, 695 HP? Really? I'll only consider reducing or nixing this passive when the Defensive Field branch of Protection Field gets nerfed. But yeah, there's that.

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cinos
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Re: PVP-Exclusive Passives for Warrior

Post by cinos » Sat Sep 11, 2021 10:36 pm

Okay, listen, the best solution for mages is to actually fix the shield and probably also make storm cloud not stun people, not make the bad class mildly less of a joke against it specifically. This has already been discussed, and even the solution proposed only made it SLIGHTLY less obnoxious (that being an actual stun when your shield is busted, with surprisingly enough not much talked about how storm cloud makes you immobile for minutes on end, or how absurd the hp of the shield is when it is literally impossible to break it thanks to the storm clouds making you unable to attack at all).
Second, I believe that if we need exclusive passives in pvp, then the problem is big enough to warrant more than a basic stat fix. First off, ninja slash doesn't even work in pvp as far as I have seen, so the ONE move that gave me mild hopes of an improvement for the class has literally not helped with anything (with even the multiplier not working at some point, albeit fixed). Having the only actually useful skill work in pvp would actually help warriors way more than these boosts in my opinion.

These are band-aid fixes to a pretty crippled class. I wonder why nobody has mentioned how horribly weak the class's ANIMATIONS are aswell, with the basic attack looking like a shepherd clubbing sheep at best, and my grandma wacking people at the local grocery with a club at worst. This is all opinionated, of course, but I find it fitting how the class that is supposed to be strong physically swings it's melee in the most surprisingly weak way possible, plus said swing being so tiny that it doesn't even hit anything. Personally, I still believe the prototype's attack animations, aka the ones borrowed conceptually from HH, are the better deal. I dunno why, maybe the dash attack at the end just LOOKS way cooler: https://youtu.be/SXr0JxHtaRk?t=38
Sure, it WOULD need tweaking, but personally it conveys more inertia, more POWER, and the dash at the end is certainly better than the warrior hanging there not having ANY mobility options for enemies, maybe even make it aimable with the mouse, I dunno!
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Re: PVP-Exclusive Passives for Warrior

Post by Flashlight237 » Sun Sep 12, 2021 4:15 pm

cinos wrote:
Sat Sep 11, 2021 10:36 pm
Okay, listen, the best solution for mages is to actually fix the shield and probably also make storm cloud not stun people, not make the bad class mildly less of a joke against it specifically. This has already been discussed, and even the solution proposed only made it SLIGHTLY less obnoxious (that being an actual stun when your shield is busted, with surprisingly enough not much talked about how storm cloud makes you immobile for minutes on end, or how absurd the hp of the shield is when it is literally impossible to break it thanks to the storm clouds making you unable to attack at all).
Second, I believe that if we need exclusive passives in pvp, then the problem is big enough to warrant more than a basic stat fix. First off, ninja slash doesn't even work in pvp as far as I have seen, so the ONE move that gave me mild hopes of an improvement for the class has literally not helped with anything (with even the multiplier not working at some point, albeit fixed). Having the only actually useful skill work in pvp would actually help warriors way more than these boosts in my opinion.

These are band-aid fixes to a pretty crippled class. I wonder why nobody has mentioned how horribly weak the class's ANIMATIONS are aswell, with the basic attack looking like a shepherd clubbing sheep at best, and my grandma wacking people at the local grocery with a club at worst. This is all opinionated, of course, but I find it fitting how the class that is supposed to be strong physically swings it's melee in the most surprisingly weak way possible, plus said swing being so tiny that it doesn't even hit anything. Personally, I still believe the prototype's attack animations, aka the ones borrowed conceptually from HH, are the better deal. I dunno why, maybe the dash attack at the end just LOOKS way cooler: https://youtu.be/SXr0JxHtaRk?t=38
Sure, it WOULD need tweaking, but personally it conveys more inertia, more POWER, and the dash at the end is certainly better than the warrior hanging there not having ANY mobility options for enemies, maybe even make it aimable with the mouse, I dunno!
Oh, don't get me wrong. I'm waaaaaaaaay with you on Protection Field, I mean the base 295 HP from Protection Field is manageable given its defense is only 32% the Mage's defense, but 695 HP? Jesus H Christ, I don't need to ramble on about how OP that is again! I'll admit, though, that last passive I brought up was more of a desperation move than something I've thought up with reasonable scrutiny, even if the idea of busting barriers is at least somewhat unique to Eliatopia.

Now, the Storm Cloud issue? I voluntarily had a mage Storm Cloud me twice. It just took ONE Storm Cloud stack to render me immobile. ONE! And the dude had two wands. Imo, removing the skill's ability to KO people is the only real solution; slowing the attack interval would just annoy mages who rely on the skill for crowd control.

Now attack animations... I tend to prefer collecting data over having opinions in that regard myself. Based on what I gathered testing it in the emptiest area in the game (an empty tent in the campsite), warriors have an attack rate of 120 hits/minute with one weapon and 192 hits/minute with two. This is really the same for mages. That's just with their base attack, tho. Anyway, until the last Arrow Hoard nerf (which reduced its attack rate from 132 attacks per minute to 90 attacks per minute), which doubled the length of the move's animation, I thought attack animation speeds were something that cannot be changed period.

Now? Since it was shown to be possible, I can at least jump in on the attack speed train, and that can't be modified by something as simple as a stat fix. If I'm correct, reducing the frame count of the base attack's animation by 4 would increase its attack speed from 120 to 138 hits per minute, and doing the same to Power Smash would increase its attack speed up from 90 hits per minute to 100. That's just based on frame counts alone and with only one weapon. That isn't accounting for end lag, which is essentially the delay that happens after an attack is finished. I've never seen anyone get that technical, tho. But yeah, what I'm trying to do here is increase warrior mobility in both movement and attack, which I wouldn't say is a bandaid fix but more... What's slightly better than bandaids? Neosporin? Yeah, that's it.

Really, how an animation looks means jack squat from a game mechanics perspective even if it does score appeal points; the only thing that matters is how fast or how slow it is. I've seen complaints over attacks being over-animated in some reviews, so I would know how touchy the topic is. I definitely agree that the attack should be aimed where my mouse is clicking. I was attacking with the mouse for a bit and I can't help but wonder... "What is up with that?"

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Re: PVP-Exclusive Passives for Warrior

Post by cinos » Sun Sep 12, 2021 4:47 pm

Flashlight237 wrote:
Sun Sep 12, 2021 4:15 pm
cinos wrote:
Sat Sep 11, 2021 10:36 pm
Okay, listen, the best solution for mages is to actually fix the shield and probably also make storm cloud not stun people, not make the bad class mildly less of a joke against it specifically. This has already been discussed, and even the solution proposed only made it SLIGHTLY less obnoxious (that being an actual stun when your shield is busted, with surprisingly enough not much talked about how storm cloud makes you immobile for minutes on end, or how absurd the hp of the shield is when it is literally impossible to break it thanks to the storm clouds making you unable to attack at all).
Second, I believe that if we need exclusive passives in pvp, then the problem is big enough to warrant more than a basic stat fix. First off, ninja slash doesn't even work in pvp as far as I have seen, so the ONE move that gave me mild hopes of an improvement for the class has literally not helped with anything (with even the multiplier not working at some point, albeit fixed). Having the only actually useful skill work in pvp would actually help warriors way more than these boosts in my opinion.

These are band-aid fixes to a pretty crippled class. I wonder why nobody has mentioned how horribly weak the class's ANIMATIONS are aswell, with the basic attack looking like a shepherd clubbing sheep at best, and my grandma wacking people at the local grocery with a club at worst. This is all opinionated, of course, but I find it fitting how the class that is supposed to be strong physically swings it's melee in the most surprisingly weak way possible, plus said swing being so tiny that it doesn't even hit anything. Personally, I still believe the prototype's attack animations, aka the ones borrowed conceptually from HH, are the better deal. I dunno why, maybe the dash attack at the end just LOOKS way cooler: https://youtu.be/SXr0JxHtaRk?t=38
Sure, it WOULD need tweaking, but personally it conveys more inertia, more POWER, and the dash at the end is certainly better than the warrior hanging there not having ANY mobility options for enemies, maybe even make it aimable with the mouse, I dunno!
Oh, don't get me wrong. I'm waaaaaaaaay with you on Protection Field, I mean the base 295 HP from Protection Field is manageable given its defense is only 32% the Mage's defense, but 695 HP? Jesus H Christ, I don't need to ramble on about how OP that is again! I'll admit, though, that last passive I brought up was more of a desperation move than something I've thought up with reasonable scrutiny, even if the idea of busting barriers is at least somewhat unique to Eliatopia.

Now, the Storm Cloud issue? I voluntarily had a mage Storm Cloud me twice. It just took ONE Storm Cloud stack to render me immobile. ONE! And the dude had two wands. Imo, removing the skill's ability to KO people is the only real solution; slowing the attack interval would just annoy mages who rely on the skill for crowd control.

Now attack animations... I tend to prefer collecting data over having opinions in that regard myself. Based on what I gathered testing it in the emptiest area in the game (an empty tent in the campsite), warriors have an attack rate of 120 hits/minute with one weapon and 192 hits/minute with two. This is really the same for mages. That's just with their base attack, tho. Anyway, until the last Arrow Hoard nerf (which reduced its attack rate from 132 attacks per minute to 90 attacks per minute), which doubled the length of the move's animation, I thought attack animation speeds were something that cannot be changed period.

Now? Since it was shown to be possible, I can at least jump in on the attack speed train, and that can't be modified by something as simple as a stat fix. If I'm correct, reducing the frame count of the base attack's animation by 4 would increase its attack speed from 120 to 138 hits per minute, and doing the same to Power Smash would increase its attack speed up from 90 hits per minute to 100. That's just based on frame counts alone and with only one weapon. That isn't accounting for end lag, which is essentially the delay that happens after an attack is finished. I've never seen anyone get that technical, tho. But yeah, what I'm trying to do here is increase warrior mobility in both movement and attack, which I wouldn't say is a bandaid fix but more... What's slightly better than bandaids? Neosporin? Yeah, that's it.

Really, how an animation looks means jack squat from a game mechanics perspective even if it does score appeal points; the only thing that matters is how fast or how slow it is. I've seen complaints over attacks being over-animated in some reviews, so I would know how touchy the topic is. I definitely agree that the attack should be aimed where my mouse is clicking. I was attacking with the mouse for a bit and I can't help but wonder... "What is up with that?"
Well said on what is actually important, as I said, animation preferences are subjective and I merely just mentioned it cause I feel the really weak warrior animations are the cherry on the sh!t sundae if ya catch my drift. I don't get why people would say things are "overanimated" in this game but I'm gonna guess it's a pet peeve similar to the isometric view, which was disorienting even for me at first glance, and I'm a sucker for isometric games.
Other than that, yeah, I believe Eliatopia's peak gameplay revolves around the mouse (archer and gunman are the most fun classes for this reason alone, their attacks are flexible and make gameplay VERY smooth), so warrior, currently the only class that can't aim any of it's attacks, is pretty lackluster. I didn't even bother using the mouse when I was a warrior and it just felt...I dunno, cumbersome? Something like that, I believe all of the above added to the warrior being genuinely just all around terrible and one might even say a beginner's trap.
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Flashlight237
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Re: PVP-Exclusive Passives for Warrior

Post by Flashlight237 » Sun Sep 12, 2021 5:44 pm

cinos wrote:
Sun Sep 12, 2021 4:47 pm
Well said on what is actually important, as I said, animation preferences are subjective and I merely just mentioned it cause I feel the really weak warrior animations are the cherry on the sh!t sundae if ya catch my drift. I don't get why people would say things are "overanimated" in this game but I'm gonna guess it's a pet peeve similar to the isometric view, which was disorienting even for me at first glance, and I'm a sucker for isometric games.
I was talking about in other games, but that's besides the point. That being said, yeah, isometric 3D is a rarity in games. Aside from Eliatopia and Minecraft Dungeons, the only real examples I can think of for isometric 3D games are Q*Bert and those early-80s Sega arcade games.

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Re: PVP-Exclusive Passives for Warrior

Post by cinos » Sun Sep 12, 2021 6:19 pm

Flashlight237 wrote:
Sun Sep 12, 2021 5:44 pm
cinos wrote:
Sun Sep 12, 2021 4:47 pm
Well said on what is actually important, as I said, animation preferences are subjective and I merely just mentioned it cause I feel the really weak warrior animations are the cherry on the sh!t sundae if ya catch my drift. I don't get why people would say things are "overanimated" in this game but I'm gonna guess it's a pet peeve similar to the isometric view, which was disorienting even for me at first glance, and I'm a sucker for isometric games.
I was talking about in other games, but that's besides the point. That being said, yeah, isometric 3D is a rarity in games. Aside from Eliatopia and Minecraft Dungeons, the only real examples I can think of for isometric 3D games are Q*Bert and those early-80s Sega arcade games.
I was thinking more Sonic 3D Blast, Banjo Kazooie Grunty's revenge, and the spyro gba games, but yeah you get the drill.
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