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maybe .. Make Unarmed Less Effective ?

Unstructured ideas, requests and suggestions for the development of the game.
SirGrindsalot
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maybe .. Make Unarmed Less Effective ?

Post by SirGrindsalot »

unarmed has some major advantages in this game; your typical high damage build will rapidly output more pain by unarmed rather than using a weapon, losing maybe 20-25% AC in the process. also, unarmed allows you to get out of stick situations like Stunned with its low AP cost; high level, high AC builds can attack 6-7 times per round, versus 3-4 a weapon build; isn't that all a bit unbalanced?

my suggestion is to either prevent the JoF from working when unarmed, OR to halve the +dmg value; without JoF, you still get 4 attacks from a 12 AP build compared to a +21% AC, +1-6 dmg +crit FP build which gets 3 attacks.*

with the damage halved, you still get your 6-7 attacks, but enemy DR will be much more relevant and while you still get to attack when stunned, you won't be a dealing more damage than when using a sword. a lev50 build with +50 dmg would deal +25x7 or 50x4; with unarmed slightly less damaging but with a higher all-round chance to actually land a blow.

honestly, my opinion is that unarmed should be a last resort, not the norm :/



****

*(ofc, if you want the JoF, you might as well use the FP, 12AP, and get 4 attacks)
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Antison
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Re: maybe .. Make Unarmed Less Effective ?

Post by Antison »

The topic/discussion of unarmed combat being overpowered has been brought up in the past and something may be down the horizon.
By the way, I agree that something is needed to weaken the unarmed.
Last edited by Antison on Tue Jul 24, 2012 12:28 am, edited 1 time in total.
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Mino
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Re: maybe .. Make Unarmed Less Effective ?

Post by Mino »

Here is the most recent topic on this:
http://andorstrail.com/viewtopic.php?f=4&t=1753

With the best solution (imo) being to just make it so -AP items like the JoF only work on actual weapons and not unarmed combat.
Lvl: 206 XP: 159262572, Gold: 1657119, RoLS: 2, ElyR: 1, RoL: 1, ChaR: 2, GoLF: 1, ShaF: 6, SRoV: 1, VSH: 6, WMC: 1, GoW: 1
HP: 241, AP: 3, AC: 562%, AD: 116-130, CM: 3.0, ECC: 38%, BC: 139%, DR: 3

QL 25, MF 3

12/26/18
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nyktos
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Re: maybe .. Make Unarmed Less Effective ?

Post by nyktos »

yeah, one of my biggest points in the next meeting is unarmed combat...
check the notes afterwards for more info... (the 29th)
"Embrace the Shadow"

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[Lv: 60] [HP: 175] [AC: 361] [AD: 25-39] [BC: 75]
[Dual Wielding Swords] [Unarmored Fighting]
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NewAgeOfPower
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Re: maybe .. Make Unarmed Less Effective ?

Post by NewAgeOfPower »

While playing 'the Monk' is very very COOL, it needs a late-game nerf.

However, you have to keep it viable, from early game to late game. Just reduce it's late game scaling.... unless....

Unless you no longer like Monks : [
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Sarumar
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Re: maybe .. Make Unarmed Less Effective ?

Post by Sarumar »

NewAgeOfPower wrote:While playing 'the Monk' is very very COOL, it needs a late-game nerf.

However, you have to keep it viable, from early game to late game. Just reduce it's late game scaling.... unless....

Unless you no longer like Monks : [
Monks are really cool ;) But nowadays they are owerpowered in AT :)
Sarumar
..dansing left foot polka with Hirathil

Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1
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fiernaq
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Re: maybe .. Make Unarmed Less Effective ?

Post by fiernaq »

I like my monk build :(
Level: 58, HP: 102, AC: 295%, AD: 46-56, AP: 2/12, BC: 35%, DR: 4
Gold: 75235 | RoLS: 0 RoL: 0 SRoV: 0 VSH: 0
Skills: IF1, Ev1, Ev2, Ev3, CE1, CS1, CS2, Re1, WA1, HH1, Cl1, HH2, DaggerPro1, LightArmorPro1, ShieldPro1, WA2, Cl2
Equipment: Enhanced Combat Helmet, Serpent's Hauberk, Marrowtaint, Quickstrike Dagger, Remgard Shield, Villain's Ring, Villain's Ring, Leather Gloves Of Attack, Enhanced Combat Boots
Last Updated: 02-Dec-2013
Treadmore
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Re: maybe .. Make Unarmed Less Effective ?

Post by Treadmore »

tek wrote:The topic/discussion of unarmed combat being overpowered has been brought up in the past and something may be down the horizon.
By the way, I agree that something is needed to weaken the unarmed.
Overpowered? It didn't feel it when I tried it :lol:
Mino wrote: With the best solution (imo) being to just make it so -AP items like the JoF only work on actual weapons and not unarmed combat.
IMakes no sense to me - it complicates the simple turn-based and AP-based nature of the game.
oskarwiksten
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Re: maybe .. Make Unarmed Less Effective ?

Post by oskarwiksten »

Absolutely, we'll do something about unarmed. We'll discuss options in the next project meeting (#9).

Also, for those that really want to do a monk build, we'll have lots of interesting new skills for you in v0.6.12. Improving your unarmed combat proficiency with skills, and also improving your stats when not using any armor by upgrading skills.

However, there is a lot of balancing left to do until we can give out any details on the unarmed and unarmored skills. Really looking forward to providing that option though, to those that want to build such a character!
/Oskar
Sarumar
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Re: maybe .. Make Unarmed Less Effective ?

Post by Sarumar »

oskarwiksten wrote:Absolutely, we'll do something about unarmed. We'll discuss options in the next project meeting (#9).

Also, for those that really want to do a monk build, we'll have lots of interesting new skills for you in v0.6.12. Improving your unarmed combat proficiency with skills, and also improving your stats when not using any armor by upgrading skills.

However, there is a lot of balancing left to do until we can give out any details on the unarmed and unarmored skills. Really looking forward to providing that option though, to those that want to build such a character!
+1 Really intresting news here !
Sarumar
..dansing left foot polka with Hirathil

Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1
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