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Rezi

About

Username
Rezi
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Member
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2,585
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436
Birthday
June 21, 1993
Personal Quote
The path less traveled is the loneliest; solitude gives way to adventure. It is when individuals work together without becoming a group that great discoveries are made; otherwise, progress becomes replaced by ideology.
About Me
Over a decade of MMOs. Prefer Hack and Slash, Platforming, and Non-Linear MMORPGs.
  • Delia vs Fiona?

    Eclipse + R

    No contest.


    It's hilarious how some of you are claiming that Fiona is safer or, by Jove, faster than Delia. Both of those claims are incorrect. Delia has a much, much better, faster, and safer block (Eclipse) than Fiona that can combo into other moves, and she also has a skill-cancel technique called Meteor Hop (Gravity Hop -> Meteor Impact auto-cancelled by Gravity Hop) which is a nonstop super-hop combo that is only dependent on Stamina (which is high enough at endgame to not matter) and is faster than any sprint or dash in the game.

    If you know what you're doing, you don't even need to use the second half of Delia's skills. I don't, and the people that complain about her are typically those that rely on those skills instead of mastering the basics which are honestly better. I haven't even unlocked those advanced skills yet and I'm on Twilight Desert, so I doubt I'll use them until absolute endgame.
    NessaEsperFuzetsu
  • Why does this game make it so hard to yolo aWeapon

    jktorres28 wrote: »
    The reason why is because Nexon wants you to dump as much money as possible to them...just saying.

    This isn't even Nexon's fault this time around. It's DevCat's director's fault. That's how far we've fallen.
    Zaeadras
  • Does anyone actually like PVP?

    you keep saying at launch, at launch, at launch. Anyone with a decent brain knows that of course when you are new to a game and its bosses, it's definitely hard.

    It has nothing to do with that. Your argument even falls flat in Rise Vindi since anyone new to this game won't find it hard at all, and even then - AT LAUNCH - players were actually given quests and objectives that taught them advanced game mechanics, unlike now, and even then it was hard because, again, the AI was harder. It has nothing to do with how long someone has been playing the game; at launch, it was 10x more difficult for new and experienced players than it was pre-Rise, and now post-Rise it's a cakefest. NO ONE played PvP back then because PvP was TOO EASY compared to PvE since PvE AIs were smarter than nearly all players in PvP; that AI is part of the reason why Vindi was littered with players, and every nerf to the game led to more and more quits so players could get their difficulty fix in other games, like Dark Souls (which this game was far, far harder than AT LAUNCH).
    testll9902
  • Does anyone actually like PVP?

    It's funny on how you use mobs as an example. Didn't know you took 30seconds to kill one mob, I thought it was more like 0.1sec to clear the mobs.

    At game launch it took atleast 30 seconds to clear one group of mobs at equal level. Now it takes 0.1 seconds because of tons of nerfs and finally Rise.

    Now if you were refering to bosses. Let's take Havan as an example. He starts his pillar attack combo, if you dodge it before he barely started and you're suddenly on the otherside of the map, Havan won't simply cancel his combo half way through, you'll see him continuing the full combo on nothing facing you. Because that's how the AI is coded.

    Now if you imagine Havan played by a player, he would stop his combo right as you get away from him, and instead walk towards you and start a new combo or an attack. That's what PvP is, the enemy is conscious and will react to your moves. Not simply continue a full combo on nothing. "Hence the dodge key" that allows you to interrupt yourself to start anew. Bosses don't have conscience and they can't decide when to dodge, it's RNG as the move "dodge, teleport" is on their list of current moves that they can do, which usually have a few restrictions: like, Move: A,B,C are unable to do if target is not near, therefore D,E,F is unlocked for range combat."

    You're using a Season 2 example. I claimed that bosses had difficult AIs when the game first launched. I don't even think Season 1 was complete at launch. Season 2 was a significant nerf with the only challenge being the massive difficulty gap between modes since mob difficulty was based on a mode's max level, not its min level.

    AI is predictable. They're coded to do lets say 5 different motions, you don't see them canceling one of their combo moves half way through it to catch you of guard with another set of combos or an attack. Once the RNG decided to do one motion or combo it does it 100%. Summary: it doesn't cancel it's combo to start another right away to catch you of guard. There is always a start point and an end point.

    Again, it's like that now. It wasn't like that at launch. The game got easier and easier over the years, just like how Mabinogi got simpler and simpler (look up the Snowman Puzzle and you'll know what I mean). Bosses used to shorten their attacks to go into others if need be, and any interrupts reset them. Heck, Vindi took that from Mabi since Mabi mobs did the same exact thing - they could begin casting a skill and cancel it for any reason, allowing them to go right into another.
    testll9902
  • Does anyone actually like PVP?

    Drachus wrote: »
    In PvP you can bait your opponent into doing something, you can compare it to chess if you want. Can the bosses in PvE dodge attacks? Can they stop you from dodging? Do they try to take as least damage as possible and win the exchange? They don't have counter for your actions, just huge amounts of HP. So again, using a boss as a punching bag that fights back and literally alerts you of it's attacks takes more intelligence than fighting an actual human? I'm not sure, answer that yourself. I'll repeat it once again PvE is 100% predictable.

    I don't know when you started playing this game, but back at launch the mobs did all of that - they'd get close to you, start a menacing movement, and pull away to trick you; they'd dodge your attacks; bosses would execute some moves automatically (like the gnoll chieftain doing his spin out of nowhere) and also dodged; they knew how to counter attacks and their AI did aggro players that tried to get away (now that feature would be useless because there's no dodge stam limit). PvE didn't used to be predictable, and that added to the game's difficulty.

    Drachus wrote: »
    This rule would only apply if you had a pattern in PvP which would guarantee you a win, but there is none. You can get used to the attacks of a certain class but not the way that the PLAYER is executing them. Sure, one step into learning how to PvP in Vindictus would be to learn ALL the attacks of all classes so you know what you can expect. But you can't how they'll position themselves, how will they approach you, if they'll try to counter you or not.

    Wrong. Anyone with half a brain can learn how to deal with multiple uses of the same tired skills. A good number of players in this game don't even skill cancel, yet you act as if they don't have animations that can be predicted? What about combos - you know, those attacks that lead into one another? The only characters that are immune to this are full-ranged characters, but that's one reason PvP is broken.

    Additionally, your examples are all about pro PvPers. Again, most players don't even skill cancel, or rely on their stats too much. But the thing is that Vindictus is designed where enemy AIs can do all of those things, but the developers have chosen to nerf PvE every chance they get; it didn't used to be this way, as PvE used to require actual thought.

    testll9902