zomg nerf knives QQ

57 posts · 2008-05-28 11:44:43 to 2008-06-05 09:52:29

#36300460531 05/28/2008 11:44:43 zomg nerf knives QQ
So, every now and then I stat for knives out of boredom. Long story short, I think the following things are imbalanced. Please remember, if you either add to, debate against certain points, or go "lol i dunno", keep it constructive and try not to insult people.


1) Knife moves should have a significant interlock penalty, similar to hackers. Throwing knives at point blank range and hitting a good majority of the time always seemed really silly to me.

2) Leg Sweep does more damage than Throat cutting throw. I don't know for sure if this is because the animation is technically longer, and the magic equation that calculates Damage/DPS makes it deal more damage or what. I think for such a low level ability, it does too much damage.

3) Master Shadow. If possible, make it to where a hit on the player instead of them taking damage drains IS and puts them in the combat state. Or, make the timer while master shadow is active to 30 or 15 seconds, and make the reuse timer 180 seconds. I believe Master Shadow is about getting away, not about walking around the people who just tried to kill you and say "lol i pwn u gud" for 180 seconds, only to return half a minute later to repeat.

Things like roll out abilities should, in my opinion, remain with the same bonus to roll out, maybe even given a greater bonus.

Thoughts/suggestions/"I don't know much about PVP/combat in general, but I think..."?
#36300460533 05/28/2008 11:52:51 Re:zomg nerf knives QQ
Agreed, since we were just talking about this before you posted.

Spies in interlock make me rage whenever they leg sweep me for major damage and then outroll me in interlock with knives, despite the fact that I'm wearing UM buffs and, because of it, outroll a majority of other MAs or gunmen, the major offensive classes. Hell, their knives don't even damage me all that much, but they still outroll me with every ability in their hotbar, and make the IL session seem like hours long. I don't actually understand how that works, or what makes them able to do that.
#36300460538 05/28/2008 12:05:59 Re:zomg nerf knives QQ

/crackknuckles

Here we go SMILEY

1) I supose your right in this one if looked at realisticly, you hold the knife by the blade while throwing it, and it has to spin around with the weight of the handle before it hits the opponent.  But looking at it from the MxO combat system, the Sneak attacks, argueable the biggest damage dealing moves force you into IL, therefor it is forcing you into a combat situation where you are taking a penalty which I dont think is fair.  So possibly reduce the Interlock Bonus, but not make it a Penalty.

2) Leg Sweep should be a bit weaker, could even argue it being a melee attack rather than knife, but I will just stick woth it being a low level abil and it has a debuff so should be a little weaker.

3) I am rather happy with Master Shadow, boith used it effectively and gotten beaten while using it so I am indifferent on this one.

And I think Staggering Throw needs a Activation Timer increase, just watching someone get ILed and a MKT donning a disguise and in a second or two you have done masses amounts of damage.

#36300460544 05/28/2008 12:11:07 Re:zomg nerf knives QQ

More balance is definatly needed for the spy tree. For one some of the abilities although powerful do miss quite alot.

I think that some of the spy abilities like reverse bull dog and a few others should be looked at they are high up abilities they should do alot of damage but they should also harm the person doing it for a short time, spies are mostly about getting quick kills which is why everyone goes spy but you need to hurt this class while leaving some good in it so people will not just go hahah that's a easy loadout to kill people with. I agree it's to easy sometimes to kill people, tone down the damage for all trees and make them more realistic. In my opinion Punt aswell as the other high damage abilities should all only work like MA abilities they should only work if and when a person is stated.

Also I really think that throwing knives at someone while they are interlocked is lame, it's pointless to fight someone that can sneak wait untill you are in interlock hit you 4 times kill you then jump away. That is *CENSORED* and really it's unrealistic. Solution to this would be add a accuracy bonus to the person the knives are hitting so they can get hurt but have some chance to kill the person they are in interlock with.

Don't nerf spies just make it so people are less drawn to the loadout cause it's a quick and easy killer...

#36300460566 05/28/2008 12:42:10 Re:zomg nerf knives QQ
Skull101 wrote:
In my opinion Punt aswell as the other high damage abilities should all only work like MA abilities they should only work if and when a person is stated.

You need to be in sneak and you need your opponents shield down, thats work enough for a Knifer.
#36300460590 05/28/2008 13:36:41 Re:zomg nerf knives QQ
SolidRevolver wrote:
Skull101 wrote:
In my opinion Punt aswell as the other high damage abilities should all only work like MA abilities they should only work if and when a person is stated.

You need to be in sneak and you need your opponents shield down, thats work enough for a Knifer.
A lot of people are just lazy, but all you need to get a person's shield down is a Shield Jammer Device.
#36300460603 05/28/2008 13:58:41 Re:zomg nerf knives QQ
MA States have a 30% chance of occuring on a hit. It takes 2 to 3 shield attacks to break a bubble, and then a little further preparation. I'd say they're about equal in terms of effort involved; for both scenarios it's easy to pull off against an unready opponent, and can go horribly wrong if the opponent gets lucky or tries to counter what you're doing.
#36300460606 05/28/2008 14:12:35 Re:zomg nerf knives QQ
     Isn't there a system message when you try to use  "sneak" or "disguise" when a hostile npc or player is to close to you that prevents you from using the abilities?

System Message:  "You can not sneak when enemy players are around you" .. something like that...

      Master Shadow doesn't get this error message when used, correct me if I'm wrong here, please.
If what I just mentioned is the fact on this,  I would say it should be changed.


As to MKT's in interlock.  Well  they annoy the #@$$ outta me. Thrown defense on! - uh no.. quick melee defense! oh outrolled! and again and again and dead. 

Unless I'm the mkt at the time though, then they don't bother me so much.
#36300460619 05/28/2008 14:42:43 Re:zomg nerf knives QQ
YES.
Ehherm. I agree on the IL penalty as it always seems so stupid with the sky-high acc that spy has and rarely misses already out of IL. Besides that I would only look to the move staggering throw which takes around 3 seconds and does same dmg as a bad snipershot/LC2 which I just find ridiculous.
That withdraw bonus that spies have on withdraw abs is fine, but abilities that enrage in IL should have bigger chance or 100% chance, as much as  the various effects spy abilities got (stun, root, slow, states etc.).

/endrant
#36300460641 05/28/2008 14:57:57 Re:zomg nerf knives QQ
Wow, for once we have a rational, carefully thought-out post on this topic, instead of the usual "OMG TOSE KNIFERS KILLE ME 2 FAST!!!!!!!111111 WAAAHH! NERF KNIVES NOW!!111111111" wailing that usually happens (Nice touch with using a little of it in the subject line: I clicked on the thread expecting lulz, but what I found was a welcome change). Very well-thought out arguments: I like and I agree.
#36300460665 05/28/2008 15:38:11 Re:zomg nerf knives QQ

I have to agree with Zudrag, massive accuracy in both IL and OoIL yet being a spy class, I believe that they should be most effective outside of interlock.

SolidRevolver wrote:

But looking at it from the MxO combat system, the Sneak attacks, argueable the biggest damage dealing moves force you into IL, therefor it is forcing you into a combat situation where you are taking a penalty which I dont think is fair.  So possibly reduce the Interlock Bonus, but not make it a Penalty.

What Solid says here is that they do massive damage going into IL, which is fine, but then they just outroll everything else whilst in IL. They have exit IL abilities which also deal some damage. So in my opinon Spy classes should be strong OoIL, deal damage going into IL but should be weaker or less accurate in IL. So while high damage sneak attacks help, they should not be done without being risky to the spy. When in IL spy classes should want to get out of IL as quickly as possible.

In my mind Spies are sneaky people attacking from the darkness and disappearing into it after dealing damage, not in your face, strong IL fighters.

I also agree on the other points.

#36300460709 05/28/2008 17:52:05 Re:zomg nerf knives QQ

My testing has shown that leg sweep and Throat Cutting throw do almost the exact same damage under the exact same conditions.

They appear to be with in 10% damage of each other. And yes the animation of each ability has something to do with it.

#36300460743 05/28/2008 20:39:14 Re:zomg nerf knives QQ
It seems to me that the main draw of a Spy should be his or her sneak attack.  Once the sneak attack phase has happened the Spy should have only mediocre ability in interlock.  Martial Artists and Gunmen for instance should be able to defeat a Spy in a fair fight.  The Spy's job is to make sure the fight isn't fair by surprising the fighter with a sneak attack to gain the advantage. 

Obviously the basics need to be fixed first - Thrown Defence/Resist, Passives, that kind of thing.  Next, my suggestion is to lower the base accuracy of the tree (MKT in particular) and instead give Spies a temporary accuracy buff they can use while sneaking or invisible.  This will enable them to still practically guarantee sneak attacks but give them a proper handicap in interlock. 
#36300460773 05/28/2008 23:14:55 Re:zomg nerf knives QQ
Instead of nerfing spy I think the other trees should be strengthened and existing abilities should be expanded to encompass the new "Thrown" category that was introduced with CR 2 but apparently completely overlooked in a lot of trees.

- Add Thrown Defense to Hacker (Both Virologist and Patcher) and Coder.
- Fix Concealment Countermeasures Tools... again.
- Expand Hacker debuffs to include more Thrown Acc and Damage, especially lower level abilities like Overload and Despoiler.
- Fix Thrown Resistance % Bonuses.
- Expand Buffs in Force Multiplier to include Thrown Acc and Damage (This is only fair and consistent with the other proposed changes).

After this has been done you should take a look at the Spy tree itself, but because most trees lack the most basic tools in our combat system (Through bugs or oversight) to fight MKT's on even ground it's impossible to get an objective standard to compare the tree to while there are still these inconsistencies.
#36300460776 05/28/2008 23:18:26 Re:zomg nerf knives QQ
And those suggested "fixes" would be simply to reinforce the idea that the Assassin/MKT attacks people with sneak attacks, then slips away from close quarters whenever anyone catches them. They simply shouldn't, in my opinion, be able to spam knife move after knife move with such interlock accuracy as that. Out of interlock, leave that alone, it's fine in my opinion.

Shorter version: If you catch a Spy in interlock, they should try and slink away or be crushed, not litter you with knives.
#36300460781 05/28/2008 23:40:21 Re:zomg nerf knives QQ
Zudrag wrote:
And those suggested "fixes" would be simply to reinforce the idea that the Assassin/MKT attacks people with sneak attacks, then slips away from close quarters whenever anyone catches them. They simply shouldn't, in my opinion, be able to spam knife move after knife move with such interlock accuracy as that. Out of interlock, leave that alone, it's fine in my opinion.

Shorter version: If you catch a Spy in interlock, they should try and slink away or be crushed, not litter you with knives.

Considering it's the tree with moves solely based on escaping out of interlock, you'd assume they wouldn't want to be in interlock.. yet still they can outroll easily on several occasions.
#36300460790 05/29/2008 00:24:41 Re:zomg nerf knives QQ
Zudrag wrote:
And those suggested "fixes" would be simply to reinforce the idea that the Assassin/MKT attacks people with sneak attacks, then slips away from close quarters whenever anyone catches them. They simply shouldn't, in my opinion, be able to spam knife move after knife move with such interlock accuracy as that. Out of interlock, leave that alone, it's fine in my opinion.

Shorter version: If you catch a Spy in interlock, they should try and slink away or be crushed, not litter you with knives.
I agree with you, all I was simply saying was there are other aspects that need to be addressed aswell. And if we nerf the spy tree with the bugs still in effect we may overdo it and need to come back to the tree again and strengthen it once the other bugs/problems are addressed.
#36300460791 05/29/2008 00:35:54 Re:zomg nerf knives QQ
Pylat wrote:
Zudrag wrote:
And those suggested "fixes" would be simply to reinforce the idea that the Assassin/MKT attacks people with sneak attacks, then slips away from close quarters whenever anyone catches them. They simply shouldn't, in my opinion, be able to spam knife move after knife move with such interlock accuracy as that. Out of interlock, leave that alone, it's fine in my opinion.

Shorter version: If you catch a Spy in interlock, they should try and slink away or be crushed, not litter you with knives.
I agree with you, all I was simply saying was there are other aspects that need to be addressed aswell. And if we nerf the spy tree with the bugs still in effect we may overdo it and need to come back to the tree again and strengthen it once the other bugs/problems are addressed.
And thus the devs play the balancing act, and they get closer and closer to balancing it all out and making it perfect-ish. That is the long, hard road of development, I'm afraid.
#36300460841 05/29/2008 04:49:01 Re:zomg nerf knives QQ
I heard last week that thrown def is broken. Is this true? If it is, sort that and they should miss a bit more but yeah their acc is a bit too high. I need to go into kung fu change some clothes in order to compete with their rolls.
#36300460845 05/29/2008 04:53:38 Re:zomg nerf knives QQ
The_Bruceter wrote:
I heard last week that thrown def is broken. Is this true? If it is, sort that and they should miss a bit more but yeah their acc is a bit too high. I need to go into kung fu change some clothes in order to compete with their rolls.


Thrown Resistance %Bonus is broken

Broken %Bonus Debuffs get a Hotfix, Broken Thrown Resistance %Bonus gets nothing SMILEY
Double standards ^_^  Sooner they get rid of %Bonuses the better, but thats for another thread.

#36300460881 05/29/2008 06:53:01 zomg nerf knives QQ
Zudrag wrote:
So, every now and then I stat for knives out of boredom. Long story short, I think the following things are imbalanced. Please remember, if you either add to, debate against certain points, or go "lol i dunno", keep it constructive and try not to insult people.


1) Knife moves should have a significant interlock penalty, similar to hackers. Throwing knives at point blank range and hitting a good majority of the time always seemed really silly to me.

2) Leg Sweep does more damage than Throat cutting throw. I don't know for sure if this is because the animation is technically longer, and the magic equation that calculates Damage/DPS makes it deal more damage or what. I think for such a low level ability, it does too much damage.

3) Master Shadow. If possible, make it to where a hit on the player instead of them taking damage drains IS and puts them in the combat state. Or, make the timer while master shadow is active to 30 or 15 seconds, and make the reuse timer 180 seconds. I believe Master Shadow is about getting away, not about walking around the people who just tried to kill you and say "lol i pwn u gud" for 180 seconds, only to return half a minute later to repeat.

Things like roll out abilities should, in my opinion, remain with the same bonus to roll out, maybe even given a greater bonus.

Thoughts/suggestions/"I don't know much about PVP/combat in general, but I think..."?
I like these ideas. They're not too extreme, and they're not unrealistic.

Good post.
#36300460923 05/29/2008 09:04:29 Re:zomg nerf knives QQ
Agree totally. Quite rightly the moves out of interlock and entering interlock are quite damaging, but in no way should the IL favour the spy. Get a half decent MKT, and they can damage + root you, break your shield through a number of ways, disguise, punt/suplex and then you're pretty much shafted as they use you as a voodoo doll in IL.

So... I'd be happy with keeping the advantage they have outside of IL, but cutting down the accuracy in IL. And sorting out the resistance bonus would be nice too SMILEY

As for master shadow.... there is nothing more annoying than having people using it to walk around with ease. I agree with the OP that there should be some hit on the player's IS or the MS timer when attacked, thus turning it into an ability to use to get out of a tight situation.
#36300460973 05/29/2008 11:14:27 Re:zomg nerf knives QQ
From a show of hands, how many of the people calling for nerfing the Spy tree use it on a day to day basis?

The only thing that I really think is 'imbalanced' in the tree is the lack of thrown defense passives in other abilities. The Twins seemed adept enough at close quarters combat with knives, so I don't think that we can use the logic that they actually have to throw the knives at point blank range. Stabbing hurts too.

I think that the Master Shadow ability is a bit annoying though, just because it lasts for so long and allows people to stand around and talk about how cool they are, while they have every luggable in game in their possession. You have to consider the implications of nerfing this ability on Vector though - where people load it up to be able to get some R&R.

I don't see where the want to nerf MKT in interlock stems from either. Hackers and MA's dominate MKT's in interlock no contest, especially after the last changes to MKT - unless they're doing something horribly wrong. Gunmen can muster a win, but it's harder...as it should be.

In the end I'm really just sick of seeing the game's classes crippled over and over, and everything watered down. Balance through buffing, not nerfing. Add a couple of Thrown Defense Bonuses to the Script Kiddie side of Hacker and actually make that tree useful instead.


#36300460977 05/29/2008 11:38:38 zomg nerf knives QQ
Zudrag wrote:
So, every now and then I stat for knives out of boredom. Long story short, I think the following things are imbalanced. Please remember, if you either add to, debate against certain points, or go "lol i dunno", keep it constructive and try not to insult people.


1) Knife moves should have a significant interlock penalty, similar to hackers. Throwing knives at point blank range and hitting a good majority of the time always seemed really silly to me.

2) Leg Sweep does more damage than Throat cutting throw. I don't know for sure if this is because the animation is technically longer, and the magic equation that calculates Damage/DPS makes it deal more damage or what. I think for such a low level ability, it does too much damage.

3) Master Shadow. If possible, make it to where a hit on the player instead of them taking damage drains IS and puts them in the combat state. Or, make the timer while master shadow is active to 30 or 15 seconds, and make the reuse timer 180 seconds. I believe Master Shadow is about getting away, not about walking around the people who just tried to kill you and say "lol i pwn u gud" for 180 seconds, only to return half a minute later to repeat.

Things like roll out abilities should, in my opinion, remain with the same bonus to roll out, maybe even given a greater bonus.

Thoughts/suggestions/"I don't know much about PVP/combat in general, but I think..."?


Knives work wonderfully if you know how to use them.

I have to agree with leg sweep thing...if the concept is knives..then make the toys do more damage then some karate move that was incorporated into this knife throwing tree. In my opinion ..we need garrotes. Also, concept  more kniving abilities can replace the leg sweep and roll out abilities.

Master Shadow= awesome screenshots with the various archive prize items, and then diving frankenstein. Other than that it is just a *CENSORED* way out of pvp.

Finally, I wants me a ninja tree!

#36300461066 05/29/2008 14:47:46 zomg nerf knives QQ
Zudrag wrote:
So, every now and then I stat for knives out of boredom. Long story short, I think the following things are imbalanced. Please remember, if you either add to, debate against certain points, or go "lol i dunno", keep it constructive and try not to insult people.


1) Knife moves should have a significant interlock penalty, similar to hackers. Throwing knives at point blank range and hitting a good majority of the time always seemed really silly to me.

2) Leg Sweep does more damage than Throat cutting throw. I don't know for sure if this is because the animation is technically longer, and the magic equation that calculates Damage/DPS makes it deal more damage or what. I think for such a low level ability, it does too much damage.

3) Master Shadow. If possible, make it to where a hit on the player instead of them taking damage drains IS and puts them in the combat state. Or, make the timer while master shadow is active to 30 or 15 seconds, and make the reuse timer 180 seconds. I believe Master Shadow is about getting away, not about walking around the people who just tried to kill you and say "lol i pwn u gud" for 180 seconds, only to return half a minute later to repeat.

Things like roll out abilities should, in my opinion, remain with the same bonus to roll out, maybe even given a greater bonus.

Thoughts/suggestions/"I don't know much about PVP/combat in general, but I think..."?
No just plain No we dont need anymore things nerfed in this game and waste the devs time when they can be doing something better with there time
#36300461090 05/29/2008 16:11:51 Re:zomg nerf knives QQ
I've always been a firm believer that MKT needed to be taken down a notch in terms of accuracy. I still don't believe that the Knife thrower buff should have the same accuracy as the KFGM buff. In any case I think point 1 is an extremely good idea one which I hadn't thought of and would make the whole MKT thing a lot better. Splitting MKT into an Outside of Interlock tree and Master Assassin into an In Interlock tree I think would have huge ramifications and would bring out some more varied playing styles with the spy tree as different combinations of abilities would suit maybe someone who would prefer to get up close and personal or someone who would rather stay free from IL and still use the spy tree.

I think that maybe a low level ability in Master Assassin like Back roll escape or Blinding throw should be switched with Leg sweep, either topsy-turvy or spin throw should be made into an In IL attack as should Reverse Bull Dog with the others leaving as In IL attacks and finally Shifty technique being switched with suplex. Then you'd have from level 17  - 50

  • 3 Sneak attacks to enter IL with high damage bonus's
  • 6 Abilities to attack when in IL
  • 1 Roll-out Technique
Then you'd have MKT just as it is with lower In Interlock accuracy penalties but still with a high accuracy from the MKT buff and the spy style making it a purely out of Interlock class but the ability shifty technique would make it extremely harder to enter IL with it.

As for MS I'm not really capable of suggesting anything since I'm highly biased as I do use it to avoid combat on the odd occasion when I don't feel like fighting.

Anyway I've only just thought the majority of this up in my head in about 10 minutes so there may be some gaping holes in it but Meh I probably needed to get something like this out anyway.
#36300461110 05/29/2008 17:14:27 Re:zomg nerf knives QQ

I think the MKT is fine as it is. Since I've come back it seems to be working as I expected it to work in cr1. Spy are out of interlock combat, once in combat they should get owned like hackers. Unless your all tricked out for interlock combat you should last that long. much less win in interlock. Leg sweep has always done more damage than knives in interlock, possibly because it's a melee attack. It's alot better now than it was in cr1 when it was doing 1300 damage easy.

I've used alot of old moves from the times I was MKT before and the out come would be I would always lose in interlock or I would win with just a sliver of health. I just stay out of interlock now unless it's for sneak attack purposes.

I do think staggering through should have it's 100% stagger ability back though not that weakened 50% chance. This one is usually most effective against hackers as I really don't like to stagger throw them then they can turn around and use a nuke on me.

The MS time should be switched as Zudrag said. What point is there to be in shadow mode for 180 secs unless your running through the Creston dungeon. It should be 30 secs with 180 reuse time so ppl quit abusing it, if you don't wanna fight the quit flagging.

Some of the sneak attack moves need to be revamped, mostly for damage. The damage goes by level, so I use spin throw on someone I expect it to do atleast 800 not 300 damage. Reverse Bulldog's IS use needs to be lowered, 60 IS just to stun someone isn't worth it. The 70 IS on canny stike I agree with since it's a roll out move and the DPS seems to work like it should. Bulldog's attack damage needs to be raised, I think smashing someones face in the ground should be right up there with kicking them in the nuts.

 IMO MKT is beat most of the time in interlock now, as Marias stated if your losing to an MKT interlock your doing something wrong. That is unless that person geared up for interlock, then I guess your screwed.

#36300461115 05/29/2008 17:25:02 zomg nerf knives QQ
I remember pulling off at least...3-4 attacks as a level 30-40 on level 50s. Suplex, knife, legsweep, knife. or something like that....even on MAs, its weird....but I did it multiple times, just messing around, in normal clothes. I mean I can understand if the target (not all were MAs) didn't have any defense or anything, but still, why should I land 4-5 moves in a row at a low level back then (1 month ago).

I'm all for removing power to the interlock part, unless its an escape move, then maybe kick those up a notch.  In and out of interlock, like an assassin or ninja.  Thats the way I see it.

And going back to MS, I rarely see people "abuse it" in the sense of coming in and doing some dmg, run/apply, and waiting it out on Recursion.  Yes, there was some sort of phase people went through, but I don't see that anymore.  I still however use it if I need to cross into a PvP zone or the like, or avoid PvP....and not to dance naked or anything, taunting.  Sometimes I'm just to lazy to stop by a pacification zone ya know?
#36300461412 05/30/2008 15:35:46 Re:zomg nerf knives QQ
Grace of Darkness wrote:

I think the MKT is fine as it is. Since I've come back it seems to be working as I expected it to work in cr1. Spy are out of interlock combat, once in combat they should get owned like hackers(but they dont, which is the problem since spy acc is as high as sniper with acc buff running constantly but without the IS drain). Unless your all tricked out for interlock combat you should last that long. much less win in interlock. Leg sweep has always done more damage than knives in interlock, possibly because it's a melee attack(not melee dps and not a melee attack). It's alot better now than it was in cr1 when it was doing 1300 damage easy.

I've used alot of old moves from the times I was MKT before and the out come would be I would always lose in interlock or I would win with just a sliver of health. I just stay out of interlock now unless it's for sneak attack purposes.

I do think staggering through should have it's 100% stagger ability back though not that weakened 50% chance. This one is usually most effective against hackers as I really don't like to stagger throw them then they can turn around and use a nuke on me.(considering staggering throw takes 4 seconds to pull off including the sneak ability and the high dmg those 2 things can't be compared)

The MS time should be switched as Zudrag said. What point is there to be in shadow mode for 180 secs unless your running through the Creston dungeon. It should be 30 secs with 180 reuse time so ppl quit abusing it, if you don't wanna fight the quit flagging.

Some of the sneak attack moves need to be revamped, mostly for damage. The damage goes by level, so I use spin throw on someone I expect it to do atleast 800 not 300 damage. Reverse Bulldog's IS use needs to be lowered, 60 IS just to stun someone isn't worth it.(wrist throws requires more IS and only has a CHANCE to stun...) The 70 IS on canny stike I agree with since it's a roll out move and the DPS seems to work like it should. Bulldog's attack damage needs to be raised, I think smashing someones face in the ground should be right up there with kicking them in the nuts.

 IMO MKT is beat most of the time in interlock now, as Marias stated if your losing to an MKT interlock your doing something wrong. That is unless that person geared up for interlock, then I guess your screwed.


#36300461423 05/30/2008 16:20:40 Re:zomg nerf knives QQ
The Leo wrote:
Grace of Darkness wrote:

I think the MKT is fine as it is. Since I've come back it seems to be working as I expected it to work in cr1. Spy are out of interlock combat, once in combat they should get owned like hackers(but they dont, which is the problem since spy acc is as high as sniper with acc buff running constantly but without the IS drain). Unless your all tricked out for interlock combat you should last that long. much less win in interlock. Leg sweep has always done more damage than knives in interlock, possibly because it's a melee attack(not melee dps and not a melee attack). It's alot better now than it was in cr1 when it was doing 1300 damage easy.

I've used alot of old moves from the times I was MKT before and the out come would be I would always lose in interlock or I would win with just a sliver of health. I just stay out of interlock now unless it's for sneak attack purposes.

I do think staggering through should have it's 100% stagger ability back though not that weakened 50% chance. This one is usually most effective against hackers as I really don't like to stagger throw them then they can turn around and use a nuke on me.(considering staggering throw takes 4 seconds to pull off including the sneak ability and the high dmg those 2 things can't be compared)

The MS time should be switched as Zudrag said. What point is there to be in shadow mode for 180 secs unless your running through the Creston dungeon. It should be 30 secs with 180 reuse time so ppl quit abusing it, if you don't wanna fight the quit flagging.

Some of the sneak attack moves need to be revamped, mostly for damage. The damage goes by level, so I use spin throw on someone I expect it to do atleast 800 not 300 damage. Reverse Bulldog's IS use needs to be lowered, 60 IS just to stun someone isn't worth it.(wrist throws requires more IS and only has a CHANCE to stun...) The 70 IS on canny stike I agree with since it's a roll out move and the DPS seems to work like it should. Bulldog's attack damage needs to be raised, I think smashing someones face in the ground should be right up there with kicking them in the nuts.

 IMO MKT is beat most of the time in interlock now, as Marias stated if your losing to an MKT interlock your doing something wrong. That is unless that person geared up for interlock, then I guess your screwed.



(but they dont, which is the problem since spy acc is as high as sniper with acc buff running constantly but without the IS drain)

That is because that person is geared up for interlock (acc and IS clothing)

(considering staggering throw takes 4 seconds to pull off including the sneak ability and the high dmg those 2 things can't be compared)

I'm was not comparing the damage, I was stating the properties of the move. If it's only a chance to stagger then why call it staggering throw any more. It was alot more useful when it actually staggered your opponent everytime.

(wrist throws requires more IS and only has a CHANCE to stun...)

What does that have to do with the spy tree?

#36300461446 05/30/2008 17:50:02 Re:zomg nerf knives QQ
So what you're saying is not to decrease the innate accuracy of MKT's in IL and thus stopping it from being the dominating tree, (imo knives did not feature heavily in the films and I'm fine with people using it, but recently it's looked like MKT Online at Mara and LE's with a smattering of Hackers and Gunners) and giving it even more advantage against others? Disarming shot doesn't disarm, yet it's still called it...

It's part of the spy tree, a tree that imo should be a quick damage dealing tree with the biggest damage meaning having to get into IL, when in IL they should be more vulnerable since. I see almost no MKT's use one of their numerous rollout abilities that are granted to the spy tree because they are so tough in IL that they don't need them.
#36300461456 05/30/2008 18:56:11 Re:zomg nerf knives QQ
Grace of Darkness wrote:
The Leo wrote:
Grace of Darkness wrote:

I think the MKT is fine as it is. Since I've come back it seems to be working as I expected it to work in cr1. Spy are out of interlock combat, once in combat they should get owned like hackers(but they dont, which is the problem since spy acc is as high as sniper with acc buff running constantly but without the IS drain). Unless your all tricked out for interlock combat you should last that long. much less win in interlock. Leg sweep has always done more damage than knives in interlock, possibly because it's a melee attack(not melee dps and not a melee attack). It's alot better now than it was in cr1 when it was doing 1300 damage easy.

I've used alot of old moves from the times I was MKT before and the out come would be I would always lose in interlock or I would win with just a sliver of health. I just stay out of interlock now unless it's for sneak attack purposes.

I do think staggering through should have it's 100% stagger ability back though not that weakened 50% chance. This one is usually most effective against hackers as I really don't like to stagger throw them then they can turn around and use a nuke on me.(considering staggering throw takes 4 seconds to pull off including the sneak ability and the high dmg those 2 things can't be compared)

The MS time should be switched as Zudrag said. What point is there to be in shadow mode for 180 secs unless your running through the Creston dungeon. It should be 30 secs with 180 reuse time so ppl quit abusing it, if you don't wanna fight the quit flagging.

Some of the sneak attack moves need to be revamped, mostly for damage. The damage goes by level, so I use spin throw on someone I expect it to do atleast 800 not 300 damage. Reverse Bulldog's IS use needs to be lowered, 60 IS just to stun someone isn't worth it.(wrist throws requires more IS and only has a CHANCE to stun...) The 70 IS on canny stike I agree with since it's a roll out move and the DPS seems to work like it should. Bulldog's attack damage needs to be raised, I think smashing someones face in the ground should be right up there with kicking them in the nuts.

 IMO MKT is beat most of the time in interlock now, as Marias stated if your losing to an MKT interlock your doing something wrong. That is unless that person geared up for interlock, then I guess your screwed.



(but they dont, which is the problem since spy acc is as high as sniper with acc buff running constantly but without the IS drain)

That is because that person is geared up for interlock (acc and IS clothing)

(considering staggering throw takes 4 seconds to pull off including the sneak ability and the high dmg those 2 things can't be compared)

I'm was not comparing the damage, I was stating the properties of the move. If it's only a chance to stagger then why call it staggering throw any more. It was alot more useful when it actually staggered your opponent everytime.

(wrist throws requires more IS and only has a CHANCE to stun...)

What does that have to do with the spy tree?

Well you want an ability that deals massive dmg as sneak attack and stuns. That would be kinda unbalanced to other abilities at similar level.


#36300461460 05/30/2008 19:24:11 Re:zomg nerf knives QQ
Marias wrote:
From a show of hands, how many of the people calling for nerfing the Spy tree use it on a day to day basis?
I am, currently levelling an alt using Knife Thrower. The tree is pure win with a side dish of awesome. Can solo the 10 Taskmaster without pills or boosters and without having to sit down.




#36300461463 05/30/2008 19:31:56 Re:zomg nerf knives QQ
Grace of Darkness wrote:
(but they dont, which is the problem since spy acc is as high as sniper with acc buff running constantly but without the IS drain)

That is because that person is geared up for interlock (acc and IS clothing)


Regardless, spy acc is still dominantly higher than any other tree in the game, with a broad range of high accuracy and low IS attacks. For that statement to hold true then practically EVERY other person who PvP's wouldn't have IS and acc clothes on, yet people wear those clothes and get rolled by an MKT. The title buff grants +18 points of accuracy, the next highest is knife thrower at +15, then Sniper at +10. Then there's a smattering of title buffs at +9. Tell me why MKT's title buff should be TWICE as accurate as any other tree in the game. And it's not cause the spy style is inaccurate.

Grace of Darkness wrote:

(considering staggering throw takes 4 seconds to pull off including the sneak ability and the high dmg those 2 things can't be compared)

I'm was not comparing the damage, I was stating the properties of the move. If it's only a chance to stagger then why call it staggering throw any more. It was alot more useful when it actually staggered your opponent everytime.

Like Vinia said disarming shot doesn't disarm but it's still called that. The attack already deals huge amounts of damage with a 50% chance to stagger, how could you possibly ask for it to be made more powerful when it's current strength is already questionably high?

Grace of Darkness wrote:

(wrist throws requires more IS and only has a CHANCE to stun...)

What does that have to do with the spy tree?

You complained Reverse Bulldog costs too much IS for the effects it has, yet there are abilities in other trees that cost more IS, deal less damage and have a weaker secondary effect. It's called establishing a precedent (The Wrist Throw attack) then using that to rebut someone else's statement (That Reverse Bulldog should be more powerful).
#36300461476 05/30/2008 20:14:01 Re:zomg nerf knives QQ
Pylat wrote:
Marias wrote:
From a show of hands, how many of the people calling for nerfing the Spy tree use it on a day to day basis?
I am, currently levelling an alt using Knife Thrower. The tree is pure win with a side dish of awesome. Can solo the 10 Taskmaster without pills or boosters and without having to sit down.




WTB new AI? NPC's don't count, plain and simple. Any class can pretty much solo the taskmaster half AFK. Person to person though, I've never had trouble with any MKT in MA, Hacker, or Proxies. It's a 50/50 deal when I'm using MKT, and of course - as a Gunner I have more difficulty.  The damage potential in interlock with MA compared to MKT is so astounding that any MKT would need 3-4x more attacks to land to beat down any MA in interlock. This happens very rarely.

Out of interlock, Serene Calm is almost guaranteed miss for MKT's. Desperation+Serene Calm in interlock is a non negotiable Death Sentence.

 MKT has no Viral Defense and has to be about 5 meters closer than a Hacker for its abilities to hit, so Root/Powerless makes you set out of interlock. Even with the accuracy penalties in interlock, Hacker wins hands down with Dots.

Rifles have the range and freefire damage advantage, so one root while a Rifleman puts on every damage buff that he has ends up with a 3-4 shot kill out of interlock. The only problem there is Ballistic Defense and it's supposed to be that way.


Edit: Also, Wrist Throw isn't anything to compare another ability with, because the move is pretty much useless. It should be changed as well - and not have its inefficiency forced upon other trees. Again: Balance through buffing, not nerfing.
#36300461513 05/30/2008 22:44:46 Re:zomg nerf knives QQ

What I've been noticing recently is you can basically pop Find Weakness, Staggering Throw someone from sneak for about 1,200 damage and say they get staggered. Then you throw a throat cutting throw and they're powerless'd. Then you chuck a few knives or maybe a Neuro to slow'em down and then pop their shield in the process. Run away, disguise, Diving Frankensteiner or go into sneak if your shield is down to surprise them and ta-da, 1,800-2,100 damage easy and they're dead or at a sliver.

Honestly, I think stealth moves should stay the same and the escape abilities as well, even maybe a buff to their interlock accuracy, but make interlock accuracy of knives to that of most Hacker abilities. Also I think someone mentioned that knives should be as they should in interlock because of the Twins, but as we know comparing the movie and the game is beyond pointless.

I don't understand why a "stealth" tree with the most break interlock moves in the game has to dominate interlock so regularly. It should be more of, "stealth move, then break and run"

#36300461837 05/31/2008 19:55:01 Re:zomg nerf knives QQ

I never said to raise reverse bulldogs damage, I just suggested lowering the IS. Yes I realize that wrist throw is in the same boat.

Also Disarming shot doesn't disarm anymore because ppl complained in cr1 that they couldn't use they're guns are were usless for one round. Same reason why using grab tactics with MA on gunmen doesn't disarm them anymore. Disarming shot is not to disarm every tree, it's original pupose was to disarm another gunman, hence why it now lowers ballistic accuracy. This is also why I complained about the staggering throw name, I say call it something else since it only has a chance to stagger.

From what I've seen since I've comeback no MKT has survived interlock without help or getting lucky. If there fighting another mkt that's fair game. When I see them against any other tree they get owned constantly in interlock, unless they pulled off a sneak attack to get into interlock.

#36300461893 05/31/2008 22:32:15 Re:zomg nerf knives QQ
I personally think we can get rid of the ability spam easily by either removing macros entirely or limiting their use to outside combat.  Those would kill many of the ability spams / chains in the game and force people to think again in combat, and also give the other person a chance to fight back without having to worry about knife spam and hacker spam both in and out of IL.
#36300462222 06/01/2008 12:32:09 Re:zomg nerf knives QQ
Trayden wrote:
I personally think we can get rid of the ability spam easily by either removing macros entirely or limiting their use to outside combat.  Those would kill many of the ability spams / chains in the game and force people to think again in combat, and also give the other person a chance to fight back without having to worry about knife spam and hacker spam both in and out of IL.

How would that be balanced? Your saying it's okay for MA and GM to spam link abilities but not hacker and MKT.
#36300462234 06/01/2008 12:46:44 Re:zomg nerf knives QQ
Not sure about you two, but I don't Macro my attacks in IL with hacker or spy.
#36300462237 06/01/2008 12:48:16 Re:zomg nerf knives QQ
Pylat wrote:
Not sure about you two, but I don't Macro my attacks in IL with hacker or spy.

I only macro my attacks as hacker when it takes 5-8 minutes to kill a Decelerator/Accelerator/Runtime.
#36300462263 06/01/2008 13:24:33 Re:zomg nerf knives QQ
Grace of Darkness wrote:
Trayden wrote:
I personally think we can get rid of the ability spam easily by either removing macros entirely or limiting their use to outside combat.  Those would kill many of the ability spams / chains in the game and force people to think again in combat, and also give the other person a chance to fight back without having to worry about knife spam and hacker spam both in and out of IL.

How would that be balanced? Your saying it's okay for MA and GM to spam link abilities but not hacker and MKT.
Because Gunmen and MAs especially are interlock-oriented, depending on your Gunman load.

An MA can do next to nothing unless they're in interlock with someone. Spies are as deadly outside of interlock as they are inside of interlock. That's why they should have a bit more of a penalty in interlock, to reduce their overall domination.

On a note not related to spies, I think also that Upgrade attacks should be unusable in interlock, to prevent hackers from dominating interlock (despite it only being for a short amount of time, it's still a huge pain for any interlock-oriented class to go through those first few rounds and be reduced to either a sliver or be killed by a Hacker that uses upgrade attacks.)
#36300462265 06/01/2008 13:39:09 Re:zomg nerf knives QQ

MKT FTW!!!

THE ULTIMATE FARM/PVP/MISSION LOAD!!!

#36300462279 06/01/2008 14:32:34 Re:zomg nerf knives QQ
Zudrag wrote:


On a note not related to spies, I think also that Upgrade attacks should be unusable in interlock, to prevent hackers from dominating interlock (despite it only being for a short amount of time, it's still a huge pain for any interlock-oriented class to go through those first few rounds and be reduced to either a sliver or be killed by a Hacker that uses upgrade attacks.)
Upgrade attacks merely removes the IL penalty and adds 5+10 pts acc to the anyway low hacker acc for a few seconds. With it hackers can miss just as much as MA vs MA or gunman vs gunman. If they domminate in those few seconds then maybe itäs because they should have a slight chance of damaging the enemy before dying??
#36300462280 06/01/2008 14:33:17 Re:zomg nerf knives QQ
The Leo wrote:
Zudrag wrote:


On a note not related to spies, I think also that Upgrade attacks should be unusable in interlock, to prevent hackers from dominating interlock (despite it only being for a short amount of time, it's still a huge pain for any interlock-oriented class to go through those first few rounds and be reduced to either a sliver or be killed by a Hacker that uses upgrade attacks.)
Upgrade attacks merely removes the IL penalty and adds 5+10 pts acc to the anyway low hacker acc for a few seconds. With it hackers can miss just as much as MA vs MA or gunman vs gunman. If they domminate in those few seconds then maybe itäs because they should have a slight chance of damaging the enemy before dying??

It adds about 100 points of accuracy for a level 50, actually.
#36300462387 06/01/2008 21:52:04 Re:zomg nerf knives QQ
Marias wrote:
Out of interlock, Serene Calm is almost guaranteed miss for MKT's. Desperation+Serene Calm in interlock is a non negotiable Death Sentence.
So you propose that EVERY time an MA fights an MKT they have to pop serene calm? That's 50 IS down right there, quite a price to pay just to level the playing field.

But even with it active you have a total base thrown defense of 58 (Aikido) + 47 (Hyper Sense) + 25 (Serene Calm) = 130.

Now assume you have Trolls Hide (3%), Quicksilver Gloves (6%) and the +2% defense Rocawear. Total Defense = 130 x 1.11 = 144.

You still need another 16 points of defense from attributes. So that's 6 points you need to put into Reason (130 x 1.23 = 159). All of this, simply so your defense is merely parable to the accuracy of an MKT, which only lasts for a little over half a minute. I think that's a good indicator that the tree needs work.

As for desperation in IL, an MKT can use Desperation aswell, and then go back to dominating you, so we're back to square one.

Marias wrote:
MKT has no Viral Defense and has to be about 5 meters closer than a Hacker for its abilities to hit, so Root/Powerless makes you set out of interlock. Even with the accuracy penalties in interlock, Hacker wins hands down with Dots.
Actually, most knives have a range of 16m. Most hacks have a range of 16m or less. There are a few with a range of 20m (Code Freeze 1.0 and 2.0, Logic Barrage and Blast, all the awesome debuffs place you within range of the MKT). But if you are seriously proposing that roots that break on damage and some single target damage attacks are all you need to kill an MKT from out of their range you must have been fighting a catatonic MKT. As for the DOT's in IL. MKT has an accuracy of around 160. Hacker has an accuracy of around 130-145 (depending on loadout). Hacker attacks take a penalty to damage in IL that can be as high as -70 to acc. Even the lower level DOT's take over -20 to acc after modifiers. So tell me, with an acc of 168 (After CT modifiers) what aspect of the combat system decides that MKT's will consistently lose rolls to someone with an acc between 125 and 60 (The two extremes of acc)?

Marias wrote:
Rifles have the range and freefire damage advantage, so one root while a Rifleman puts on every damage buff that he has ends up with a 3-4 shot kill out of interlock. The only problem there is Ballistic Defense and it's supposed to be that way.
Unless the MKT hits the rifleman with a root aswell or uses block tactics to dodge most of the attacks. With hacker stats and some smart loadout choices and resistance I was dodging everything ER's could throw at me, it's even easier as an MKT, where you can push your ballistic defense bonus to +74% without breaking a sweat.

I'm asking for balance throw buffs. Fix the bugs that affect MKT, add thrown defense, more debuffs in hacker that are effective vs Spy is what I want. Right now there's basically no way to put an MKT on the back foot and have them at a disadvantage, that needs to change.
#36300462395 06/01/2008 23:05:46 Re:zomg nerf knives QQ
Pylat wrote:
Marias wrote:
Out of interlock, Serene Calm is almost guaranteed miss for MKT's. Desperation+Serene Calm in interlock is a non negotiable Death Sentence.
So you propose that EVERY time an MA fights an MKT they have to pop serene calm? That's 50 IS down right there, quite a price to pay just to level the playing field.

But even with it active you have a total base thrown defense of 58 (Aikido) + 47 (Hyper Sense) + 25 (Serene Calm) = 130.

Now assume you have Trolls Hide (3%), Quicksilver Gloves (6%) and the +2% defense Rocawear. Total Defense = 130 x 1.11 = 144.

You still need another 16 points of defense from attributes. So that's 6 points you need to put into Reason (130 x 1.23 = 159). All of this, simply so your defense is merely parable to the accuracy of an MKT, which only lasts for a little over half a minute. I think that's a good indicator that the tree needs work.

As for desperation in IL, an MKT can use Desperation aswell, and then go back to dominating you, so we're back to square one.

Marias wrote:
MKT has no Viral Defense and has to be about 5 meters closer than a Hacker for its abilities to hit, so Root/Powerless makes you set out of interlock. Even with the accuracy penalties in interlock, Hacker wins hands down with Dots.
Actually, most knives have a range of 16m. Most hacks have a range of 16m or less. There are a few with a range of 20m (Code Freeze 1.0 and 2.0, Logic Barrage and Blast, all the awesome debuffs place you within range of the MKT). But if you are seriously proposing that roots that break on damage and some single target damage attacks are all you need to kill an MKT from out of their range you must have been fighting a catatonic MKT. As for the DOT's in IL. MKT has an accuracy of around 160. Hacker has an accuracy of around 130-145 (depending on loadout). Hacker attacks take a penalty to damage in IL that can be as high as -70 to acc. Even the lower level DOT's take over -20 to acc after modifiers. So tell me, with an acc of 168 (After CT modifiers) what aspect of the combat system decides that MKT's will consistently lose rolls to someone with an acc between 125 and 60 (The two extremes of acc)?

Marias wrote:
Rifles have the range and freefire damage advantage, so one root while a Rifleman puts on every damage buff that he has ends up with a 3-4 shot kill out of interlock. The only problem there is Ballistic Defense and it's supposed to be that way.
Unless the MKT hits the rifleman with a root aswell or uses block tactics to dodge most of the attacks. With hacker stats and some smart loadout choices and resistance I was dodging everything ER's could throw at me, it's even easier as an MKT, where you can push your ballistic defense bonus to +74% without breaking a sweat.

I'm asking for balance throw buffs. Fix the bugs that affect MKT, add thrown defense, more debuffs in hacker that are effective vs Spy is what I want. Right now there's basically no way to put an MKT on the back foot and have them at a disadvantage, that needs to change.
    First off, MA isn't supposed to have an over abundance of Thrown Defense. Hacker is, hence why I would be in favor of adding Thrown Defense passives in the Hacker tree. Regardless of this, 80% of MA's will crush MKT's in interlock, no contest - just because of the damage difference. You say that MKT's can go *CENSORED* for tat with MA's in interlock, but this just isn't my experience. I don't think I'm alone there either. Also, the math in CR2 is almost entirely theoretical simply because we don't see the rolls in action. I've done the math and it still doesn't change the fact that any class can dominate any other class. The numbers lie, and we still don't even really know how Desperation calculates bonus accuracy.

While some Hacker abilities place you in range of knives, Hackers also have the advantage of being able to root from a longer range and have whatever status effect that they need at the drop of a hat. Root, Vector, LC. That's half of the MKT's health gone. I can recall very few times that I've been in interlock with a Hacker/DOT specialist and I've beaten him hit for hit. More often than not, the case will be that a Hacker throws down a Stun, and then comes Upgrade Attacks/DOT *CENSORED*.

The last scenario with Rifleman was a stretch, and I don't expect any run of the mill fresh 50 to be able to pull it off without practice. It's just an example that shows that beating an MKT isn't really all that difficult with a bit of luck, even you're supposed to lose by design. I've even been beaten by above average Duelists as a MKT who've stacked up on Resistance and tanked me.

I hear a lot of complaining about Spy, but it's honestly one of the classes that I worry about the least in PvP. I'd be more than happy to demonstrate in game a variety of ways in which any other class can beat a MKT.


#36300462397 06/01/2008 23:08:14 Re:zomg nerf knives QQ
Zudrag wrote:
The Leo wrote:
Zudrag wrote:


On a note not related to spies, I think also that Upgrade attacks should be unusable in interlock, to prevent hackers from dominating interlock (despite it only being for a short amount of time, it's still a huge pain for any interlock-oriented class to go through those first few rounds and be reduced to either a sliver or be killed by a Hacker that uses upgrade attacks.)
Upgrade attacks merely removes the IL penalty and adds 5+10 pts acc to the anyway low hacker acc for a few seconds. With it hackers can miss just as much as MA vs MA or gunman vs gunman. If they domminate in those few seconds then maybe itäs because they should have a slight chance of damaging the enemy before dying??

It adds about 100 points of accuracy for a level 50, actually.
how about a buff to CT then since every other class has one
#36300462429 06/02/2008 01:55:32 Re:zomg nerf knives QQ
Speaking from experience, it takes a pretty good MKT to beat a decent MA or Hacker in interlock. 
It's the Spy's ability to operate from IL or OOL and control the flow of a fight that really sets the class apart.  My suggestion above would give the MKT a proper weakness and hopefully balance the situation better than it is now.