Astrichthyes wrote:SL100-120; I want to make it SL 100/110 cap, but i'd like to hear some opinions on this.
Astrichthyes wrote:A torch and/or lantern must be active on both fighters at all times unless both agree to fight in the dark. I chose the Abyss for the sheer volume of unobstructed fighting space and high contrast to make spells, buffed weapons, molotovs, and torches stand out.
Astrichthyes wrote:Lead elixir is banned.
Astrichthyes wrote:Firearms are not to be spammed or used exessively.
Astrichthyes wrote:Blood vials are not to be used excessively unless it is to make bullets. We don't want 20 vial fights. Try to keep it under 5 for healing purposes.
Astrichthyes wrote:No Clawmarks runes.
Tsmp wrote:In regards to lanterns and stamina regen penalties, that got patched out ages ago. It won't be a problem for this FC.
In regards to oath rune mechanics, if the host is a vileblood and the summonees are executioners, then ALL summoned executioners will spawn as purple. Purples cannot attack purples, which would be a major problem. The executioner bonus to healing vials is so insignificant that I hardly think it'd matter, just a meager 1%.
If you want everyone to have the exact same oath rune bonus and still be able to fight each other, well... if you don't mind unsummoning and resummoning people until the stars align correctly, you could have everybody (host included) equip the hunter of hunters rune. As far as I can tell, the Hunter rune only has a chance of going hostile against a host instead of being guaranteed like vileblood/executioner. I think it's somewhere around 30% though, so it'll take some patience and trial/error. It'd be a good way to gather data on how the fuck the thing works, though.
Again, much easier to just divide people into vileblood/executioner and ignore the 1% bonus to vial healing.
Astrichthyes wrote:-Lead Elixir is banned. Weapons like 2h Chikage do not stun against it and are too powerful with it in use.
-Blue Elixir is banned.
Astrichthyes wrote:-Firearms are not to be spammed or used exessively.
Astrichthyes wrote:-Blood vials are not to be used excessively unless it is to make bullets. We don't want 20 vial fights. Try to keep it under 5 for healing purposes.
Astrichthyes wrote:-No Clawmarks runes. OHKO viscerals are not cool.
Astrichthyes wrote:Lead elixir is banned because it gives weapons like chikage a huge advantage while other weapons get a severe disadvantage. There's no reason a Logwheel 2h r2 should bounce off of a LE user, but a Chikage 2h r1 doesn't. It's not at all intuitive. I would be absolutely fine with the item if it only created hyperarmor against gunshots and spells, but the recoil thing really doesn't work because you may have some crazy damage values from artificially created counterhits.
Astrichthyes wrote:I'm against banning all gems because, as i said, it limits arcane builds to a very small selection of weapons when they are designed to use just about anything with a slight cost in damage potential. I wouldn't mind 1-2 gems because that would be fair, but it'd be impossible to enforce. As it is, it may be asking a lot to have a regular following for this FC when most of the game is stagnant.
Astrichthyes wrote:No healing means super short fights. Unlike the previous games, healing can be stopped and punished if you anticipate it with a well-timed gunshot. I think 3-5 is fair overall because it's not going to drag the battle out for too long, but should give them a bit more longevity to help make up for the time it can take to summon everyone.
Astrichthyes wrote:Gunspam is hard to regulate. I'm simply discouraging it because no one likes fighting someone who shoots as much as they dodge and rarely attacks for fear of getting hit with a visceral.
I don't think the Clawmarks runes are fair to bring along because the sacrifice is easy to overcome. I've seen battles and participated in battles where one player is losing terribly and healing, but one lucky gunshot resulted in a OHKO against the winning player.
Astrichthyes wrote:In order to make gems fair, you'd have to limit it to 1 gem minimum, 2 max. No gems is a poor format to follow because it essentially limits arcane to Toni and LW. I totally agree that some gem setups can be extremely OP. Blunt LHB/Kirk will almost OHKO on a dh r1 and that's some pretty damnable stuff. I can test single gem and double gem formats to see how they perform and report back with my results. All i need is some test subjects and a couple hours to play around with it. As for healing, 3 isn't terrible. It was actually worse in DeS because the grass was faster to use, harder to punish, and fully healed you instead of the ~40% you get in BB. If gems are reduced to 1, then it may be a good route to take in allowing just 1 vial.
Astrichthyes wrote:Excessive firearm use is using gunshots as much as regular attacks. I've seen it where it's once or twice after every dodge until they get a visceral, which often results in a KO, especially if it's a Tinge build chipping at you constantly. It's not a skill so much as mashing. I'd like to see this down to a minimum because it will make players bitter and cause them to argue and quit.
Astrichthyes wrote:No limit on this would simply cause it to devolve into gunspam and conflict.
Tsmp wrote:In regards to lanterns and stamina regen penalties, that got patched out ages ago.
Magicisoverrated wrote:Bloodborne PvP has plenty of active and open fight clubs already, i don't see the point in setting up our own super exclusive fight club, you just kind of have to be water in this game, if someone's idea of fair play is different you have to roll with it, making our own fight club will last for a bit but i really don't see the point.
Astrichthyes wrote:It looks like 1 gem will be the way to go. We would have to adjust healing to 1 or 3 vials and find the balance point.
I don't think 10 shots is a lot for a 2-3 minute fight. I'm used to seeing 20-25 in 60-90 seconds with no real attacks in between because they're fishing for a visceral like a DkS backstab
No guidelines would defeat the point of a fight club, in which case hizz becomes the better place to play
Magicisoverrated wrote:Astrichthyes wrote:No guidelines would defeat the point of a fight club, in which case hizz becomes the better place to play
Agreed, people who want to fight without guidelines aren't participating in dueling. I mean i watched Dragon Ball Z growing up i understand the whole i want to be the most powerful in the universe thing but it really doesn't do anything to promote healthy dueling societies or player skill advancement.
Jumilaattori wrote:As an example:
I´d prefer JP rules in dks2. I prefer Jp rules in dks2.
-No pre buffs pre salute
-All goes after salute(up to 1´s "honour" what to use
I go with opponent double buffs and I wait and watch, we fight, gg. Sometimes I buff once, sometimes I fire great bow. Sometimes all jump me, sometimes its gg.
What I prefer I don´ t enforce and in my exp the more the merrier = most versatility and best fights vs solid fighters and most importantly all have a merry time + all can join without negativity.
But it was just a suggestion, you can make more guidelines to having fun if it pleases.
Jumilaattori wrote:Hey dude an example of dks2:
Opponent has +2 rings/lvl advantage, +2 buffs, +poise,hp,def +setup
An example of des:
Opponents has +regen +setup +buff
and so on..
Using what you like and beating the odds is souls.It´s never fair and it ever was.
As I said it was just a suggestion and if you guys think that a long list of rules is required then go for it.
Jumilaattori wrote:Dks2 is everything goes, gg. Nothing is frowned upon. Its up to you how you play, which was my point and just a suggestion.
Jumilaattori wrote:Imo its either gems and healing. No gems no healing.
For competitive play.Jumilaattori wrote:As I said it was just a suggestion and if you guys think that a long list of rules is required then go for it.
Jumilaattori wrote:I see, like a tournament I admit no clue about tournaments.
No thx.Astrichthyes wrote:-A torch and/or lantern must be active on both fighters at all times unless both agree to fight in the dark. I chose the Abyss for the sheer volume of unobstructed fighting space and high contrast to make spells, buffed weapons, molotovs, and torches stand out.
Astrichthyes wrote:-SL100-120; I want to make it SL 100/110 cap, but i'd like to hear some opinions on this.
Magicisoverrated wrote:Astrichthyes wrote:-SL100-120; I want to make it SL 100/110 cap, but i'd like to hear some opinions on this.
120 is a more balanced meta than 100 is due to how bloodtinge works. But i was curious about how summoning works now?
If the host is lower level than a phantom he is summoning, say 20 levels lower, would the 120 phantoms stats be brought in line with a slvl 100? if it works properly then level cap may not even be needed. I have barely played since last patch so i'm not sure how it works.
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