Jumi, there are holes in your argument that i'd like to address, so I'll explain the rules and reasoning behind them:
1) limited heals, like Dido said, makes fights a little longer and more interesting without detracting from them. They don't drag on because the player with the hp advantage does tend to set the pace for the fight. It's about 1-3 minutes per fight, depending on how evenly matched the players are and how much damage they trade.
2) Clawmarks: the highest damage i've seen in the club is 600 on a dh charged Kirkhammer 2h r2 with a 27.2% tempering gem. The second highest damage i've seen in the club is a 50SKL reiter riposte, which did about 600 damage to my full Cainhurst-armor-clad SL 100. If you add in Clawmarks, you multiply the AR of your visceral by that percentage and they stack multiplicatively. That means the damage amplifies drastically while mitigation from natural def cannot keep up. What this equates to, after doing the math, is a visceral over 1050 damage from the very same reiter, not including the damage from the gunshot, which would be an extra 100-200ish damage on top of that 1050+. I see no evidence or valid argument for promoting this "style" of play since it could very well be a single gunshot to end the fight. Not only that, but since phantom hp is less than host hp, allowing this "strategy" would technically give the host a huge advantage since they already heal more hp per vial and have a much higher OHKO threshold. I have always said this and will continue to say this: in a game with healing, the player that can OHKO will usually win. Though, of course, this may still be the case in a game without healing as well.
3) no damage gem on guns brings their damage somewhat into line with everything else. 50B Evelyn is still going to hit about 200 without a gem, which easily rivals the damage per hit from most mid-sized weapons with a single gem and is still obscenely OP compared to the rest of the meta. Add on a bloodtinge gem and it will probably hit another 50-100 damage per shot, not including dh bonuses. Add ash with no gem and your damage will be about 400-450. Combine ash and a gem and evelyn goes up to 600+ damage. Now, considering the fact that a Kirk charged r2 deals the same amount as the ash+gem+evelyn setup when the Kirk gets a dh bonus and the evelyn isn't even accounting for that, that's just insanity. And it isn't even accounting for the possible visceral you can get! Not only that, but allowing ash allows for guaranteed OHKO's from the cannon on dh's, which is just plain stupidity. I don't believe there's any further explanation i can give you. You shouldn't logically expect to trade gunshots with the cannon, even if you do have an overpowered pea-shooter like the evelyn. Bans on ash and a damage gem for guns fix the inconsistency that is created when you have a gemmed-ashed evelyn trading and winning against a no-ash cannon. Lastly, the rules against ash and damage gems on guns actually adds competitive variety rather than detract from it because bloodtinge is no longer a dominating powerhouse.
4) The cannon is incredibly powerful for the meta created in this environment, but if you have it out, you're going to have players dance around you, watch your every move with utmost scrutiny, and slap you on the back with their weapon rather than try to attack your front and potentially die in one shot after taking a little bit of damage. You'll miss more often than you'll hit with the thing, you'll burn through a considerable amount of ammunition with each shot, and you'll be taking a substantial stamina regen reduction just by carrying the thing. It's quite the gimmick, if you ask me, and is unlikely to see much use in the club because of it. If you decide to run it, i wish you luck.
5) Granted, depth 5 is not ideal for everyone, but it certainly does discourage trolling. I don't see any trolls going as far as creating a new character from scratch and getting that character up and ready to go with a full run through the chalice dungeons just to troll us. I created a sinister ihyll primarily because most players go to depth 5 to get competitive gems anyway and do not need to go much further to get to the club location.
6) No gems = pure physical weapons across the board with the exceptions of BoM, BB, Logwheel, and Toni. Of these 4 weapons, only LW and Toni are legitimately arcane weapons. The arcane side of BoM and BB are so weak that an arcane build cannot hope to use them without having completely hopeless damage. This limits arcane builds to Toni and LW without using a weak base-stats weapon. Does a no-gem environment promote versatility? No. It hinders it because arcane is almost useless while pure physical thrives.
7) No gems brings all weapons down to base AR, which greatly reduces the AR difference between them. Medium weapons suddenly don't do a whole lot less than the big ones. Small weapons don't do a lot less than the medium weapons. Meanwhile, guns remain the same, so you'll have Evelyn actually outdamaging a lot of melee weapons. This doesn't account for the increased damage discrepancy between melee weapons and the cannon.
My rules are not made to arbitrarily give anyone an advantage, but to promote a level playing field, which they seem to have done based on the fights i've had.
To all: My only qualm with the entire club is actually the SL issue. If i'm running a SL 100 with 47V and 15e, I'm really cutting corners close to stay at 100 while having good damage. But if my SL 120 opponent is running 47v with 20e and 50 in 2 damage stats that stack on each other, they are at the same hp with slightly higher def, more end, and much higher relative damage. One of the randoms who quit on day 1 had a saw cleaver hitting higher damage values than my 50s Kirk. I'd like to set the SL for the club to 110 for the sake of fairness and balance, but doing so would force players to either create new characters or quit the club. My understanding of SL is that 120 in this game is a lot like 140 in DeS, but stats are more significant this time around. Most players who have participated are SL 120, so setting the level to 110 would be of great inconvenience to them, but i don't feel the playing field will be balanced until then because of the damage discrepancy between SL 100 - even 110 - and SL 120. I'd like some opinions and feedback on this.
Last edited by Astrichthyes
on Mon Aug 17, 2015 11:09 pm, edited 1 time in total.
Join me or face the wrath of babies.
Demon's Souls: SL 125 Pushed ToB Mage, Spellgaxe, Mak-faith, DBS Mage; lost my saves a while back, so this is all I have
Dark Souls: Sold it. Had SL 125 PGS-fth, Pure Mage, and Murak-pyro
Dark Souls 2: SL300 str-fth; SL 150 str. Completely bored of this game, ready to sell it
Bloodborne: SL 100 Pure Str Logwheel, SL 100 Str-Arc split Logwheel, SL100 Pure Arcane Logwheel