If we want shields to be a tool for learning the game, decreasing the backpedal speed while holding up a block will discourage them from holding up a block when they don't need to. This encourages them to read attacks more instead of just holding up their block to defend against any action that would cause them to panic parry.
How about decrease the backpedal speed more while the shield is up to make it even easier to kick them?
What if we could make our own folders to put loadouts in so we can organize them how we see fit?
Will we have more than three weapon slots to carry all the loot we get?
What kind of publicity will they use to promote the game?
I just want to punch people with shields.
*2. no u
Will there be objective based voice commands?
I think the addition of feats/achievments helps players explore what they can do with the mechanics of the game, like killing someone with horse poop or learning how to chamber block/chamber consistently. They shouldn't be something that a majority of people don't have a fun time doing like farming kills on servers. Cosmetics can be unlocked in more ways than earning achievments, a progression system based on how many points you earn in a game could work, this would allow the devs to dish out more points to people who actually play the objective when it is not just killing the other team.
@das, Well put! So we need perks that are easy to deduce. Should we make a list of things perks should not do ie. Rng effects, inconsistent with the core mechanics of the game, easy to deduce, etc?
@Runagate, Sorry I thought you meant that you were using your argument against power strike to justify your argument against strong arm. @das, would the removal of the hyper armor associated with reposting be a big enough nerf to the perk? Would this perk be similar to the dodge perk in the way that it also does not have an indicator until it is used in a fight? @Duckalot, What if the perk didn't encompass bows would that be fine? I know it is not very productive, but I think that it's kind of fun to run around the map and place down equipment to annoy enemies.
@Duckalot What are your opinions sleight of hand and plague mask? Also @Runagate, I don't think your argument against strong arm was clearly stated so could show me why it would go against the core gameplay? Also would the perk chamber master disrupt the core gameplay? It is a perk specifically designed for team fights and would not have any effect in 1v1's.
Do the following perks alter the core gameplay: sleight of hand, mute, strong arm, plague mask. If so how do they do it?
some of these ideas might have been mentioned before, I didn't check
strong arm- increases distance and speed of throwables
unskilled thrower- throwables hit target with blunt side and bounce off
power strike- windup time is increased swing time is decreased
chamber master- allows double hit with chamber for group fights, but removes hyper armor from repostes
extra quiver- doubles ammo for archer, gives person a quiver if they pick a bow off the ground
plague mask- effects of smoke are reduced
sleight of hand- switch weapons faster, faster equipment deployment
mute- character doesn't make a sound when attacking, but can't use voice commands
focused- person with bow does not flinch when hit with projectile
War dance- activate dancing emote for x amount of time to get increased rate of stamina recovery for m amount of time.
Carpenter: Allows you to build ladders, doors, walls, and carts given you can find the material
Righty: increases onehanded weapon damage while decreasing two handed weapon damage. Also slight buff repairing/destroying objects with blacksmith hammer/axe
How about a perk that lets you wind up a strike?
How about an assassin perk that lets daggers deal more damage to someones back?
Welcome the newest member of the community: BattlefieldRecapitator
18 users were active in the last 30 minutes:
λdambomb champton Vesanus Corsario renaissance Gluten ÐMontyleGueux Vaygr Huggles TheKingInTheNorth Lionheart Chevalier ohshitsorry blonde Bodkin saul_g00dman AngelEyes Tim_Fragmagnet Pred