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  1. #1
    Community Member Deamus's Avatar
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    Default Increase Handraps Reach

    Devs I really believe you should consider to increase the hanndraps reach for these reasons :

    1) When monks chase a mob with handraps is almost impossible to successfully hit it cause you cannot reach it..... the only way to hit it is to be in front of him which is completely wrong .
    2) Handraps users are in big disadvantage against other weapon users on hiting mobile mobs . Other weapon users reach mobs way more easily.
    3) Sometimes even if you are close to the mobs there is no check to your attack...it seems unnatural....

    Please Devs check this
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  2. #2
    Community Member Arctigis's Avatar
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    But only if your character is called Stretch Armstrong or Reed Richards....

  3. #3
    Community Member Deamus's Avatar
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    Quote Originally Posted by Arctigis View Post
    But only if your character is called Stretch Armstrong or Reed Richards....
    Im not trying handraps to have the reach of two handed weapons . My proposal is that handraps to feel more natural and not buged for the reasons I aforementioned . IMO they need a little bit increase.

    People that play monks know what im talking about .

    PS. Constructive arguments are welcome. Not trolling!
    Last edited by Deamus; 05-27-2010 at 07:37 AM.
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  4. #4
    Community Member Bacab's Avatar
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    well, you can use shortswords ot longswords now...

    but seriously I do kinda know what you are talking about. Though the whole thing about not being able to hit a fleeing mob has more to do with lag than reach. You think you are behind the mob a step or 2. The game thinks you are 4-5 steps behind.
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  5. #5
    Community Member Aerendil's Avatar
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    Reach is one of the few disadvantages to using handwraps, but one that I stand by 100%. Why should someone punching the ogre be able to hit from the same distance as the guy with the maul or bastard sword?

    Fair's fair. Monks get insane base damage dice; plenty of effects; ki strikes; 500 untyped damage hits (if Dark); faster swing speed than any other weapon ingame; full STR to each hit; shall I go on?

    Having poor reach on your fists is a very fair tradeoff to having all of that if you ask me.


    PS - even in PnP the reach played a huge factor. Only one PrC that I know of (Atavist) increased unarmed reach range. And I don't see that PrE being added to DDO any time soon.

  6. #6
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    Quote Originally Posted by Deamus View Post
    Devs I really believe you should consider to increase the hanndraps reach for these reasons
    It's true that the melee reach of handwraps should be equalized with other weapons, but that probably means reducing the other weapons down.

    Quote Originally Posted by Deamus View Post
    1) When monks chase a mob with handraps is almost impossible to successfully hit it cause you cannot reach it..... the only way to hit it is to be in front of him which is completely wrong .
    That is a big problem, but the solution is to improve the positional update prediction of network code. Increasing reach is actually ineffective at that, and causes other problems.

  7. #7
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    Quote Originally Posted by Aerendil View Post
    Reach is one of the few disadvantages to using handwraps, but one that I stand by 100%. Why should someone punching the ogre be able to hit from the same distance as the guy with the maul or bastard sword?
    1. Because he's a monk with exceptional movement speed and acrobatic style.
    2. Because the D&D rules say that all attacks shorter than a spear have the same reach.

    Quote Originally Posted by Aerendil View Post
    Fair's fair.
    Yes, it would be better to be fair and give monks the same reach. A tradeoff of attack speed for reach would be a really bad design.

  8. #8
    Community Member TheJusticar's Avatar
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    Quote Originally Posted by Aerendil View Post
    Reach is one of the few disadvantages to using handwraps, but one that I stand by 100%. Why should someone punching the ogre be able to hit from the same distance as the guy with the maul or bastard sword?

    Fair's fair. Monks get insane base damage dice; plenty of effects; ki strikes; 500 untyped damage hits (if Dark); faster swing speed than any other weapon ingame; full STR to each hit; shall I go on?

    Having poor reach on your fists is a very fair tradeoff to having all of that if you ask me.
    Well put, mate. I'm getting a bit fed up with all the "I want it all" requests I've seen in the last few weeks. D&D is a game of trade-offs love it or hate it, but it is what it is. For every class, for every build there are trade-offs. Monks, IMO, with recent changes and upcoming PrCs (mystic, spy, etc.) will be a rather overpowered class with more viable path options than any other class in the game.

    Vehemently /not signed.

  9. #9
    Community Member Aerendil's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    1. Because he's a monk with exceptional movement speed and acrobatic style.
    2. Because the D&D rules say that all attacks shorter than a spear have the same reach.


    Yes, it would be better to be fair and give monks the same reach. A tradeoff of attack speed for reach would be a really bad design.
    Yes, but keep in mind the pen and paper rules are for a turn-based system which doesn't necessarily translate well to a twitch-based real-time MMO.
    Most DDO melee characters could be defined as having "acrobatic style" with all the jumping, twitching, and so on.

    PS - The D&D rules also say that khopesh is a 1d8 19-20 X2 weapon, but that didn't happen either did it?
    And I don't see in the rules where Monks build ki, use ki strikes, strike faster than any other weapon, and so on...
    Some things simply don't translate from PNP to MMO.

  10. #10
    Community Member Hendrik's Avatar
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    Grow longer arms.

    Quote Originally Posted by hsinclair
    I heard the devs hate all wizards, bards, clerics, fighters, and fuzzy bunnies and only want us to play halfling barbarian/paladin shuriken specialists!

    It's totally true, I have a reliable source. You better reroll now.
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  11. #11
    Community Member tomfar72's Avatar
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    Go go Gadget-Arm!!!
    Buff Rock, nerf Paper, Scissors is fine.

  12. #12
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    Don't increase handwrap reach.

    Do add claws that count as handwraps and do slashing damage that have a longer range.

  13. #13
    Community Member stainer's Avatar
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    Screw handwraps. Dreamler needs a jetpowered backpack.

  14. #14
    Founder Delacroix21's Avatar
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    I have pushed for this before, and the people DISagreeing here are missing the point as to why the "reach" needs to be increased.


    The main issue is=
    It is VERY HARD to hit mobs when running, even when you are litteraly pressed up right against them! I am talking about literally "pushing" against them and you are still not getting Die Rolls for your swings!
    Making DDO a better game 1 post at a time!

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  15. #15
    Community Member stainer's Avatar
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    I notice that I dont have to chase mobs if there aren't any deepwood snipers in the party.

  16. #16
    Community Member J1NG's Avatar
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    Quote Originally Posted by Delacroix21 View Post
    I have pushed for this before, and the people DISagreeing here are missing the point as to why the "reach" needs to be increased.


    The main issue is=
    It is VERY HARD to hit mobs when running, even when you are litteraly pressed up right against them! I am talking about literally "pushing" against them and you are still not getting Die Rolls for your swings!
    Well, I think people are worried that monks will become overpowered. Overpowered? Really? Epic Sword of Shadows is overpowered. Unarmed is not. You need to grind possibly twice as much to get a realistic setup for a monk to even get close to that type of DPS from a eSoS. And is ultra short range only. It's not even like Monks being short range gets any other perks. It's not like we can add monk levels to improved trips or resisting trips or anything like that. All monks get is some lousy 15% boost with their lower dps at the highest level WITH a stance on.

    I am a full speed monk. And I can tell you that it is NOT easy or fun trying to hit something that's running and keeps running. Case in point. The Hyena's in Epic Raiyum? As an unarmed monk, you need to run IN FRONT of them before you can hit them. Also, they turn in their run paths so much that getting in front of them doesn't mean you can hit still as by the time you get in front, they have moved off another direction, again making you not hit because you're not in range.

    What if you eSoS or other weapon users are required to do the same? You'll be screaming and shouting too. This is something that can and should be altered (not fixed; altered). Some form of solution without extending the attack range to what it shouldn't be (short swords or longer weapons) is needed.

    Signed for a solution.

    Unsigned for extending range of unarmed though, not without a very good reason. And personally, I don't think the chasing and attack bit is enough of one.

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  17. #17
    Community Member Deamus's Avatar
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    Quote Originally Posted by Delacroix21 View Post
    I have pushed for this before, and the people DISagreeing here are missing the point as to why the "reach" needs to be increased.


    The main issue is=
    It is VERY HARD to hit mobs when running, even when you are litteraly pressed up right against them! I am talking about literally "pushing" against them and you are still not getting Die Rolls for your swings!
    The above as I already said is the main reason i created this thread .
    Handrap combat seems buged due to that reason . Even when I am close to the mob sometimes it seems i cannot reach it . I don't think its lag and I don't have the behaviour to want it all for the monks . Of course handraps must not have the same reach as maul .....
    In the past there was a similar problem and they increased the reach but its not fixed maybe they need a slight increase more .

    I hope dev writes some information about this subject
    A dev might enlighten us why this happening .
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  18. #18
    Community Member assamite's Avatar
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    Quote Originally Posted by Delacroix21 View Post
    I have pushed for this before, and the people DISagreeing here are missing the point as to why the "reach" needs to be increased.


    The main issue is=
    It is VERY HARD to hit mobs when running, even when you are litteraly pressed up right against them! I am talking about literally "pushing" against them and you are still not getting Die Rolls for your swings!
    I have the same problem with a greataxe. You need to learn to swing ahead of the mob
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  19. #19
    Community Member Visty's Avatar
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    Quote Originally Posted by Delacroix21 View Post
    The main issue is=
    It is VERY HARD to hit mobs when running, even when you are litteraly pressed up right against them! I am talking about literally "pushing" against them and you are still not getting Die Rolls for your swings!
    that problem isnt related to handwraps though, you cant hit mobs that way with either weapon
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  20. #20
    Community Member Mister_Peace's Avatar
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    Handwraps have the highest standing reach of any weapon. For some reason, they also have the lowest moving reach. This makes things confusing.

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