The only reason you get more attacks while moving is that the first two attacks are closer together in time... I mentioned this in plenty of threads in the past... SnB, TwF ThF and SNB all follow the beat of a different drum... and not one keeps an even tempo'd attack there are syncopated which do not match each style in both tempo and time signature. SnB is actually the steadiest 1 . 2 .. 3 .. 4 ... while ThF has two extreme retardations on the last two swings.
Last edited by Emili; 06-07-2010 at 03:02 PM.
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The correct solution regarding putting an end to twitch fighting is----
Increase the time between attacks from the 2nd swing and 3rd and 3rd to 4th to the same speed of 1st to 2nd. Problem solved, move along. This accomplishes a lot, its a tiny dps boost for THF making THF closer to TWF and as stated by turbine this is what they want. There, mildly rebalanced without nerfing TWF.
Sense the whole process of changing TWF mechanics did nothing to help with lag- totally scrap it.
Reduce all attack speed by everyone by like 5%, reduce all monster HP by 5%: hardly noticeable by players but will likely do more to prevent lag than all of that absurd "double strike" and "110 80" off hand ****.
And than to top it off, upgrade the bloody server hardware.
Ive solved all problems, everyone is happy. Where's my cake?
Eulogy- oh ninety eight
You've got it kinda backwards
1. Don't find it dumb, I do find it fun.
2. 2wf benefits from it too, just not as much.
3. True =P
4. Standing still while swinging a heavy object is counterintuitive, moving while swinging it is not. Just take a look at the animations of standing 2h and compare them to how twitch looks like. Hard to explain, dunno, think it's one of the easier things to explain.
5. If it is a exploit wouldn't the numerous posts on it have been removed?
Having to concentrate while fighting is fun.
Rewarding effort is good.
Twitch granting increased mobility is good.
Twitch granting a massive dps increase is bad.
Wasn't the "spaz attack" fixed by introducing cooldowns on item swapping, and thereby strangely to action boosts (breaking many of them)?
Or was there a "spaz attack" prior to the "spaz attack" I remember? iirc correctly we've had progressive attack chains since release or longer, could have been in closed beta?
Arguing with Shade about twitching is kinda like arguing with me about forum creeping.
I’m just saying…
I remember two or three times in the past people argued with Shade that twitching and the like were dead; they were so sure of it, and it is still around.
Funny thing is most people claiming this kills THF—I guess they haven’t played Llama twitch-land yet. Double strike on twitching is pretty brutal. All this has done has made me drop the THF line for three more toughness feats… The thing this glancing blow nerf kills is THF characters without any double strike bonus and essentially it makes taking the THF line for glancing blows even more useless than it already was. Again double strike makes twitching even more powerful the way it is coded ATM. The glancing blow nerf just frees up feats.
That’s just my opinion however, after having played around with it.
STR based twitching Q-staff 6/14 monk paladin FTW.
Double the attack penality for moving while fighting. From -4 to hit, To -8 to hit.
I tell you the one thing I always loved about PNP was Initiative or Turn Based Attacks.
Too bad some version of it couldnt be implemented. maybe during a raid only half of group can attack at one time. then the other half.
I know it's not possible since this isn't turn based attack....
All this will do is make classes who can't reach high attack roll stop twitching/moving IE. any class that's not a Barbarian or Fighter. -4 attack means nothing to twitch builds because they are already intentionaly giving up their attack roll progression for more DPS.
I will state before anything else that I only read page 1, but to Shade I have this to say: "twitching" is the same thing as "machine gunning"...using a game mechanic to artificially increase the total number of attacks. We all know what happened to machine gunning.
The proper thing to do would be to normalize attack speeds so that twitching gave no benefit over standing still, and allow glancing blows while moving again. This prevents twitching for twitching sake, which lowers collision detection, but does not penalize chasing a moving target.
Adumbrate, Sienn, Selket, Synaxis, Ognwe-, Halpin, Sivva, Bigstick, Jemus, ColichemardeOriginally Posted by Gunga
keep glancing blows, just change the requirements for the feats over to dex, I mean it must take some dexterity to swing that thing around and not hit yourself in the head.
I'd gladly pay out some dex in order to maintain glancing blows on the move. And TWF would still be more damage for every class but maybe barb anyway.
Shadowsteel [TR train wreck]
As someone said already, the best for twitching is to change the timing between attacks to be the same throughout the combo, instead of being shorter between the first 2 attacks. Problem solved.
You can either make everything the same speed as 1 and 2 and give THF a small (needed) boost, which ends up being the same as with perfect twitching currently, or just space out so the entire combo gets the same amount of attacks as currently, but with 1 and 2 spaced out like the average of the combo, thus nerfing THF a little bit against weak stuff, but no difference in raids.
I would think avoiding an unnecessary nerf is best, its not like it will break the game to just make all attacks at 1-2 speed, but it matters little. Just get rid of the THF dance
Last edited by osirisisis; 06-08-2010 at 09:41 AM.