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  1. #1
    Community Member Feralthyrtiaq's Avatar
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    Default "This does not apply to hand-wraps" please respond.

    Saw this in Ranger DWS changes.

    Really tired of seeing this.

    So...

    very....

    tired...

    I cannot come up with a plausible reason why this is still the case with monks being unloved (as always) and obviously too mega-uber to get any in the future.

    One thing after another completely locks out synergies with hand-wraps in other class trees (not to mention EDs)

    The Unarmed Crit profile is horribad.

    Why would it be so awful to have effects that work on weapons also work on hand-wraps.

    Some of y'all at Turbine have been at this for a long time.

    I CANNOT believe that none of you has figured out how to code for hand-wraps to work as a weapon and allow them to play nice with multi-class and ED synergies.

    ANNNNDDDDD

    Epic Greensteel Handwraps.....nuff said.

  2. #2
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    Default

    Quote Originally Posted by Feralthyrtiaq View Post
    Saw this in Ranger DWS changes.

    Really tired of seeing this.

    So...

    very....

    tired...

    I cannot come up with a plausible reason why this is still the case with monks being unloved (as always) and obviously too mega-uber to get any in the future.

    One thing after another completely locks out synergies with hand-wraps in other class trees (not to mention EDs)

    The Unarmed Crit profile is horribad.

    Why would it be so awful to have effects that work on weapons also work on hand-wraps.

    Some of y'all at Turbine have been at this for a long time.

    I CANNOT believe that none of you has figured out how to code for hand-wraps to work as a weapon and allow them to play nice with multi-class and ED synergies.

    ANNNNDDDDD

    Epic Greensteel Handwraps.....nuff said.
    this i agree with 100%

    your friend sil

  3. #3
    FreeDeeOh PsychoBlonde's Avatar
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    Default

    The devs have recently stated that they plan on fixing handwraps in the near future as part of the melee fixes. The reason why this exists CURRENTLY is because handwraps are very oddly coded in such a way that stuff like this just doesn't work properly with them. Originally I believe many of these options WERE meant to work with handwraps, but they couldn't get it working in time. So instead we got a bunch of "not handwraps" descriptions until they could get around to fixing the underlying problem.

    So, hang in there, hopefully this won't be a problem much longer.
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  4. #4
    Community Member Zzevel's Avatar
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    Default

    Quote Originally Posted by Feralthyrtiaq View Post
    Snip**
    They are not keeping out on purpose now, they just are not coding to include it.

    If they modify their base code now so these skills affect the handwraps they will then have to go in again later (when handwraps are changed to weapons) and remove/comment out the no longer needed 'include me because ima fake weapon' code. This would be throw away development because things are on the books to change for these poorly coded, psuedo weapons...

    Now ask yourself, should they throw away the development time now to make a fix and the development time later to make an un-fix... and then ALSO send it through QA both times to "find bugs" or should they keep it the same way now and just update the description later to remove the handwraps clause because they are included as a weapon?

    That throw away time could be new quests, new races or new spells.. Less lag.. WHO KNOWS at least it isn't a temporary bandaid for something already broken for 6? years...
    Last edited by Zzevel; 09-23-2015 at 05:07 PM.
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  5. #5
    Community Member Darsith's Avatar
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    Default

    Anyone got a link to the post where a Dev states that they are going to actually be working on fixing handwraps (doesnt need to be a date specified), and not just a lamentation that they would like to get the time to fix handwraps finally?

    At least if they say that they are going to get the chance to work on handwraps at some mysterious point in the future, then we can at least have a false hope.
    "A player must always feel like the failure of a challenge is entirely his own responsibility, and not a fault of a poorly designed product."
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  6. #6
    Community Member Feralthyrtiaq's Avatar
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    Default Other things are more important...

    arguably so.

    Still love the monk and have for years. But my desire to play the class eventually got ground down to next to nothing.

    Primarily through one thing after another breaking Hand-wraps.

    Then armor up and other class changes indirectly pushing monks further out.

    With Epic Vale and Epic Green-steel on the horizon and the long standing history with Handwraps it's hard to hope that monks will shine again.

    But then again I feel like most if not all the class changes that have happened over time were to try and help the rest of the game keep up with the monk

  7. #7
    Hero JOTMON's Avatar
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    Default

    Quote Originally Posted by Feralthyrtiaq View Post
    Saw this in Ranger DWS changes.

    Really tired of seeing this.

    So...

    very....

    tired...

    I cannot come up with a plausible reason why this is still the case with monks being unloved (as always) and obviously too mega-uber to get any in the future.

    One thing after another completely locks out synergies with hand-wraps in other class trees (not to mention EDs)

    The Unarmed Crit profile is horribad.

    Why would it be so awful to have effects that work on weapons also work on hand-wraps.

    Some of y'all at Turbine have been at this for a long time.

    I CANNOT believe that none of you has figured out how to code for hand-wraps to work as a weapon and allow them to play nice with multi-class and ED synergies.

    ANNNNDDDDD

    Epic Greensteel Handwraps.....nuff said.
    The 'no handwraps' was probably intentional to screw ranger monk builds. there has been a hate for these ever since evasion tanks.

    Dev's did say at one point they were hoping to maybe someday possibly consider thinking about looking at changing handwraps to be weapons from their current weaponless status.



    Edit:
    Found Severlins post about re-coding wraps..

    Quote Originally Posted by Severlin View Post
    When we do the Monk pass we want to change handwraps to be weapons rather than the pseudo-weapon-but-not-really version in the code right now. Assuming they scaled with monk levels the same way unarmed attacks do now this would fix most of the incompatibility. The problems to doing this are that it will take a lot of time so we need enough clear space to do it, there is high risk to existing unarmed abilities that are coded to deal with the way handwraps work now, and finally I think that players would be required to bring existing handwraps to the stone of change to get newer versions. That last bit is not something we would be trivially.

    Once that is done we can rebalance damage and have confidence they will work with more enhancements.

    Sev~
    Last edited by JOTMON; 09-24-2015 at 08:25 AM.
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  8. #8
    Community Member Feralthyrtiaq's Avatar
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    Default Cool

    Thanks JOTMON

    /crosses fingers

  9. #9
    Community Member DirkTyrant's Avatar
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    Default

    so.... WHEN does Monk get the attention it deserves? I'm dying of old age already here...
    setting olympic record for drowning deaths ...

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