Originally Posted by _Ail_
But the current system isn't that bad. It preserves the conceptual idea that it takes time to draw a weapon, even if it isn't perfect and doesn't address all of the idiosyncrasies that would actually occur as to how different items would interact with each other.
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Explain redraw for me?
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
I find this assertion a bit absurd. As far as I can tell all the current system does is artificially reduce the DPS of weapon based sets when choosing certain secondaries/pool powers therefore reducing the number of viable choices. And then there is the QOL issue of having to repeatedly deal with the annoying sound and animation aside from the decrease in DPS. Personally while I'm liking being back to this game, I dislike the fact that any weapon based set is basically off limits from my perspective based solely on the redraw issue.
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Now, with most melee characters, you don't suffer from redraw as much, and weapons sets are giving an acc bonus to make up for having redraw, even if you manage a powerset combination that has next to zero redraw (like for example, a katana/willpower, without hasten. Just toggle, and go, no clicks, no redraw, just slashing, and you still get the .05x acc bonus)
Now, with most melee characters, you don't suffer from redraw as much, and weapons sets are giving an acc bonus to make up for having redraw, even if you manage a powerset combination that has next to zero redraw (like for example, a katana/willpower, without hasten. Just toggle, and go, no clicks, no redraw, just slashing, and you still get the .05x acc bonus)
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I find this assertion a bit absurd. As far as I can tell all the current system does is artificially reduce the DPS of weapon based sets when choosing certain secondaries/pool powers therefore reducing the number of viable choices. And then there is the QOL issue of having to repeatedly deal with the annoying sound and animation aside from the decrease in DPS. Personally while I'm liking being back to this game, I dislike the fact that any weapon based set is basically off limits from my perspective based solely on the redraw issue.
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That's fine, it is just not the scale I use. It is nice people with other views play the game, and that it can appeal to such a broad audience. I personally find character concept very relevant, and am bothered when things don't make sense conceptually.
Edit: I say this because you responded to my aesthetically motivated comments with pure game numbers and mechanics. I am sorry if I have misunderstood your position and/or exaggerated your philosophy. To me, the whole reason I want to play a superheroes game is largely aesthetically motivated and based on concept. I simply can't bring myself to play a character with a flawed concept. I do like to min/max within the concept, but the concept itself is paramount.
"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator
Your claim was that the current system works fine. I didn't feel the need to add a +1 to the comment that it in no way resembles realism (i.e. your assertion that drawing weapons from nowhere is somehow better than them just appearing from nowhere). I did feel the need to add, however, that I think it is further a problem because it artificially reduces your options for performance and adds QOL issues that have no real need to be added. And I don't think QOL has anything to do with min/maxing.
My point is that the current system does nothing at all to mimic "realism" so why add QOL and DPS complications if there isn't even a relative benefit for realism? And I really don't accept that someone's "concept" requires that they frequently draw weapons from nowhere instead of having those weapons from nowhere materialize in their hands.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Ok, revise my suggestion to say "An alternative way to look at it is that every older weapon set is rewarded with artificially increased dps if you chain it without using pool powers, and at the same place it used to be if you don't, and fortunately the newer weapon sets are balanced with the older ones instead of all being uniformly better, which would be bad game design."
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Your claim was that the current system works fine. I didn't feel the need to add a +1 to the comment that it in no way resembles realism (i.e. your assertion that drawing weapons from nowhere is somehow better than them just appearing from nowhere). I did feel the need to add, however, that I think it is further a problem because it artificially reduces your options for performance and adds QOL issues that have no real need to be added. And I don't think QOL has anything to do with min/maxing.
My point is that the current system does nothing at all to mimic "realism" so why add QOL and DPS complications if there isn't even a relative benefit for realism? And I really don't accept that someone's "concept" requires that they frequently draw weapons from nowhere instead of having those weapons from nowhere materialize in their hands. |
2. The actual weapon redraw effect is normally relatively small: no larger in magnitude than lots of other effects in the game that aren't optimal.
3. Since the weapon sets got *huge* speed ups as part of BaB's streamlining of weapon redraw, the net overall effect of the existence of weapon redraw existing within those sets was a net overall dramatic increase in performance.
4. Anyone who wants to go back to the way things were before, when there was no penalty for weapon redraw, weapon sets were just slow - and acceptably slow for years - is free to ask for things to be reverted. However, I would ask that they ask for things to be reverted only for themselves, and not for everyone else.
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It's impossible to know how the developers feel about the current set of affairs, except that at one time Back Alley Brawler attempted to fix the current version. So it really is not a choice between the old slow animations and the current re-draw system. There are other options, and we would already have something different if the first attempt to fix the current system had worked.
In any case this isn't just a question of "DPS." The set that drives me insane with redraw is Trick Arrow. That isn't a DPS issue, its a PITA one where your bwo disappears constantly if you are one of those Defenders or Corruptors who mixes in attacks.
Having one weapon redraw is mildly annoying.
But having TWO weapon redraw is just borderline unbearable: Beam Rifle / Trick Arrow, Dual Pistol / Trick Arrow or Assault Rifle/TA.
I can't imagine myself playing one of those, no matter how good the theme is.
I've noticed that there are some inconsistencies in Mace Mastery and Bane's Mace. I can't remember which attack but I recall shatter armor not causing weapon redraw??
So what we are saying here is that Stone Melee, Ice and even Fiery Melee sword attacks don't suffer from redraw because they made animation specifically to bypass the weapon draw? I just don't know why stone melee can bypass redraw whereas other weapon sets can't.
And about /Thorn Assault, I felt there is redraw delay when I level my Fire/Thorn to 50. I felt that whenever I use Char and then jump back to use Impale, there's always a delay and impale won't go out until I land. Visually there is just a delay there and it's an eye sore.
And I know there is definitely a redraw penalty in Claw because my stalker would use patron Dark Blast and then Focus and there is a minor delay but not the other way around.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
It's impossible to know how the developers feel about the current set of affairs, except that at one time Back Alley Brawler attempted to fix the current version. So it really is not a choice between the old slow animations and the current re-draw system. There are other options, and we would already have something different if the first attempt to fix the current system had worked.
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What's more, the changes were a major buff across the board for all weapon sets affected, and people still complain about them. When the players complain about a buff, that does not encourage the devs to reexamine the situation as a priority.
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What's more, the changes were a major buff across the board for all weapon sets affected, and people still complain about them. When the players complain about a buff, that does not encourage the devs to reexamine the situation as a priority. |
Weapon redraw is ok on most melee toons but I find it quite annoying on Corr/Defender who use secondary/primary powers all the time.
And I wonder how much delay a Beam Rifle / Trick Arrow would suffer? hehe
I've played other games like Guild Wars, Champions, WAR, Rift, Allods and WoW and as far as I know, they don't have weapon draw delay. It's nice that this game wants to preserve some "realism" by "drawing the weapon" out but sometimes a game is just a game. Too much realism becomes hard to balance. It's like the dev have a problem with Stalker and a Shield (since you can't hide with a shield there, can you?) but in reality, Shield set can help out Stalker so much in aoe damage department and there is really only one power that needs to be modified.
I just find the delay annoying that's all. People have done a test with Night Widow using all claws VS claw with Gloom attack (since Gloom is one of the better dps powers) and throwing Gloom in the attack chain seems to slow down considerably.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
I've played other games like Guild Wars, Champions, WAR, Rift, Allods and WoW and as far as I know, they don't have weapon draw delay.
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But if you want to ask the devs for global cooldown to replace weapon redraw, I'm curious to know how far that would go.
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Redraw, redraw, redraw...
....That reminds me...i gotta pick back up playing my thugs/ta MM that has his personal attacks, picked the Ghost Slaying Axe from vet rewards, and has the Nem Staff and Blackwand, and was planning on going with Black Scorpion for patron powers.
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What's more, the changes were a major buff across the board for all weapon sets affected, and people still complain about them. When the players complain about a buff, that does not encourage the devs to reexamine the situation as a priority.
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I pretty much refuse to play weapon based sets due to redraw.
But if you want to ask the devs for global cooldown to replace weapon redraw, I'm curious to know how far that would go.
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Animations that root you and lock you out of your other powers do effectively the same thing as a global cooldown, just with a variable duration.
Well, we kind of already have it -- in the form of activation time. In wow at least, most melee abilities are instant (and I mean instant). Any animation can be interrupted by movement, and abilities that are off the GCD can be spammed as fast as you can mash the keys.
Animations that root you and lock you out of your other powers do effectively the same thing as a global cooldown, just with a variable duration. |
The fundamental difference is that global cooldown systems have linearly predictable DPS while ours could be the subject of a masters thesis in variations of the weighted knapsack problem.
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If my minimum threshold for playing something is a 3, and if something that used to be a 1 became a 2, the improvement is meaningless to me, it's still too weak - and, to paraphrase someone else's argument, I could say it's actually detrimental as that it was buffed once reduces the chance it'll be buffed again.
Drawing (and not even sheating) your sword 50 times per fight does not look good. It looks silly. I'm willing to accept people flying, throwing fireballs or getting superpowers from radiation poisoning but I have to come up with seriously contrived scenarios to explain Fighter McNotMagicDude's sword mysteriously vanishing in air everytime he uses his healing abilities derived from his mutant lineage.
To deride the issue as a minmax-centric one is a misconstruction, unless you define anyone who picks Hasten or mix and match SOs to not go over the ED cap as minmaxing, which, while technically true, is essentially meaningless as this concerns the vast majority of the game's population. Redraw is enough of a problem that it falls into that same threshold of minmaxing ; nobody needs to be a number cruncher to realise it's a pain in the *** to be still in the middle of that Headsplitter animation after popping Recon while the targeted lieut is defeated by SuperBrutorz666 with a well placed Knockout Blow.
What looking at numbers show, however, is that despite this gameplay disadvantage, weapons don't really get a significant numerical advantage for it. Even in theorycraft spreadsheet ST DPS weapon sets tend to be at the bottom of the pole, and only tend to have good AoE in fantasy scenarios assuming the player hits close to the target cap each and everytime without spending even a second positioning himself.
What's my suggestion to improve it? As others said, just get rid of it. There's no sheathing, so why should there be drawing? Or bake it into the power like Fire or Stone melee. There would probably be customisation issues, yadda yadda. Truth be told, I couldn't care less - I'm with Deus on this, I just avoid these sets like the plague ; unless I'm deliberately trying something different than I know won't be a serious concept character nor win any awards for performance.
If my minimum threshold for playing something is a 3, and if something that used to be a 1 became a 2, the improvement is meaningless to me, it's still too weak - and, to paraphrase someone else's argument, I could say it's actually detrimental as that it was buffed once reduces the chance it'll be buffed again.
Drawing (and not even sheating) your sword 50 times per fight does not look good. It looks silly. I'm willing to accept people flying, throwing fireballs or getting superpowers from radiation poisoning but I have to come up with seriously contrived scenarios to explain Fighter McNotMagicDude's sword mysteriously vanishing in air everytime he uses his healing abilities derived from his mutant lineage. To deride the issue as a minmax-centric one is a misconstruction, unless you define anyone who picks Hasten or mix and match SOs to not go over the ED cap as minmaxing, which, while technically true, is essentially meaningless as this concerns the vast majority of the game's population. Redraw is enough of a problem that it falls into that same threshold of minmaxing ; nobody needs to be a number cruncher to realise it's a pain in the *** to be still in the middle of that Headsplitter animation after popping Recon while the targeted lieut is defeated by SuperBrutorz666 with a well placed Knockout Blow. What looking at numbers show, however, is that despite this gameplay disadvantage, weapons don't really get a significant numerical advantage for it. Even in theorycraft spreadsheet ST DPS weapon sets tend to be at the bottom of the pole, and only tend to have good AoE in fantasy scenarios assuming the player hits close to the target cap each and everytime without spending even a second positioning himself. What's my suggestion to improve it? As others said, just get rid of it. There's no sheathing, so why should there be drawing? Or bake it into the power like Fire or Stone melee. There would probably be customisation issues, yadda yadda. Truth be told, I couldn't care less - I'm with Deus on this, I just avoid these sets like the plague ; unless I'm deliberately trying something different than I know won't be a serious concept character nor win any awards for performance. |
You pretty much summed up everything I was going to write in response, especially RE: the min-max issue. IMO it is not min-maxing to want powers to function in certain ways. Someone has to draw a line somewhere on their function. I'm not very concerned with DPS, and am much more irked that redraw pushes perverse strategies. For example, the strategy for my Pistols/Empathy Corruptor [EDIT: Oops, Defender] is to the toe the line on health because healing myself or someone else makes me put my pistols away which I need in order to defend myself or use a hold. Using a weapon set with any buff/debuff set with a fast recharging heal just really underlines how silly redraw can get. The "strategy" is not intentional and is just an artifact of a very poorly design weapon mechanic. I'm not attacking any developers over this, because I'm sure this is just one of those things that ended up this way "just because," but it is an unfortunate state of affairs, which is why this topic comes up every couple of days.
And, like you, I avoid weapon sets these days. They're just too irritating to me compared to the smooth gameplay of non-weapon sets.
They are complaining about redraw penalty. There used to be no redraw penalty to complain about.
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The difference is that with non-weapon sets those adjustments are based on the actual performance of the sets.
With weapon sets, there are at least three different performance values that any current and future balance decisions could be based on.
1. full redraw on every attack
2. "average" performance
3. optimal no redraw
Before the current state of redraw was in place, all balance decisions would have been made based on #1. Your argument relies on the idea that they still do this. I find that highly unlikely.
The more likely they go by some mixture of #2 and #3, which mean that the weapon sets are not operating under this theoretical "buff". That buff only exists if everything else in the game has remained static.
My 2 cents in the topic (for me this is actually a big topic with two big points of view)
- First Cent: MixMaxing. I appreciate drastically the effort placed in the last weaponset balancing that improved weapon based powersets when used in synergy, but that I feel was never enough. Although I dont see it as a "penalty" but a "encouragement" to stay within the set, weapon sets are not globally balanced to do more damage if you stay inside it.
From such a balance perspective, if there was a slight damage buff after a redraw was forced on you, in the form of weapon attack proc that made up for the time lost in the redraw, I'd be happy. It also would be the kind of thing you would not involve animation department in, keeping it exclusively in the hands of the power balance team.
- Second Cent: From an aesthetic standpoint, I HATE redraws. Most of them anyways (Claws, Spines and Thorns are OK in my book.) They are too slow, horribly slow, or at least look slow.
I personally love when I'm tossing a wave of melee attacks with my Fiery Melee tank and suddenly a sword just shows up in my hand and hits the foe, and I keep shifting between melee and fiery sword attacks.
It feels fast and dynamic. The claws redraw may be more visible, but it actually looks like something you may do in the middle of a fight.
For the most part, weapon redraws feel as something you would only do if you were 100 feet away from your foe.
Due to this, I would love to have either much much shorter and dynamic weapon redraw animations (for all sets but the 3 listed above) or the ability to entirely interrupt the redraw* if you are already in melee range.
*Note: I recall BABs actually experimented with this posibility and mentioned it publicly, the fact that we don't have it likely means his testing resulted in undesirable or game breaking side effects. This may mean the option may be almost entirely out of the table.
If my minimum threshold for playing something is a 3, and if something that used to be a 1 became a 2, the improvement is meaningless to me, it's still too weak - and, to paraphrase someone else's argument, I could say it's actually detrimental as that it was buffed once reduces the chance it'll be buffed again.
Drawing (and not even sheating) your sword 50 times per fight does not look good. It looks silly. I'm willing to accept people flying, throwing fireballs or getting superpowers from radiation poisoning but I have to come up with seriously contrived scenarios to explain Fighter McNotMagicDude's sword mysteriously vanishing in air everytime he uses his healing abilities derived from his mutant lineage. To deride the issue as a minmax-centric one is a misconstruction, unless you define anyone who picks Hasten or mix and match SOs to not go over the ED cap as minmaxing, which, while technically true, is essentially meaningless as this concerns the vast majority of the game's population. Redraw is enough of a problem that it falls into that same threshold of minmaxing ; nobody needs to be a number cruncher to realise it's a pain in the *** to be still in the middle of that Headsplitter animation after popping Recon while the targeted lieut is defeated by SuperBrutorz666 with a well placed Knockout Blow. What looking at numbers show, however, is that despite this gameplay disadvantage, weapons don't really get a significant numerical advantage for it. Even in theorycraft spreadsheet ST DPS weapon sets tend to be at the bottom of the pole, and only tend to have good AoE in fantasy scenarios assuming the player hits close to the target cap each and everytime without spending even a second positioning himself. What's my suggestion to improve it? As others said, just get rid of it. There's no sheathing, so why should there be drawing? Or bake it into the power like Fire or Stone melee. There would probably be customisation issues, yadda yadda. Truth be told, I couldn't care less - I'm with Deus on this, I just avoid these sets like the plague ; unless I'm deliberately trying something different than I know won't be a serious concept character nor win any awards for performance. |
You pretty much summed up everything I was going to write in response, especially RE: the min-max issue. IMO it is not min-maxing to want powers to function in certain ways. Someone has to draw a line somewhere on their function. I'm not very concerned with DPS, and am much more irked that redraw pushes perverse strategies. For example, the strategy for my Pistols/Empathy Corruptor [EDIT: Oops, Defender] is to the toe the line on health because healing myself or someone else makes me put my pistols away which I need in order to defend myself or use a hold. Using a weapon set with any buff/debuff set with a fast recharging heal just really underlines how silly redraw can get. The "strategy" is not intentional and is just an artifact of a very poorly design weapon mechanic. I'm not attacking any developers over this, because I'm sure this is just one of those things that ended up this way "just because," but it is an unfortunate state of affairs, which is why this topic comes up every couple of days.
And, like you, I avoid weapon sets these days. They're just too irritating to me compared to the smooth gameplay of non-weapon sets. |
My 2 cents in the topic (for me this is actually a big topic with two big points of view)
*Note: I recall BABs actually experimented with this posibility and mentioned it publicly, the fact that we don't have it likely means his testing resulted in undesirable or game breaking side effects. This may mean the option may be almost entirely out of the table. |
I honestly don't think I could have summed up my feelings on weapon redraw better than these 3 posts have done.
Drawing ideas from these posts, we have three potentially interesting solutions:
- Faster redraw animations. I agree with Starsman that sets like Claws don't have it too bad with redraw. I'd prefer it weren't there at all, but it's much less noticeable on my NW & Claws brute than it is on my Warmace Brute, Bane & Beam Rifle Corr. I don't know how long all of the different redraw animations are, but they feel as long or longer than some T1 attacks.
- "Weapon out of thin air": as Nihilii stated, the weapons already break immersion & aesthetic appeal when they simply disappear out of your hand - they could similarly appear out of nowhere as well.
- Bonus Damage after weapon draw: this is an interesting concept, as I agree that from a number's view the weapon sets do not gain any advantage from staying within the set with their powers/power. Could it be gamed by then forcing redraw on purpose?
For myself, I would highly prefer solution 2, with 1 being the second choice.