Naptha and Poison

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Agathius
 
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Naptha and Poison

Post by Agathius » 23 May 2018, 17:45

We all know what'll follow after that title. More or less, Lancers became almost absolete in many fields and terrains. As if the Terrain and the 0.70 slope blocking you, stamina loss while spurring and ways to counter lancers after the HP nerf were not enough, it was decided that Naptha should dismount Cavalry - even if stationary - and deal HUGE damage on both Horse and rider alike.

Naptha realism is good, but we are speaking about a piece of clay that has 4 naptha in it and can kill off a horse that is actually expensive to make, just by training 90 Slinger - a First Tier skill trained with the easiest armor and just by going afk. Is this not a bit of unbalanced?

Do not misunderstand me, lancers SHOULD have a counter, since they were op before. Making naptha op instead - it's a no no.

My suggestion is that, Naptha should go to 90 Ranger, Be 2x more expensive to make and deal less damage on infantry. And, ofc, disable it being an anti cav wep, or at least enable it only to work when a lancer charges head on above 4 speed ticks.

Instead, what the game needs is use for the Guard tree: Partisan should be made in it's original reach (Which was 50% more at least) and slightly more damage.

Now on another topic, Poisons. An unrealistic, unbalanced and Economically broken weapon. Poison should :

1) Be used by only 1 kind of 1H weapon that is designed specifically for poison (Since you do not coat the blade but insert it inside a metal tube inside the blade)

2) Be only appliable by Stabbing

3) Be impossible to revert if antidote is not taken BEFORE the hit

4) Increase the time death takes by poison

I think that most open world or IB engagements show us how Op naptha is at a point where 1 in 5 use it. Same with poison. The above would at least balance those weapons to where they normally should be. Thoughts?
πόλεμος πάντων μὲν πατήρ ἐστι, πάντων δὲ βασιλεύς

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Malahostia78
 
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Joined: 20 Dec 2017, 21:12

Re: Naptha and Poison

Post by Malahostia78 » 23 May 2018, 23:31

naphta should do less damage to infantry but its ok as it is now as anticav weapon, u have to wait to the moment to charge if a nafta guy is close. The unit that is overnerfed is the berserker, shitty armor (and heavy), no pounce, hugue stamina comsuption, arg scream dont work and are vulnerable to poisons, broad axe range nerfed....


Ilja
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Joined: 14 Jul 2016, 13:34

Re: Naptha and Poison

Post by Ilja » 24 May 2018, 13:43

Throwable anti-cav weapon that keeps your horse perma stun locked is NOT okey at all, one of the most dumb idea this game got, combined with huge dmg taking 80% of your health its such overpowered weapon. As Aga said, make partisans and other guard weapons usefull, u know the tree that was supposed to be anti-cav. Example is padded armor which in not even close to be realistic, medival times gambeson was easily able to stop any cuts of swords (AND ARROWS) that weren't a messer or falchion specially desinged to counter textile armor.

About poisons, they should kill but not in 20 seconds, i could understand a poison that makes u knocked out after half of minute but not a one hit+run=win where u dont even have time to turn around and drink antidote or hoping u brought enough to counter 5.5 magnitude poisons that got duped in hundreds if not thousands.


Chairman
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Joined: 06 Aug 2013, 15:25

Re: Naptha and Poison

Post by Chairman » 29 May 2018, 15:07

If poisons should kill, then naptha pots should kill everyone in a radius of 30 meters of it. It should literally light everything in a 30 meter radius on fire until it dies.

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