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Suggestion Conquest Suggestions

ReformedPheonix

Member
Slicer
I want to suggest two good conquest suggestion to improve conquest and add more strategy to lokamc.

Suggestion #1: Making attacking modules more unique.
To me, it makes no sense attackers are given dehabiliting aura or spectral when these are clearly defensive modules. Instead they should be given attacking modules such as a rallying charge, or module that can weaken the effect of existing tgen mods. This would also encourage the defense to use a variety of mods, since it can be very effective to counter the two lingering bleeds or spectral via inhib mods. Examples:
Spectral Resistant Capes- Still cancels invis, but returns the remaining effect once you leave the zone
Reinforced Bandages- Effects of lingering effects are reduced by 10%/15%/20% (Whatever)
Laser Jammers - Cause the laser to do delayed/less damage
Blast Resistance Armor- Cause the TNT to do less damage and knockback.

This are some examples of what could and I think should be.

Suggestion #2: Increasing Strafing Damage.
It takes 4 crits to kill a player with prot 4 with a sharp 5 sword assuming they aren't potting. It should take 5 hits to kill someone with normal full-timed clicks. This would most definitely spice up conquest arguably more than my other suggestion because this allows three major playstyles. Players who predominately crit, players who predominately strafe, and players who are a mixture of both styles. This would allow all playstyles to have a fair chance and make it so people aren't forced to crit to do damage, cause in this current system it is near impossible to deal meaningful damage and drop someone whilst strafing.

These are my two suggestions to improve conquest. Please leave your thoughts in the comments and give constructive criticism. Good day o7
 

Skuhoo

Administrator
Staff member
Elder
Considering attackers can see what modules a tgen has before choosing their own module it would seem strange to implement attacker-only mods that are straight counters to the defender's mods. If the attacker's want somewhat of an offensive module then they can choose the already implemented rallying charge but the main point of modules is to defend a structure, not attack one.

As for increasing the damage of regular hits, 5 non-crits to kill would be absolutely insane considering it's much easier to chain regular hits than crits. We tested normalizing damage back when Jotunheimer first joined Loka and ultimately decided against it. Loka's 33% damage boost emphasizes crits, but it doesn't change the meta of 1.9+ pvp as everyone already primarily crits with vanilla damage mechanics. I don't see how possibly maybe diversifying pvp a bit would be worth completely splitting from Minecraft pvp's established meta.

On a side note, spectral returning your invis effect once you leave its zone was suggested awhile ago as a general nerf to the module. I recall us agreeing internally that it should be implemented but it probably got lost in @Cryptite 's list of a thousand other things to do.
 

Steve5729

Well-Known Member
Slicer
Overall I think the Idea of attack modules for attackers is good but I don't think they should be made as counters and rather be made as boosters. I think that something similar to rallying charge should be added. For example: A moduel that gives resistance one and regen 2 for 1 minute after warping. Or a module that gives attackers an extra 3 hearts that go away as soon as they are damaged.

The benefit to strafing is that you're harder to crit while doing it as well as the extra knockback. So if you make strafes and crits do similar damage removes any reason to crit at all. Besides, It's not as cut and dry as you make it out to be. Most PVP requires a combination of strafing and critting. Players that don't know how to crit shouldn't be given an easy way out of having to learn and improve. The same should be said for players that only crit. Players that strafe more than crit shouldn't get a free advantage because they die to people that crit all the time. The same goes for people that crit more than strafe. If they get out strafed by someone then they shouldn't make crits do more knock back just to make crits and strafes the same. They are made different by Mojang for a reason.
 

ReformedPheonix

Member
Slicer
Considering attackers can see what modules a tgen has before choosing their own module it would seem strange to implement attacker-only mods that are straight counters to the defender's mods. If the attacker's want somewhat of an offensive module then they can choose the already implemented rallying charge but the main point of modules is to defend a structure, not attack one.

As for increasing the damage of regular hits, 5 non-crits to kill would be absolutely insane considering it's much easier to chain regular hits than crits. We tested normalizing damage back when Jotunheimer first joined Loka and ultimately decided against it. Loka's 33% damage boost emphasizes crits, but it doesn't change the meta of 1.9+ pvp as everyone already primarily crits with vanilla damage mechanics. I don't see how possibly maybe diversifying pvp a bit would be worth completely splitting from Minecraft pvp's established meta.

On a side note, spectral returning your invis effect once you leave its zone was suggested awhile ago as a general nerf to the module. I recall us agreeing internally that it should be implemented but it probably got lost in @Cryptite 's list of a thousand other things to do.


Yea, in hindsight I agree 5 might be too much but I think 6-7-- just an increase to normal hit damage is definitely a good addition. Strafing does nearly zero damage, and theres damage logs from fights to show that. People who are good at strafing can use their good strafing ability to set up crits, but for the most part that's it. They cant use their strafing ability as a legitimate weapon to kill other players. It simply doesn't do enough damage when it takes roughly 8 hit to drop someone regularly and only 4 whilst critting.
 

Skuhoo

Administrator
Staff member
Elder
Yea, in hindsight I agree 5 might be too much but I think 6-7-- just an increase to normal hit damage is definitely a good addition. Strafing does nearly zero damage, and theres damage logs from fights to show that. People who are good at strafing can use their good strafing ability to set up crits, but for the most part that's it. They cant use their strafing ability as a legitimate weapon to kill other players. It simply doesn't do enough damage when it takes roughly 8 hit to drop someone regularly and only 4 whilst critting.

It already takes 7 regular hits to kill. And like I said, crits are the established meta of vanilla 1.9+ pvp. It doesn't make sense to buff regular hits and change the meta just because some players are unable or unwilling to effectively incorporate crits into their pvp style.
 
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