I won’t be replying to anything on the topic of balance after this post.
Viable relative to the difficulty, underwhelming relative to the difficulty. Cherry picking. I am so tired of this. Make your own thread or stop replying to me directly. I want to have discussions about nuanced ways to make talents, and the game overall, more interesting and mechanically complex and demanding, ones that expand the skill ceiling in elegant ways. Creative ideas. Every single time I make a thread I usually get simplistic ideas that aren’t interesting. Boring. I have no interest in seeing the most common ideas that work on brute force regardless of how appropriate they are for balance purposes. Everyone knows of these ideas already.
As before I don’t care. That’s good for you. You can stop replying to me about balance now. There are many others that I’m sure that would like to hear about it. I’d rather not have to use the mute function but I’m not interested in reading more about the great needs for balance and will be at the very least ignoring anymore mentions of it.
You and anyone else can mute me as well if you do not find what I wish to discuss interesting. I respect that right and hold nothing against anyone that has different interests.
You can address my points directly or cease the conversation. I never said people flatout don’t aim for headshots. I said they don’t always do because they don’t always need to, and in many cases there is little benefit in doing so. I’ve seen most players play. I see most players continually bodyshotting a boss from its sides/behind because it’s safer instead of moving around to headshot the boss while still bodyshotting until they have an angle on a headshot. I see most players not going for headshots once an enemy is staggered.
Are you aware of how much critical bodyshot damage many of the finesse weapons do? A WHC with Flense + the Rapier + a high crit rate (which is a given) does not require headshots for effective dps on Cata. Nor does a weapon like Dual Daggers because of the bodyshot damage of its heavies being enough. Headshots are encouraged for melee but not by all that much. It’s mostly a thing for ranged weapons, and I bet even the average Cata player would agree with me on that. It’s generally not because the reward isn’t good enough, but because the bodyshot damage already is enough.
Finesse is tarnished by its association with criticals. It ruins the supposed balance of bodyshot damage weapons and ‘skill’ based ones. This results in players not needing to go for headshots outside of specific breakpoints because it averages out well enough. Why do I bring this up? Because with on kill thp, even with the finesse weapons, the player is rewarded too easily even without headshots, simply because the base bodyshot damage without crits isn’t that low. The dynamic of being forced to land headshots not just to deal damage, but to stay alive beyond dps checks is one I find very interesting, and would miss if it was gone. This is why one of the ideas lessens the relationship between thp on crit/headshot with crits (I would’ve gone all the way and removed it, but I was testing the waters). The final, cleanest idea can be found at the bottom of this post.
The full caps text is a bit much.
Headshot techs are a topic I find very interesting, and are a relief from the rest of this thread.
What you’re saying is only really true for the long reach weapons and certain weapon attacks like the Rapier’s charged attacks. Headshots aren’t as reliable at long distances because enemies move a lot, and often very quickly. Staying at the same distance constantly (close up) results in higher consistency (and overall less sudden movements like running attacks from enemies), even if the headshots are harder to land, and sets up subsequent headshots with attacks that move enemies back a little up very well. Enemies are almost always moving closer to the player, far more quickly than the player can back up without dodging which further decreases headshot consistency.
What you say would be true in a melee version of a shooting gallery, but those ideal conditions are not found consistently in games.
Me getting 2000+ headshots on Horn of Magnus in a Cata true solo is not due to me being some kind of absurd god-gamer, rather it’s because facehugging works. I believe this is a common misconception regarding headshots. It helps that I aim for headshots even when it’s not reasonable though, which most players don’t afaik.
This is the most recent iteration of the original idea:
- Melee headshots on the first target in a swing restore 3 temporary health. Charged attacks that headshot restore double the amount of temporary health. Max 8 temporary health.
This should overall have all of the important details, with the exception of the Rapier’s partial heavy only restoring 1.5 times the amount of temporary health being an unlisted aspect, which I’m not bothered by.
Alternatively:
- Melee headshots restore 3 temporary health. Charged attacks double this effect. Max 8 temporary health.
A bit more lacking in information but cleaner.