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Duomadre

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Duomadre
Joined
21 May 2010
Posts
98
Location
Germany
PostedNov 18, 2010 4:30 pm

Twin Picks - Balance change

2 Suggestions - Highlighted in red
I'm playing DW forever already and DWO already since it was released in the chinese version, I know all the weapons from this online game but the Twin Picks are always the most imbalanced in DWO. The Twin Picks have good damage output against enemy players as well as against structures but lacks defense and most choose to keep their musou bar with it low.

The most annoying thing I'm sure people here have already noticed is the combo:

[Aggression] + [Musou]

The high damage output of the weapon combined with it's immobilization of the enemy makes it sure for you to kill the enemy in one shot. If you upgraded your weapon enough compared to the enemies defense, then you will even be able to one-shot him with his life at max. even if he upgraded his life. This combo is easily avoidable with many weapons attacks because the T.Picks user is not very fast but on the other hand there is also no way for a other weapon user to engage the T.Picks user in battle as long as the T.Picks user knows how to use the weapon.
I'll explain further


[Jump Charge]
This attack has a very long range, it targets enemies in front of you as well as behind you and your character jumps quite far through this attack. This attack allows you to escape any enemy that might be chasing you. If the enemy is close by, you just zoom into the minimap and count at what second the enemy arrives near you, you jump and charge, the enemy gets thrown aways and you won at distance.

[Charge Attack 3]
This attack keeps the enemy busy in any needed situation. You can keep your enemy at a distance by the long range of this attack and just as much as other weapons you can kite around the enemies block easily. Additionally you can Stun the enemy with your last hit of C3.

Now these three attacks are it, that in combination with each other make it pretty impossible for you to engage a T.Picks user. You can stun the enemy, keep him away from you and with your musou + Aggression combo you finish him off if needed. Keeping your musou bar at a minimum also allows you to spam the heavy musou attack fast again.
And if you are chased as a T.Picks user, you don't need to worry much cause your Jump Charge allows you to win at distance and by the time your enemy catches up to you, your musou bar is full again, making your enemy not want to get close to you.

The actual imbalance at the weapon is not the Aggression ability, nor the musou attack on their own but the two attacks [Charge Attack 3] and [Jump Charge] together with the musou + aggression combo. The Jump Charge is overpowered because it is very fast executable, strong but especially its range is too far, so far that the enemy can even still be at a distance where he won't expect being hit by the attack and at the same time filling up the fleeing T.Picks users low Musou bar, making it way too easy for the T.Picks user to counter fast again without giving a enemy enough time to even counter or to get closer.
Suggestion 1: Cut the range of the Jump Charge down by 1/8th

But there is also another option how to balance the weapon. Leaving the [Jump Charge] as it is now and changing the [Charge Attack 3] would help just as much. The C3 has many annoying aspects for their enemy, its long range, the fact it can stun and, like all other weapons, that it makes the user immune to immobilization while performing it.
Now the thing that leaves the T.Picks C3 overpowered is it's anti-immobilization combined with the fact that its attacks long range cause the enemy to be fast immobilized even if he tries to counter with his own anti-immobilization state. The T.Picks just hit the enemy more often than the other weapons in a short time and at the same time renders the T.Picks user untouchable from Jump attacks and flanks because of the long range which will interrupt any attempt to immobilize the T.Picks user. If a weapon-user of any sort engages a T.Picks user in close combat using his C3 attack, the best outcome for the enemy of the T.Picks user is that he is even to his enemy. And that is the wrong thing. The Picks should not render the enemy always at a disadvantage and at the best possible case in a battle C3 vs C3/C4... rendering both players similarly immobile for a short amount of time through hitting each other with the last hit of the combo. You have to imagine, the T.Picks user has 2 Picks, both are being consequtively during C3, while the 1st Pick is attacking from above downwards, the 2nd Picks Bottom/Lower side attacks upwards with it's comparable low range to the 1st Pick, but it's still a LONG range. So both Picks hit the enemy at a similar time after another even though just one Pick is actually supposed to hit, which is the problem that makes the Picks in such a close-ranged battle impossible to match, cause this causes the target of the Picks to be rendered immobile very fast even if he has his state of anti-immobilization.
Suggestion 2: Lower the range from the bottom/lower side of the T.Picks by 1/2th

The 2nd suggestion might seem exaggerated, but it seems reasonable when it solves this problem of imbalance. You can exercise what I wrote above about the T.Picks dominating in close-range too much, you will see that there is not much a other weapon can do against it except if the user of the T.Picks can't aim at all.

I do realize all the counters to T.Picks in general.
Like long-distance attacks i.e. [Jump Charge] of the Scimitar,
a long musou bar that allows you to finish the T.Picks user off before he can escape or allowing you to outnumber his musou attack with your long bar of musou etc.
most of the ways to engage the T.Picks allow you to damage the T.Picks user however only and not to finish him off. Let's say I'm a S.fan user and bring the T.Picks lifebar to red with my very long musou attack. Now I just keep spamming my [Run] + [Attack] in order to catch up and get rid of his life slowly but surely. The T.Picks user just has to see me coming and will use his Jump Charge to counter me without problems or if he even has full musou, he will just use that to counter me. A weapon user with a actual long-range attack(S.fans C4 is not enough of a precise long-range to hit in this situation) could finish the T.Picks user off easily in this situation but the weapons with these attacks are on the other hand also not able to bring the T.Picks users lifebar down so far in the first place.
So I'm not saying there is no way to counter the T.Picks or that it's impossible to beat them, it is possible. But there is a very little edge of power that the T.Picks overcross that make them overpowered and always very hard to counter.

T.Picks are made for PvP but you don't want to just see 100% of PvPs being held by T.Picks users just cause they are overpowered. And as much as people might think about other stronger new weapons in the future, you will notice that once they are released, you will still see more T.Picks user running around. I personally always prefered the DWO exclusive 2 Plates, also slow but strong weapon, dunno their name as I can't read chinese lol.

Thanks for taking the time to read through my suggestion.

~Yan Liang
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sturrz

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sturrz
Joined
13 Jul 2007
Posts
25
Location
United Kingdom
PostedNov 19, 2010 7:11 am
ohh that explains why you spent an entire Confront running away from me yesterday since I had T.Picks equipped.

Although you're impressive tactic of hide in base/let True Musou build up really shows your support of balance/fairness in the game Smile

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