I think poise is OK. Maybe I'm not following Saturday Saint's logic well enough, but I'm not convinced that poise makes the game worse.
Spurgun wrote: Juutas wrote: Spurgun wrote:And yeah i don't want
them to remove poise either, but they should take another look at it.
IMO it isn't really working as it should now (wolf ring is a big part of
that).
If Wolf ring would give about 20 poise, things would get more interesting all around.
The problem with is that it **** on the system.
More armor = more poise, but also more weight. But the wolf ring gives you more poise for free.
It
does the same thing as the DWGR used to do, only that it is the other
way around. DWGR allowed you to equip armor and get poise while you
still could fast roll (or flip in this case) and the wolf ring allows
you to get poise while you still fast roll. The only differences are
that you also got armor with the DWGR, and that you could flip.
IMO they should remove it completely, the only way to get poise should be armor.
I agree with both points here (sort of). Nerfing the Wolf Ring would be a good start, but wouldn't totally fix the problem. Which is why I suggested a larger scale for Poise. I don't think being able to get
a little poise from a ring is terrible, but even at 20 poise it would still be easy to hit the required breakpoint and fast roll. It circumvents the whole mechanic.
But if there were a different scale it could work.
(for the sake of this example, I'm not going to use all the real weapon classes)
If you had scaling break points that went:
daggers< rapiers< short swords< long swords< curved swords< greatswords< ultra greatswords
Then it wouldn't be overpowered (at least IMO) to have a ring that bumps from one break point to the next.
Jansports wrote:I think plenty of rings suffer from "not quite good enough" Hornets was nerfed, and even before it's uses was narrow in scope (and often frowned upon by children and manlets) Leo is great, with a non split damage spear (so pretty much the SKS or maybe the pike on a quality/str build) Bellowing and Firstborn are both strong on their respective dedicated builds. Havel's is actually not that bad on some builds with medium weight weapons as you can get enough poise from the armor you can wear with Havel's/FaP without using wolf's (and unlike using wolf's your defences are also beefed up)
But like Speckled stoneplate, Steel Protection, RTSR their use is increadibly narrow.
Meanwhile RoFaP is good on literally everybuild. Every build has a use for health and stamina, and most really don't mind the extra burden. Wolf's is similar in that nearly any build could benefit from being staggered less in pvp. If other rings were broader in scope, for example is leo upped all counter damage, not just trusting... it'd be on a lot more fingers. If Steel Protection added more defence in someway, perhaps if it increased armor by a % of the value you had, it'd be seen on more mid and fat builds with heavy armor. If bellowing/lingering/firstborn had darkmoon seance baked in (so boost + attunment slot) They would feel less gimmicky (shotgun 1shot) and more like they're intended to be used by mages(who really hate stretching for the fifth and sixth slots)
I don't think it's wolf's or FaP or even pre nerf hornets that's Too strong, everything else just kinda falls flat
This is the other half of the equation. Having strong items isn't bad as long as you have equally strong items that you're making a decision against. RoFaP has all the stats you want for PvP and boosts them a lot. While resistance rings, which might actually be desirable in some cases, give a very paltry boost in comparison.
Flame Stoneplate Ring might help you survive
a little longer against someone exclusively using pyromancy and fire weapons, but RoFaP is good in literally every scenario. And even in that example RoFaP is probably still going to have a more profound effect than trying to stack fire resist.