Full defence sure, but not full damage.
What we really need, though, is reducing importance of IP in favour of the other variables.
TheFields wrote:I tried to read what you type but I could read was "hurr durr dick in my mouth hurrrrr"
Jackard wrote:Sotsa wrote:I'm sad to see a wizard has shrunk your cabin and put it in a bottle.
better luck next time.
fucking wizards
Saphireking65 wrote:TheFields wrote:I tried to read what you type but I could read was "hurr durr dick in my mouth hurrrrr"
Hey, I'm trying to read this thread and your retarded posts are getting in my way. Would you kindly take your misguided attempts to be an internet tough guy elsewhere so I can read in peace?
Jackard wrote:Sotsa wrote:I'm sad to see a wizard has shrunk your cabin and put it in a bottle.
better luck next time.
fucking wizards
Valten21 wrote:You guys have to think of what would happen if you just removed the 0% def while moving, it would almost become impossible to kill anyone. Already, a fight between two people who are both familiar with what movement combat is, will last upwards of 15 minutes till either participant becomes bored or runs out of water. If I didn't get hit for full damage moving, I'd just use evil eye and run my ass off to the nearest boat or gate while the other guy has to follow behind..... * flex 5x, punch (drops me 40%).... flex 5x, punch (drops me to 10%)... flex 5X, punch (does HP damage but not full) - OR if it's before either side has 6 coins - replace flex with jump. Add low intensity that gives me a huge amount of time to get away. That is not the answer, if you really wanted to cripple movement combat, one move that is a key component is - call down the thunder.
Movement combat isn't about hitting someone moving, that's just an inherit risk in using the tactic. It's all about exploiting movement speed, I'm not going to let you get close enough to kill me unless I feel I have a good chance of killing you. Stacking an indefinite amount of coins on each other and seeing who can use them most effectively on each other. It's fun in one sense because it opens up a lot more to the actual combat system then flex and punch, but you will see some moves are prominently more useful then others. Evil Eye is over powered. Call Down The Thunder is the root of all movement combat.
sabinati wrote:uhhh since when is "movement combat" or any part of it an exploit? and since when was this game intended to be a political/economic simulator? it's an rpg. the fact that it has some aspects of societal simulation does not make those the main focus of the game.