Game Development: Fighting Quail

Announcements about major changes in Haven & Hearth.

Re: Game Development: Fighting Quail

Postby jordancoles » Thu Mar 08, 2018 3:29 am

ChildhoodObesity wrote:lol coles ur overthinking u only need to use half those moves the others ones will be meaningless

Well yeah there's a definite META, I just listed stuff that's decent in general

KITO, punch, raven's bite and artful are the big players
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Re: Game Development: Fighting Quail

Postby ChildhoodObesity » Thu Mar 08, 2018 3:34 am

tbh i never thought the old combat was that bad, too stat based which can be adjusted, lots of useless moves but every system will have that, numbers based but every system will be numbers based as well. i think to balance the old combat a lot more all you would need to do is make it so maneuvers raise flat amounts regardless of stats so if you hit someone, 25% combat med is fueled or bloodlust or w/e and this all remains constant regardless of the stats!!! also if the agi bonus was similar but instead someone with max agi over someone would just hit the same speed they would now, but the guy with lower agi would just hit at the base amount. so for flex if someone had 2k agi and hit someone with 1k agi itd be 1.5cd and if the 1k agi guy hit the 2k agi guy itd be 2.1 but in this case itd just be 1.8 instead of 2.1!! would be a lot more balanced. maybe theres some other shit that would help too! the overall system wasnt THAT bad tho
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Re: Game Development: Fighting Quail

Postby jorb » Thu Mar 08, 2018 3:35 am

Rebooting to...

  • Reduce openings from base attacks.
  • Adding IP cost to Knock its teeth out.
  • Buff opportunity knocks a bit.
  • Redcue effect of dizzy to 2xdmg for Uppercut, 1.5xdmg for Haymaker, and 1.25xdmg for Raven's bite.

With that we are going to adjourn for the night. I think there's a value to be had in enforcing use of the system, but we will be keeping an eye on it over the coming days, and may revert or make changes.
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Re: Game Development: Fighting Quail

Postby jordancoles » Thu Mar 08, 2018 3:35 am

So dash is the only way I'm seeing to remove dizzy, and dizzy gives Raven's Bite a massive buff in power

Dash is 500 local CD and doesn't reduce openings while knock its teeth out adds dizzy and only has 300 local cd
We need more ways to remove dizzy, or it'd be nice if Dash reduced some opening as well

I think we need more moves
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Re: Game Development: Fighting Quail

Postby Ninijutsu » Thu Mar 08, 2018 3:37 am

W7 combat was 90% perfect. Should gather inspiration from there.
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Re: Game Development: Fighting Quail

Postby synaris » Thu Mar 08, 2018 3:43 am

you know the defenses are still fucked, with the old system the lowest i ever saw for reducing an opening was 10% for flex. but flex was useful for opening up your opponents backhanded defense.

now the lowest i see is on the default quick dodge and its 5%. a measly five percent on what was the primary striking defense. its a complete waste. if you used that, anything your opponet used would open you up the same or more while ALSO dealing damage. even if an opponent just spammed quick barrage which is also 5%, they will hit you faster than you can defend. and gain IP while doing it. quick dodge should be buffed a bit. 10 or 15% would work. increase its cooldown if it ends up OP with 15%. but we need at least 10% on it.

i looked at the latest changes before i hit post and i see that quick barrage now has 3.5% which is more balanced, but quick dodge still needs an improvement.
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Re: Game Development: Fighting Quail

Postby seaofscrolls » Thu Mar 08, 2018 3:45 am

Why did the base damage on hirdsman's sword get reduced to 100 from 125? Seems like a really odd change since Swords were already largely neglected by PvPers in favor of the b12. Especially considering that the new fighting system seems to heavily favor combat decks using the b12. I understand that parry is quite powerful, even more so with the single opening system, but with armor at the point it has gotten to, even a very high q sword will struggle to do much damage.
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Re: Game Development: Fighting Quail

Postby jordancoles » Thu Mar 08, 2018 3:46 am

Ninijutsu wrote:W7 combat was 90% perfect. Should gather inspiration from there.

How to make Legacy combat perfect:
>Give evil eye a 5 IP cost instead of 2
>Remove signpost clipping meta
>Start combat intensity at 5 instead of 0
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

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Re: Game Development: Fighting Quail

Postby SinizterMoFo » Thu Mar 08, 2018 3:47 am

Seems to me that now you have given a definite advantage to ua over melee in addition to a huge advantage to animals over humans. this new fighting system has very little good and a lot wrong. All our damage is down but all animal damage is up. Stacking for damage effects now sucks. Before this update I could fight and kill a bear in 8 sideswipe moves. Now it takes over 40 quick barrages and I suffer tons of damage. Not happy with the new combat system at all. Now with knuckles that do 28 damage I can win but with a sword that does over 700 damage I lose to u/a fighter. that is wrong
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Re: Game Development: Fighting Quail

Postby Ninijutsu » Thu Mar 08, 2018 3:48 am

jordancoles wrote:
Ninijutsu wrote:W7 combat was 90% perfect. Should gather inspiration from there.

How to make Legacy combat perfect:
>Give evil eye a 5 IP cost instead of 2
>Remove signpost clipping meta

Is this a personal insult? My favorite thing in the world was evil eyeing through signs.
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