Game Development: Fighting Quail

Announcements about major changes in Haven & Hearth.

Re: Game Development: Fighting Quail

Postby jorb » Thu Mar 08, 2018 1:42 am

Not super keen on adding defenses against all kinds of buffs. Rebooting to significantly reduce the decay timer on opportunity knocks instead.
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Re: Game Development: Fighting Quail

Postby synaris » Thu Mar 08, 2018 1:43 am

it really needs another nerf? wasnt that 350 personal cooldown good enough? damn.
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Re: Game Development: Fighting Quail

Postby D0fuz15 » Thu Mar 08, 2018 1:44 am

Or make the opening of opk reduce faster
Good idea!
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Re: Game Development: Fighting Quail

Postby jorb » Thu Mar 08, 2018 1:44 am

D0fuz15 wrote:Or make the opening of opk reduce faster


Good idea. If only I had thought of it.
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Re: Game Development: Fighting Quail

Postby Zephron » Thu Mar 08, 2018 1:45 am

Opp knocks consumes feigned dodge but doesn't prevent the opening being created.
I get it that opp knock is not an attack, but in that case it shouldn't consume the feigned dodge.
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Re: Game Development: Fighting Quail

Postby loftar » Thu Mar 08, 2018 1:49 am

Zephron wrote:Opp knocks consumes feigned dodge but doesn't prevent the opening being created.

Correct; that feigned dodge "completely blocks" an attack means that it is as if there were no openings against that attack.
Zephron wrote:I get it that opp knock is not an attack, but in that case it shouldn't consume the feigned dodge.

It is technically an attack, which is why feigned dodge is consumed by it. Perhaps feigned dodge should only affect attacks that take damage, or something.
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Re: Game Development: Fighting Quail

Postby reaperbird » Thu Mar 08, 2018 1:50 am

QUAIL!! QUAIL!!! QAUIL!!!
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Re: Game Development: Fighting Quail

Postby roboboy33 » Thu Mar 08, 2018 1:52 am

Why is Raven's Bite the only melee attack that gets used by dizzy? Sting should get the dizzy multiplier as well.
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Re: Game Development: Fighting Quail

Postby jorb » Thu Mar 08, 2018 2:00 am

Rebooting to

  • Fix bugs with costs of think & take aim.
  • Make it so that the opportunity knocks opening reduces while moving.
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Re: Game Development: Fighting Quail

Postby Aceb » Thu Mar 08, 2018 2:04 am

Not sure if that's a bug or I do something wrong, but sometimes putting an move on deck, still gives 0/1 instead of 1/1 and when combat is initiated, the move card is not there (despite it even being saved as 0/0?).

It's on default, I'm unsure but it's not always happen?


@edit
It happens when moving a move from one slot to another, then removing the previous one (Because it copies instead of relocating?) and that sets it to 0, despite being in another slot.
Last edited by Aceb on Thu Mar 08, 2018 2:07 am, edited 1 time in total.
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