Combat System: At what point is it ever worth defending?

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Re: Combat System: At what point is it ever worth defending?

Postby Bowshot125 » Wed Nov 23, 2016 4:49 pm

MagicManICT wrote:
joojoo1975 wrote:is this intended, that no matter what the stats, there will always be blood on both sides?


I'm pretty sure jorb said in the announcement that this was the intention.



Thats stupid, there were warriors who could down others without a scratch, so you not watch movies? Not everyone has to be a monkey with their weapon and armor. Why cant we have old combat back :'(
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Re: Combat System: At what point is it ever worth defending?

Postby shubla » Wed Nov 23, 2016 4:49 pm

Bowshot125 wrote:
MagicManICT wrote:
joojoo1975 wrote:is this intended, that no matter what the stats, there will always be blood on both sides?


I'm pretty sure jorb said in the announcement that this was the intention.



Thats stupid, there were warriors who could down others without a scratch, so you not watch movies? Not everyone has to be a monkey with their weapon and armor. Why cant we have old combat back :'(

Hnh is not a movie.
Chances of one surviving and still keeping on fighting after few battles in medieval times were slim.
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Re: Combat System: At what point is it ever worth defending?

Postby Bowshot125 » Wed Nov 23, 2016 4:52 pm

I'm talking 1v1 not army battles.
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Re: Combat System: At what point is it ever worth defending?

Postby shubla » Wed Nov 23, 2016 4:56 pm

b12 should be nerfed.
Waving or even carrying a giant fucking battle axe should decrease your stamina extra quickly.
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Re: Combat System: At what point is it ever worth defending?

Postby MrPunchers » Wed Nov 23, 2016 6:28 pm

shubla wrote:b12 should be nerfed.
Waving or even carrying a giant fucking battle axe should decrease your stamina extra quickly.

Maybe we should just diversify the weapon roster? :(
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Re: Combat System: At what point is it ever worth defending?

Postby joojoo1975 » Wed Nov 23, 2016 8:11 pm

shubla wrote:Hnh is not a movie.
Chances of one surviving and still keeping on fighting after few battles in medieval times were slim.


maybe so in medieval European times. hell your high class walking around in a bloody walking steel oven. which made you damn near invincible, until crossbows/some longbows or other knights.

but then again, this is not real life. I shouldn't have to take damage from someone if I totally outclass them in a particular stat.

It's like saying Mike Tyson in his prime going against an 8 yr old is gonna have any affect on mike Tyson.

oh look this is mike's consecutive 10th fight and he looks gassed against this tenth 8 ry old?

from the looks of it, you have to have a misture of ua and mc. which I think Blows.

imho if you have 2 fighters same stats one with good ua and one with good mc, then it could be a toss up, or like a chess match, where one wrong move could end it.

but if everybody is basically doing the same combo of hits and whatnot throughout. . .

I really liked the legacy combat with the defence bar. Understanding how j&l are, we prolly will never have that again(I don't think they ever take steps back, which is overall for the good)

but I would Really love to have this system, but with an overall blue bar(like in legacy) but prolly not gonna happen :(
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Re: Combat System: At what point is it ever worth defending?

Postby MagicManICT » Wed Nov 23, 2016 11:59 pm

See, the problem is you don't understand what HPs represent. It can be a wide variety of things from fatigue to physically critical wounds. Even a simple bruise that you wouldn't even think about being sore shows up on the wounds list.

I bet that 8 year old could give Mr Tyson the runaround for a good bit and get him out of breath (maybe... boxers are known for having very high stamina.) And just because the great boxer doesn't flinch from the punches he's taking doesn't mean it isn't injuring his body.
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Re: Combat System: At what point is it ever worth defending?

Postby joojoo1975 » Thu Nov 24, 2016 12:38 am

MagicManICT wrote:See, the problem is you don't understand what HPs represent. It can be a wide variety of things from fatigue to physically critical wounds. Even a simple bruise that you wouldn't even think about being sore shows up on the wounds list.

I bet that 8 year old could give Mr Tyson the runaround for a good bit and get him out of breath (maybe... boxers are known for having very high stamina.) And just because the great boxer doesn't flinch from the punches he's taking doesn't mean it isn't injuring his body.


I understand what you are saying, but do you actually think a Great boxer would be "gassed" after fighting 10 8 year olds? Yet after just 3 exchanged with someone who has 2 UA vs my 71, I begin to get shp dmg. that I cannot agree with. mayby if I didn't do anything for three exchanges, or if I was fighting 3 people at the same time, but not 1 v 1 when I am focused. that's the fundamental problem with the current combat system., like OP said, it doesn't make any sense to use restorations. but I'm armature at best. what about the experienced fighters, do you all have a strategy or do you just punch and see who blows first?
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Re: Combat System: At what point is it ever worth defending?

Postby Aceb » Thu Nov 24, 2016 1:51 am

Aren't you mixing skill with strength?

I mean, I completely understand You, but if 8yr old will keep punching same place, it will eventually turn into samll bruise. Also, if You will get a young boy of yourself, You will notice that 8yr can be creative in every matter.

Secondly, this "system" is better for me imho in PvE, never had a real chance to test both system in PvP so I can't say anything here. (reason is simple: I was getting killed in PvP too fast by overpowered enemies. Not that I even wanted to fight). In spars I mostly win with my friends, because they don't get the idea of combat.

Also, it's easier to win with ~75UA against 2 guys with ~10UA then when all have same stats but it might be because You can do something more than only punch.

I like the idea because if You will be careless, You will get punished. Smashing blindly one combat move won't get You far, unless You're OP against your opponent already. (Like on beginning, bats, foxes etc. were a challenge + wounds, now with combat, 1 10Q yarrow is enough to repay few combats against them.)

The only real threat are bears and upwards... or ants in large groups, because AoE attacks are too slow imho.
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Re: Combat System: At what point is it ever worth defending?

Postby MagicManICT » Thu Nov 24, 2016 5:24 am

Don't get me wrong, joojoo, I'm not saying you're wrong. I'm just saying that even a child can cause pain to an individual trained in some form of martial art.

Add in we're not talking about a kid vs adult, but adults vs other adults or adults vs wildlife. Wild swings still connect sometimes, and smart players will do their best to dodge the other person's attacks or keep a distance until they're ready to hit/be hit. This is where that skill comes in, not just the in-game numbers. I look at the numbers more as a way to "make it hurt" and "act faster" than one character's skill vs another character. A child isn't able to take a hit without serious injury. A pro boxer can take a lot of hits and shake it off for a little while.

I don't like the new system, either, but it's the direction the wound system has been going since introduced, so I can't say I'm that surprised we're here. It's a system I think we can all learn to function with. It's more important now to have effective armor in good repair than before ever was.
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