With how difficult it is to get discoveries, I kindof don't mind that some moves are inferior right now. Shitty moves can just get used by players struggling to get the optimal moves, rather than completely ignored like in previous iterations of combat. Also, the combat meta still hasn't been totally solidified, and different players will have different opinions about which moves are op or useless. Personally I think regain composure is totally viable, cleave isnt in either of its colors, so you can afford to let them get pretty high, and the lower base percent might actually be worth the utility you get from it. Go for the jugular also has potential for use, as it has the highest base damage out of all the ua attacks making it great for damaging heavily armored players.
I do agree that it's silly for yellow to have so many attacks that do essentially the same thing with different tiers of effectiveness (see kick/haymaker/sideswipe/uppercut). Also, the attacks that give ip like quick barrage and low blow seem to be pretty universally useless at the moment because of how mandatory take aim is, and the mechanic should probably be scrapped unless there is a rework to the ip system.
Attacks that hit multiple enemies are also pretty bad, because being in a situation where you could hit multiple targets implies that you are being attacked by multiple players at once, and when that happens if you arn't spamming defenses you are pretty much dead. If this effect is going to work it should be on things like flex and feign dodge, so that you can stay alive as you try to fight multiple people.
With how difficult it is to get discoveries, I kindof don't mind that some moves are inferior right now. Shitty moves can just get used by players struggling to get the optimal moves, rather than completely ignored like in previous iterations of combat. Also, the combat meta still hasn't been totally solidified, and different players will have different opinions about which moves are op or useless. Personally I think regain composure is totally viable, cleave isnt in either of its colors, so you can afford to let them get pretty high, and the lower base percent might actually be worth the utility you get from it. Go for the jugular also has potential for use, as it has the highest base damage out of all the ua attacks making it great for damaging heavily armored players.
I do agree that it's silly for yellow to have so many attacks that do essentially the same thing with different tiers of effectiveness (see kick/haymaker/sideswipe/uppercut). Also, the attacks that give ip like quick barrage and low blow seem to be pretty universally useless at the moment because of how mandatory take aim is, and the mechanic should probably be scrapped unless there is a rework to the ip system.
Attacks that hit multiple enemies are also pretty bad, because being in a situation where you could hit multiple targets implies that you are being attacked by multiple players at once, and when that happens if you arn't spamming defenses you are pretty much dead. If this effect is going to work it should be on things like flex and feign dodge, so that you can stay alive as you try to fight multiple people.
I don't know how you can think that Regain Composure can be viable, you have to keep in mind that u have 10 slots in your deck, 2 of those go to take aim and think, then u need about 3 combat moves, Thats 5 slots already. You would also need a manvouer and oppurtunity knocks so we're at 7 now. Then of course you need artful evasion and dash 9. So you could choose to have a shitty and ineffective restoration that only restores 15% green at it's best or you could put in quick dodge, zig zag ruse or a defensive manouver.
Yes Go for the Jugular has potential for use but the thing is as i said, too high IP cost. In actual combat you're never going to get enough coins to get good use out of it as it does cost 3 IP to use, you need to use is twice to actually deal damage (that's a total of 6 IP used already) and your opponent only needs to spend 3 IP on one artful evasion and just remove the openings that go for the jugular created. There's way more effective moves that are free and/or only cost less IP for the same task.
However i do not think that moves that hit mutiple opponents are bad, some of them are actually really efficent moves versus just 1 opponent.
Go For Jugular and Rip Apart definitely need an IP cost reduction
They should also do more varied combat stuff...
examples: Add increase unarmed damage to chin up when its active Add increased weapon damage to "to arms" and double that if they are dual wielding when its active.
Posted this a few times in the past. ill keep posting every once in awhile until they do something
NOOBY93 wrote:It was like that in legacy and nobody complained. They probably changed it so nobody can use 1 UA opp knocks alts, but literally nobody did that.
ya, back then it was 30% regardless, but now it depends on ua, so it seems like the reason is other
NOOBY93 wrote:It was like that in legacy and nobody complained. They probably changed it so nobody can use 1 UA opp knocks alts, but literally nobody did that.
ya, back then it was 30% regardless, but now it depends on ua, so seems like the reason is other
This furthers my point even more then. There's literally no reason to have to farm animals to get moves. Aren't the devs against farming animals like they are meat bags anyway?
Jalpha wrote:I believe in my interpretation of things.