A few issues with combat

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: A few issues with combat

Postby Kaios » Mon Apr 22, 2019 8:22 pm

wonder-ass wrote:p.s. haven combat was never made for 1v1s idk why you try to balance the game around 1v1s.


Balancing has to start somewhere though and instead of balancing around a one versus one fight first and expanding from that scenario I'm not sure what the better alternative would be. If 1v1 isn't reasonably balanced then what would you base the balancing on for group combat?

I think that combat can and should be fun and interesting regardless of whichever form it takes, 1v1, 2v2, 3v1, 10v10, the numbers don't really make a difference if the combat mechanics aren't balanced properly in the first place.
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Re: A few issues with combat

Postby Tamalak » Tue Apr 23, 2019 1:49 am

Bring back the deck system.

Minimum 50 cards in a deck. No more than 5 copies of each card. Or just some mechanic that rewards deck size and variety.

Let's play speed Magic the Gathering
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Re: A few issues with combat

Postby Granger » Tue Apr 23, 2019 2:51 am

Tamalak wrote:Bring back the deck system.

Minimum 50 cards in a deck. No more than 5 copies of each card. Or just some mechanic that rewards deck size and variety.

Let's play speed Magic the Gathering

I vaguely remember this being unfun for PvE as the mobs cheated.
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Re: A few issues with combat

Postby MagicManICT » Tue Apr 23, 2019 3:22 am

Or people put exactly 5 cards in the deck.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: A few issues with combat

Postby loleznub » Tue Apr 23, 2019 4:29 am

MagicManICT wrote:
terechgracz wrote:Ie. you'd have your base cooldown X which is based on agility weight, cleave could have then 30 cooldown, punch 10 cooldown.

so basically a WoW style system where you have basic attacks and abilities that work on the global cooldown, but a few special attacks--be it damage, opening, etc--that have their own cooldown, some of which can actually increase or decrease (or even remove for the next action in a couple of cases iirc) the global cooldown.


Great idea! /s

Why not also add in classes you can choose from at character creation too like rogue, warrior, mage, druid, warlock, priest, paladin, shaman, death knight etc.. These replace UA/MC and the higher level the more skills and damage you do!

Each class gets its own specialized abilities that define each class!!! For example, mages get frostbolt, a skill that can be used on people dealing damage at range by mashing '1'. Priests are able to heal their target by mashing '1' on them too! Each class will have their own uses in PvP and PvE. All of the current PvE content can get put into optional skill trees (i.e left alone unless you want to do crafting LuL).

Dungeons can now drop gear, and each type of gear gets sorted into separate categories (common/uncommon/rare/epic/legendary) and only certain types of gear can be equipped by certain classes (cloth armors and staffs for mages for example).

You can also craft gear but dungeons offer best (especially the 40 man raids).

PvP content can also offer rewards for people that don't want to do PvE content in the game, such as a battle-royal game mode where everything is multiplied by 1000%! If you win you get to take back epic loot to your main character in the world.

:roll:
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Re: A few issues with combat

Postby terechgracz » Tue Apr 23, 2019 8:58 am

@loleznub
-1 to your post and idea, although sounding fun I don't really see any reasoning behind beavers or ants dropping equipment, maybe if there were troll dungeon(where enemies would be smaller trolls, goblins, big troll) and they wouldn't be naked. And there is classes system currently(credos), healing could be achieved with 'combat moves' that work like restoration, idk, mb it would be somewhat good idea. PvP events should be global like meteorite, I don't feel idea of instanced dungeons/raids would fit this game, note that currently dungeons are instanced but they have their position in the world and you can't do same dungeon twice, that makes dungeon feel like unique part of the world.
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Re: A few issues with combat

Postby azrid » Tue Apr 23, 2019 11:40 am

Parry has already been nerfed several times. This would kill melee combat off with the nerf you are suggesting.
I think its fine one style of combat is better suited for 1v1 and the other for group combat.
I would much rather see different weapons and armor have a distinct effect or role in the combat system.
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Re: A few issues with combat

Postby Kaios » Tue Apr 23, 2019 3:50 pm

azrid wrote:Parry has already been nerfed several times. This would kill melee combat off with the nerf you are suggesting.


I’m not suggest any nerf, only pointing out that the way parry works does not appear to be correct. I don’t understand how going from only mc attacks to parry return opening to all attacks to parry returnig opening is a nerf? When was it nerfed previously?

If changing that one thing back to normal makes melee combat entirely useless for everyone I would say it’s not very useful in the first place then, is it?
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Re: A few issues with combat

Postby blank » Tue Apr 23, 2019 3:55 pm

Ozzy123 wrote:Can clearly tell that you haven't had any pvp fight in last 3 years, you're wrong at almost every single point

1. Uppercut isn't overpowered at all, it doesn't hit for yellow so it requires atleast 1 other move to even do any damage. Noone uses uppercut in PVP because it's way worse than kito/flex/cleave.

2. Parry isn't overpowered at all, using sword makes you deal basically no damage with cleave or any other moves, it's only good for being a support.

3.
Kaios wrote:I guess what I’m saying my problem with that is to me it seems like there is a lack of punishment for making mistakes or using the high cooldown moves when you shouldn’t be.


What the fuck? xD If someone lands a cleave on you and you survive it you can literally oppknock him twice and then cleave, basically oneshotting him. There is a severe punishment for using a high cd move with bad timing.


Stop writing ideas about combat if you have no idea about combat and your only enemy was a fox or a badger. You are making devs confused and they might fuck something up because of that.




this
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Re: A few issues with combat

Postby Kaios » Tue Apr 23, 2019 3:58 pm

blank wrote:this


Get out of my thread if you don’t have any better contribution than that dipshit, I countered his points quite easily but he’s probably too busy playing Albion to do anything more than shit on my opinion and my thread

Fuckers
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