PvP Balance

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

Re: PvP Balance

Postby rye130 » Sat Sep 19, 2015 2:59 am

Headshot wrote:Well. Archery nerfed too hard. The formula should be updated or arsenal of ranged weapons should be expanded. In this state after patch archery going to be pve only.

Significantly better than 0 effort 1 shots.
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Re: PvP Balance

Postby Potjeh » Sat Sep 19, 2015 10:46 am

Where's them delta caps, devs?
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Re: PvP Balance

Postby Hervarth » Sat Sep 19, 2015 4:06 pm

Potjeh wrote:Where's them delta caps, devs?


they are there for weights aren't they?
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Re: PvP Balance

Postby jorb » Sat Sep 19, 2015 4:18 pm

They are indeed. What is your complaint, Potjeh?
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Re: PvP Balance

Postby Hervarth » Sat Sep 19, 2015 5:46 pm

I actually like the way things are so fragile, although it makes it pretty hard for me as a somewhat-noob to compete with those from large groups with higher stats. Combat should be absurdly dangerous and risky, imo. I dont really know how stuff will work later with steel armour, not sure about penetration and stuff - it could be that even blocking half the damage from a sword with a block is enough to make it ding off your armour? Has anyone tested steel plate against soldiers swords?

I also fucking love the card game aspect of it :) - you can build combo decks, aggressive decks, control decks... Its a seriously great system, at least potentially...

The thing I dont like is that our deckbuilding is really limited by the fact your hand is 5 cards at a time. I think there should be a way to discard + draw a new card, or a specialist skill you can buy (like the industry ones plz) to increase your hand size, because there are so many decks i would like to make but i can't because i can only have 4(ip requiring + attacks) non-starting cards in a deck so I dont fuck myself over.
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Re: PvP Balance

Postby jorb » Sat Sep 19, 2015 5:54 pm

Glad you like the (idea of the) combat system Hervarth!

Hervarth wrote:I think there should be a way to discard + draw a new card


So, yeah, on the topic of obscure game mechanics. You can Ctrl+Hotkey (1, 2, 3, 4, 5) to discard and redraw. Sorry about that.
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Re: PvP Balance

Postby Hervarth » Sat Sep 19, 2015 5:54 pm

jorb wrote:Glad you like the (idea of the) combat system Hervarth!

Hervarth wrote:I think there should be a way to discard + draw a new card


So, yeah, on the topic of obscure game mechanics. You can Ctrl+Hotkey (1, 2, 3, 4, 5) to discard and redraw. Sorry about that.


rofl :D:D:D
thats hilarious, i thought this was going to require months of development... you really made my day!
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Re: PvP Balance

Postby Potjeh » Sun Sep 20, 2015 10:10 am

jorb wrote:They are indeed. What is your complaint, Potjeh?

Hm, I guess I just haven't raised my UA enough to hit them, or I didn't notice it. But ants needing two plus hits to break a single defense card feels a bit excessive, it should be 1.5 hits tops.
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Re: PvP Balance

Postby MightySheep » Tue Sep 22, 2015 4:51 pm

I just had my first taste of PvP and I have to admit, it seemed pretty shitty. I had a reasonable fighter averaging about 60 on attributes (88 str total with gear), 70ua and full leather armor.

The fight began as a 3v2, in our favor so we engaged and ran forward. First thing I noticed is they kept moving backwards and forwards to make us switch targets, but I already thought ahead and had 'attack' bound on 6 (1-5 is taken by combat). The next thing I notice is they don't use 'take aim' which rules out 'kick' and 'knock his teeth out', the blue attacks suck and they had swords so it was quite obviously green attack incoming. So I threw up my green defences 'quick dodge' and 'artful evasion', as did my buddy and he runs forward to attack, a split second later he is on the ground being murdered. In an effort to prevent that I switch targets and run forward to chop then my original target runs at me and 1 shots me also. So all in all the fight was about 4 seconds of maneuvering and 0.1 second of combat, which somehow doesnt feel very fitting for a char I just invested 3 weeks on lol.

It's not that I'm salty or anything but it kind of hinders my motivation to grind a new char out when my favorite aspect of the game seems so minimal and flawed. What really puts the absurdity of this system into perspective for me is considering all the time I spent toiling over constitution and gathering the high ql hides etc to make the best leather armor. Then on reflection I realize I could have left constitution at 10 and not worn any armor because they make no difference at all in this 1 shot kill game.

I do admit however that I still don't really understand why the fight went so badly, possibilities include combat move I dont know about, soldier sword being crazy OP, their strength was crazy high or maybe my defences were reset every time I had to switch target, I havent tested it. Either way, 1 shot PvP is definitely boring.

Also slightly unrelated: The "discard and redraw" thing is kind of pointless, the cooldown for using it is longer than moves like quick dodge and it does nothing for you.
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Re: PvP Balance

Postby venatorvenator » Tue Sep 22, 2015 5:30 pm

MightySheep wrote:So all in all the fight was about 4 seconds of maneuvering and 0.1 second of combat, which somehow doesnt feel very fitting for a char I just invested 3 weeks on lol.

It's not that I'm salty or anything but it kind of hinders my motivation to grind a new char out when my favorite aspect of the game seems so minimal and flawed.

Then I suppose it's very similar to real life fights, isn't it? I'm curious to observe the effects of this in the long-term, it's an interesting feature.
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