Fixing Combat Moves

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Re: Fixing Combat Moves

Postby azrid » Sat Mar 02, 2019 6:22 pm

prove it
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Re: Fixing Combat Moves

Postby MagicManICT » Sat Mar 02, 2019 7:59 pm

Nexit wrote:Bumping this because I have pretty much every move except Take Aim

Get someone to make you a Combat Instruction for it, put it in your study, and go kill something that gives Take Aim. Boom. Take Aim.
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Re: Fixing Combat Moves

Postby Sevenless » Sat Mar 02, 2019 8:02 pm

MagicManICT wrote:
Nexit wrote:Bumping this because I have pretty much every move except Take Aim

Get someone to make you a Combat Instruction for it, put it in your study, and go kill something that gives Take Aim. Boom. Take Aim.


Take aim should still be easier to loot though. I can't see the justification for it being so annoying to find when it's basic even in low level kit.
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Re: Fixing Combat Moves

Postby MagicManICT » Sat Mar 02, 2019 8:14 pm

Sevenless wrote:Take aim should still be easier to loot though.

It's random like everything else. Sometimes I get it within a few kills of ants or bats one, sometimes I about fill my deck with everything else before I get one.
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Re: Fixing Combat Moves

Postby Sevenless » Sat Mar 02, 2019 8:22 pm

MagicManICT wrote:
Sevenless wrote:Take aim should still be easier to loot though.

It's random like everything else. Sometimes I get it within a few kills of ants or bats one, sometimes I about fill my deck with everything else before I get one.


You know I'm talking about probability weightings. Also, there's way to fudge the serverside numbers to increase the chance of something popping the more times someone fails to get it, which makes it random but less brutal for critical things.

There's far too many people who have to kill hundreds of creatures for take aim.
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Re: Fixing Combat Moves

Postby Lojka » Sun Mar 03, 2019 8:31 am

i think another problem is take aim itself

this skill makes all the hunting with ridges or running or palisades too easy
because you can make free initiative points, and that is the reason no one need other IP generators... why do low blow, when you can make IP for free
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Re: Fixing Combat Moves

Postby Nexit » Tue Mar 05, 2019 12:25 am

Lojka wrote:i think another problem is take aim itself

this skill makes all the hunting with ridges or running or palisades too easy
because you can make free initiative points, and that is the reason no one need other IP generators... why do low blow, when you can make IP for free


Yes, but combat's current state is based around Take Aim. As of right now it is fundamental to have in order to do anything with combat.
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Re: Fixing Combat Moves

Postby pimotimo » Tue Mar 05, 2019 12:53 am

if we are talking about pvp yes, not pve tho.. yellow deck ftw
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Re: Fixing Combat Moves

Postby Lojka » Tue Mar 05, 2019 7:55 am

Nexit wrote: As of right now it is fundamental to have in order to do anything with combat.

This is only because enemy have take aim / think

If none will have it - it will be more balanced between ua / meele i think, as you will not have free Ini-points for all these hi-cost cleave attacks and other melee based attacks

so combat will be slower and more time to think or not to die
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Re: Fixing Combat Moves

Postby Hrenli » Tue Mar 05, 2019 2:19 pm

Lojka wrote:This is only because enemy have take aim / think

If none will have it - it will be more balanced between ua / meele i think, as you will not have free Ini-points for all these hi-cost cleave attacks and other melee based attacks

so combat will be slower and more time to think or not to die


It will just make quick barrage + cleave MC deck more viable (maybe even bring it to the meta deck status), so it will have to be nerfed etc etc. And for hunting yellow deck is so simple and effective that I don't think that many people are actually using take aim for hunting regular prey.

The combat could benefit from a complete overhaul. Just removing/nerfing single abilities will not achieve that much IMO.
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