PvP Balance

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

Re: PvP Balance

Postby Erock » Tue Sep 22, 2015 6:48 pm

MightySheep wrote: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.


I'm the guy that killed you, you fought both me and my miner friend we have 100+ strength practically unbuffed and those were steel swords. We were dancing to make you switch targets, but the two guys I killed did not even have strike defenses up, hence the one shot. I suggest sparing a bit; I think in the moment either you or your friends forgot everything they'd learned I had none of you kinned so I don't really know who was who. It was fun and exciting for us a nice change of pace, I hope you guys are able to recover from your losses.

Edit the first thing we noticed was you guys did use Take Aim, why? We don't have any IP moves so it's essentially a wasted card, one of the guys I killed Haymakered me and I chopped him for 200+ as he had no defense up. It's safe to say I won that trade, another guy only had Jump up as his only defense which as you know doesn't stop striking attacks we have swords in our hand.

I'm no combat expert but just from what I've gathered the current meta is break striking defenses and chop. I recommend running two striking defenses at the moment and paying very close attention to how you're using them. Like I said that's what I'VE personally found success in it may not be the best. Good luck to you and your clan/guild!
Erock
 
Posts: 65
Joined: Wed Dec 28, 2011 10:22 pm

Re: PvP Balance

Postby MightySheep » Tue Sep 22, 2015 7:22 pm

in the moment either you or your friends forgot everything they'd learned

lol so true, but I'm pretty sure I had green defence up. I already decided I would run with 2 green defences but I think fight probably went too fast before I could get the 2nd one up. Artful evasion was my 2nd green defence which is why I used take aim, also I included take aim in my PvP moveset because Knock his teeth out (oppressive) is actually pretty op and in the past I've lost spar to someone using it but once I started using yield ground I didnt lose again. KHTO is probably what hit you rather than haymaker, I doubt any of us were using that move. The benefit of KHTO is that nobody bothers to use red defence because everybody is so busy using green defence, especially when you're carrying a sword.

I don't regret the decision to go there, I wanted to do some real PvP but was pretty disappointed by how badly we played it and how bad PvP actually is.
User avatar
MightySheep
 
Posts: 2153
Joined: Fri Jul 22, 2011 1:18 pm

Re: PvP Balance

Postby Erock » Tue Sep 22, 2015 7:42 pm

MightySheep wrote:
in the moment either you or your friends forgot everything they'd learned

also I included take aim in my PvP moveset because Knock his teeth out (oppressive) is actually pretty op and in the past I've lost spar to someone using it but once I started using yield ground I didnt lose again. KHTO is probably what hit you rather than haymaker, I doubt any of us were using that move. The benefit of KHTO is that nobody bothers to use red defence because everybody is so busy using green defence, especially when you're carrying a sword.

I don't regret the decision to go there, I wanted to do some real PvP but was pretty disappointed by how badly we played it and how bad PvP actually is.


I guess I haven't been fortunate enough to get that move yet. That's why I'm not using Take Aim personally. With the numbers advantage though I think the execution could have been fault. With that said the combat does leave a bit to be desired, although until I experience PvP a bit more I'm not sure what to suggest, I just figured maybe our perspective on what happened may help you guys out a bit.
Erock
 
Posts: 65
Joined: Wed Dec 28, 2011 10:22 pm

Re: PvP Balance

Postby Jesus_Smith_Nandez » Tue Sep 22, 2015 8:35 pm

KHTO is very good because of the fact that the only red defence right now costs them 1 IP and gives you back the 1 IP to use it again, plus the 1 IP cost requires the enemy to waste a card on a take aim. In addition, with enough STR the damage isn't shabby, just shy of a wrought sword, and can take you down in 2-3 hits.

While the only true MC "instakill" attack is green rn, there are also three green defences available (Feighned dodge, quick dodge and artful evasion), and someone can stack them all and use a KHTO with minimal risk. The fact that there is no basic red defence and the only one available is retardedly lopsided due to unneeded upsides (Blue defence and quick cooldown are useless) is really dumb and needs fixing.
HnH Videos
God bless
User avatar
Jesus_Smith_Nandez
 
Posts: 2421
Joined: Sun Mar 16, 2014 7:15 am
Location: Canada

Re: PvP Balance

Postby Ostara » Tue Sep 22, 2015 10:53 pm

I think most of the issues with the combat system boils down to what i mentioned in my original post. Defense vs attacks weights are way to imbalanced. When all it takes is one punch to break someones striking defense there's really not much you can do, and forget about 1v2 against even somewhat competent people. Sure i suppose you could stack striking defense but that leaves you either really vulnerable against any kind of UA attack deck or a really shitty deck where you have to constantly cycle through moves to hit the ones you want, which is a big no in any real fight. Even with stacking striking defense, if you're at a agi disadvantage i doubt you will be able to keep up.

Please Jorbtar, for the love of PvP, attacks need to take down way less defense and compensate by increasing cooldowns on maneuvers.
Ostara
 
Posts: 83
Joined: Thu Aug 05, 2010 12:16 pm

Re: PvP Balance

Postby Ostara » Tue Sep 22, 2015 11:10 pm

Jesus_Smith_Nandez wrote:KHTO is very good because of the fact that the only red defence right now costs them 1 IP and gives you back the 1 IP to use it again, plus the 1 IP cost requires the enemy to waste a card on a take aim. In addition, with enough STR the damage isn't shabby, just shy of a wrought sword, and can take you down in 2-3 hits.

While the only true MC "instakill" attack is green rn, there are also three green defences available (Feighned dodge, quick dodge and artful evasion), and someone can stack them all and use a KHTO with minimal risk. The fact that there is no basic red defence and the only one available is retardedly lopsided due to unneeded upsides (Blue defence and quick cooldown are useless) is really dumb and needs fixing.


Blue defence and quick cooldown is definitely not useless, what makes you say that?
Ostara
 
Posts: 83
Joined: Thu Aug 05, 2010 12:16 pm

Re: PvP Balance

Postby Jesus_Smith_Nandez » Tue Sep 22, 2015 11:17 pm

Left Hook is terrible, and the cooldown can be irrelivant while you're at a distance. In fact, blue defense might be worse in some cases because Left Hook can be used to take it down and has a shorter cooldown than KHTO. Just add a basic defense like similar to quick dodge and sidestep for red.
HnH Videos
God bless
User avatar
Jesus_Smith_Nandez
 
Posts: 2421
Joined: Sun Mar 16, 2014 7:15 am
Location: Canada

Re: PvP Balance

Postby Ostara » Tue Sep 22, 2015 11:18 pm

Jesus_Smith_Nandez wrote:Left Hook is terrible, and the cooldown can be irrelivant while you're at a distance. In fact, blue defense might be worse in some cases because Left Hook can be used to take it down and has a shorter cooldown than KHTO. Just add a basic defense like similar to quick dodge and sidestep for red.

Left hook is not the only blue attack. I guess if i was a scumbag i wouldnt even be telling you this shit.
Ostara
 
Posts: 83
Joined: Thu Aug 05, 2010 12:16 pm

Re: PvP Balance

Postby Erock » Tue Sep 22, 2015 11:53 pm

Ostara wrote:
Jesus_Smith_Nandez wrote:Left Hook is terrible, and the cooldown can be irrelivant while you're at a distance. In fact, blue defense might be worse in some cases because Left Hook can be used to take it down and has a shorter cooldown than KHTO. Just add a basic defense like similar to quick dodge and sidestep for red.

Left hook is not the only blue attack. I guess if i was a scumbag i wouldnt even be telling you this shit.


¦]
Erock
 
Posts: 65
Joined: Wed Dec 28, 2011 10:22 pm

Re: PvP Balance

Postby Jesus_Smith_Nandez » Wed Sep 23, 2015 1:22 am

Just got low blow, but it's still pretty shit, like anything that requires IP rn because you need to bloat your deck with take aims
HnH Videos
God bless
User avatar
Jesus_Smith_Nandez
 
Posts: 2421
Joined: Sun Mar 16, 2014 7:15 am
Location: Canada

Previous

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 63 guests