A few issues with combat

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Re: A few issues with combat

Postby azrid » Wed Apr 24, 2019 2:33 am

Kaios wrote:
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?

What you are suggesting makes it a lot weaker. Which means its a nerf.
Parry used to be red and it used to have higher weight.
If you ever fought anyone you would know how all of this works. Take this opportunity to learn from more experienced players in this thread.
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Re: A few issues with combat

Postby wonder-ass » Wed Apr 24, 2019 2:39 am

i feel like mc lacks in a move like kito we cant do any damage it would be a welcoming balance to make it so sting deals damage on blue/red isntead of blue/green.
so we could actually be viable in cleave decks rather than be blue opening slaves that dont deal damage.
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Re: A few issues with combat

Postby Kaios » Wed Apr 24, 2019 2:54 am

azrid wrote:What you are suggesting makes it a lot weaker. Which means its a nerf.
Parry used to be red and it used to have higher weight.
If you ever fought anyone you would know how all of this works. Take this opportunity to learn from more experienced players in this thread.


lol my bad it's difficult to remember every little detail of the changes that have been made over time, obviously that was changed to blue because parry giving red is even easier to capitalize on with KITO and the colour it gives is irrelevant to my point anyways regarding all offensive moves being effected by it
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Re: A few issues with combat

Postby DDDsDD999 » Wed Apr 24, 2019 4:25 am

Uppercut is not op. Parry is pretty much what makes MC viable (outside of giant death-ball fights where the defence weight of shield up might mitigate a little lag-death) there's no reason to nerf it. I think agility is probably the healthy way for high stat characters to be useful when compared to high strength. Getting cleaved at small openings for chip damage is stupid, but opening the window for high hits with faster cooldowns is way more interesting of a group dynamic. If you want to op-knock in a 1v1 use combat med or save it for when the enemy does a bad cleave.

I agree the combat system in general is stupid though. 1v1s are braindead stat-checks. I don't think changes to moves is really going to make 1v1s not stupid though. Group combat is only interesting because of team-play regarding timing, focus, and organization. None of this is really because of the systems in play besides a select few tools like Op-knocks and combat med.
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Re: A few issues with combat

Postby Kaios » Tue Apr 30, 2019 1:41 pm

DDDsDD999 wrote:Uppercut is not op.


It is! Even if people don't use it often it's a good example of how most unarmed attacks could be too powerful if they did not have some IP requirement associated with them, and still KITO is a pretty powerful punch at higher strength levels. Troll has acknowledged this as well in some posts he made in the past about the flex/uppercut combination. The reason I point it out is because if they resolve other issues in combat this one outlier would just become the next meta until it is resolved too but also I would like for all of the useless moves to be re-worked or adjusted.
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Re: A few issues with combat

Postby azrid » Tue Apr 30, 2019 2:24 pm

You will be waiting for any kind of change for a very very long time.
They don't feel like changing anything while the combat system in their opinion is trash.
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Re: A few issues with combat

Postby MrPunchers » Tue Apr 30, 2019 5:08 pm

Make oppknok cd in relation to how much openings you make. More opening= more CD. Might sound goofy until you get an extra 15% opening for 10cd.
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Re: A few issues with combat

Postby wonder-ass » Tue Apr 30, 2019 6:13 pm

azrid wrote:You will be waiting for any kind of change for a very very long time.
They don't feel like changing anything while the combat system in their opinion is trash.


the combat system is fine imo just lacks skill.
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Re: A few issues with combat

Postby Kaios » Wed May 01, 2019 6:47 am

wonder-ass wrote:
azrid wrote:You will be waiting for any kind of change for a very very long time.
They don't feel like changing anything while the combat system in their opinion is trash.


the combat system is fine imo just lacks skill.


It lacks everything idk how many times I've looked at all the moves and tested out different decks and tried to come up with something unique from the same 3 deck types everyone uses but holy fuck it's impossible when majority of the moves are totally useless.

I get why everyone is against changing parry from how it works now but if a single change like that, making it so unarmed moves don't trigger parry effect, would make the entirety of melee combat useless then what the fuck is this shitty combat system good for??
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Re: A few issues with combat

Postby OrionChocoKot » Thu May 02, 2019 2:44 pm

How the hell is Firdsman(iron) and Bronze sword have higher armor pen than a Steel one? Adding a one handed axe to a game with 10% cd decrease but with same damage as hirdsman sword and 10% armor pen could help. Or just by fixind this sword low armor pen thing could make MC viable.
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