Some combat moves are just weird

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Some combat moves are just weird

Postby Ufer » Sat Apr 02, 2016 8:45 pm

Storm of swords
When you are close to a target it unleashes the damage and consumes 4 IP.
When you are out of range of a target, your hearthling moves up to the target, consumes 4 IP and then does nothing. No CD, no sword of storms used, just your 4 IP gone.
Not sure if thats a bug but it sucks.
Idea: Maybe either get an error message and not use the move until you get in range or make the move ranged if out of range but reduce damage signficiantly or something.

Think
The name fits because if you are able to think then you dont use this move, ever.
3 IP within 30 ms (or whatever the relative number of the CDs is measured in) with Think
or
2 IP within 20 ms with Take Aim.
Just with this there is no reason to ever take Think over Take Aim cause Take Aim is more flexible, you can react faster and its the same gain within the same time. On top of that you need 4 IP to even use Think.
The only way to make the move worse from here is to make it give negative IP.
Idea: Give the move x2.0 - 2.5 the range of Take Aim, remove the 4 IP requirement and increase the CD to 40 but keep IP gain to 3. Now some will use it cause it got wider range means you can stack IP from further which means faster IP and you can now stack IP while kiting from afar. Take Aim still viable cause it gives more IP in shorter time in close combat.
Nobody will ever use the move with 4 IP requirement.

Artful Evasion
This move fuckin sucks is best way to describe it. The cooldown is long, the duration is bleh and the IP cost is heavy just so you can build up a simple defense with x1.0 weight for 2 colors.
The effect of this move is utterly useless since you pay 2 IP for a move whose effect relies solely on the opponent to act as you want him to. The move works like a clever Yu-Gi-Oh trap card just that the enemy can see the fuckin trap card and avoid it without a problem.
Idea: Make this move invisible to opponents. Or replace the currently useless effect with something that does not rely so heavily on your opponent being a dumbass.



Moves that seem to be pretty overpowered right now (weapon damage moves left out) are:
- Parry
- Shield Up
- Zig-Zag Maneuver
- Punch
- Take Aim

So i do not know if balance is even intended or how the variety of moves is supposed to be but i dont think all moves are supposed to be viable. some are supposed to be worse and others better. The current move list makes some moves just stand out super odd because they arent even useful for niche situations or decks. While others are always good to have.
In battle with other players you just run down their shields with punchspam and then go in with any weapon based move for the kill. Which leads me to...

Punch vs Left Hook vs Haymaker
0 Ip costs are necessary since you want to spam the move to remove enemy blocks. Something like Low Blow doesnt work for this job. Haymaker is utter garbage with 60 CD and that leaves left hook and punch. Since Parry blocks either of these two colors, you go with punch because 0.8 weight every 30 (relative) miliseconds adds up much quicker than 1.0 weight every 40 miliseconds. Yellow blocks are somewhat unrelated to blue+green blocks, okay okay. But that hardly merits 60 CD. The damage of these UA moves matters jackshit. 20, 30 or even 40 damage isnt gonna do anything for me when the purpose for this kind of move is to get the enemy block down.
Idea: Even out the damage numbers on these three moves so that you can give all of them lower CD. Do NOT base the CD on the damage of the punchmoves and the weight combined since as I said damage doesnt matter. Give each of the three moves different CDs and different weights that add up to the same amount of damage over time so that they are all different but at least also all worthwhile to take into your deck. Hell, give Haymaker 5 or 10 extra CD since it goes past the overpowered Parry as yellow move but not like its now.

Steal Thunder
With Parry and Shield Up being the most common defensive moves in use, Steal Thunder is useless in pvp.
It got great CD and a good effect but you wont get past the enemy defense to make use of it.
Idea: Just change the colors from blue+yellow to red+yellow. Moves like Zig-Zag and Shield Up will still block the move but it wont be possible for people to render the move useless anymore with a 25 CD of Parry since you can at least get past parry with it now. Its a needed nerf for parry and makes this move at least somewhat viable compared to now.

Low Blow
Whats the point? A mix of high IP costs and comparatively high damage (for a low CD move) make the move just awkward.
At least give it some sort of effect like "If this move breaks an enemy block, you gain 2 IP or something.

Thats all.
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Re: Some combat moves are just weird

Postby pedorlee » Sat Apr 02, 2016 8:49 pm

My deck is made enterely of haymackers and think.
Ants cant stand me.
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Re: Some combat moves are just weird

Postby Zeler » Sat Apr 02, 2016 8:53 pm

Ufer wrote:Steal Thunder
With Parry and Shield Up being the most common defensive moves in use, Steal Thunder is useless in pvp.


Oh sweet child of summer, how little you know.
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Re: Some combat moves are just weird

Postby Ufer » Sat Apr 02, 2016 8:53 pm

pedorlee wrote:My deck is made enterely of haymackers and think.
Ants cant stand me.


the deck on my crafter who never moves outside is made up of nothing but artful evasion.
get on my level.
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Re: Some combat moves are just weird

Postby Ufer » Sat Apr 02, 2016 8:57 pm

Zeler wrote:
Ufer wrote:Steal Thunder
With Parry and Shield Up being the most common defensive moves in use, Steal Thunder is useless in pvp.


Oh sweet child of summer, how little you know.


if you are refering to some 3 on 1 gangbang with 1 guy steal thundering to cripple the enemy or something ill give you that.
in a normal situation where people chase or are being chased (which is most of the time) on horseback or by foot it has no use in battle.
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Re: Some combat moves are just weird

Postby Zeler » Sat Apr 02, 2016 9:21 pm

Ufer wrote:
Zeler wrote:
Ufer wrote:Steal Thunder
With Parry and Shield Up being the most common defensive moves in use, Steal Thunder is useless in pvp.


Oh sweet child of summer, how little you know.


if you are refering to some 3 on 1 gangbang with 1 guy steal thundering to cripple the enemy or something ill give you that.
in a normal situation where people chase or are being chased (which is most of the time) on horseback or by foot it has no use in battle.


Im not.
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Re: Some combat moves are just weird

Postby Ozzy123 » Sat Apr 02, 2016 9:28 pm

Ufer wrote:Steal Thunder
With Parry and Shield Up being the most common defensive moves in use, Steal Thunder is useless in pvp.


Hahahahahah the peacefull noobs talking about combat make me lol so hard
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke


viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
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Re: Some combat moves are just weird

Postby 1MoreGamer » Sat Apr 02, 2016 10:02 pm

pedorlee wrote:My deck is made enterely of haymackers and think.
Ants cant stand me.

ants cant stand any1 m80
Why should you avoid players near salt sources? Because they're SALTY.
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Re: Some combat moves are just weird

Postby stya » Sat Apr 02, 2016 10:13 pm

Ufer wrote:Artful Evasion
This move fuckin sucks is best way to describe it. The cooldown is long, the duration is bleh and the IP cost is heavy just so you can build up a simple defense with x1.0 weight for 2 colors.
The effect of this move is utterly useless since you pay 2 IP for a move whose effect relies solely on the opponent to act as you want him to. The move works like a clever Yu-Gi-Oh trap card just that the enemy can see the fuckin trap card and avoid it without a problem.
Idea: Make this move invisible to opponents. Or replace the currently useless effect with something that does not rely so heavily on your opponent being a dumbass.


I don't see the problem, ants still attack my artful evasions so I can stack ip effectively and cleave them quicker. Love that move for ant hunting.
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Re: Some combat moves are just weird

Postby Teleskop » Sun Apr 03, 2016 12:00 am

so what that the haymaker goes throught the parry? all you will hear will be a ZING since shittiest armor will block it,purpose of punch or shit in the melee deck is sorely to spam off the defences :roll:
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