Revised Legacy Combat

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

Revised Legacy Combat

Postby jordancoles » Sun Jul 24, 2016 11:49 pm

>Reimplement legacy combat as it was in w7
>Give evil eye a 4 IP cost instead of 2
>Start combat intensity at 5 instead of 0
>Give consume the flames a 6 IP cost and allow for it to reduce combat intensity to 0 (a crippling escape tactic, or for slowing down your attackers in outnumbered fights)
>Leave fan the flames as it was, but only allow for it to take intensity to a maximum of 5 out of 10
>Make evil eye more reliable in terms of it going off first or not
>Readd drinking while moving
>Make call of thunder a line of sight move but do not set a cast distance
>Make movement hits do 25% instead of 75% extra weight
>Remove collision boxes from signposts
>Make it so that MC is considered when you are hit moving in shield stance instead of defaulting to UA as it was in legacy
>Disregard card system entirely after these changes have been made

Also provide us with double-tap combat support in the default client if possible

Likely not going to happen, but I can dream o7
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Re: Revised Legacy Combat

Postby shubla » Mon Jul 25, 2016 1:28 am

No drinking while moving.
That makes length of fights to hours.
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Re: Revised Legacy Combat

Postby DDDsDD999 » Mon Jul 25, 2016 3:26 am

shubla wrote:No drinking while moving.
That makes length of fights to hours.

Movement drinking being in changes nothing. You both have to stop to drink, I've been in chases last world where the chase goes until someone runs out of water.

This is assuming horses are removed, because they should be.
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Re: Revised Legacy Combat

Postby DDDsDD999 » Mon Jul 25, 2016 3:28 am

Also, signed.
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Re: Revised Legacy Combat

Postby bmjclark » Mon Jul 25, 2016 5:00 am

Signed
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Re: Revised Legacy Combat

Postby APXEOLOG » Mon Jul 25, 2016 8:05 am

jordancoles wrote:>Give consume the flames a 6 IP cost and allow for it to reduce combat intensity to 0 (a crippling escape tactic, or for slowing down your attackers in outnumbered fights)

I wonder how will you use this "for slowing down your attackers in outnumbered fights" if you need to get 6 IP on each attacker first. I'm pretty sure you will be dead before you even cast this one 2nd time.

Most of the other changes pretty dumb too
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Re: Revised Legacy Combat

Postby DeadlyPencil » Mon Jul 25, 2016 3:46 pm

I very strongly disagree with drinking while moving. its just going to be automated once again and people without automation in their clients will be at a disadvantage.
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Re: Revised Legacy Combat

Postby Hasta » Mon Jul 25, 2016 3:56 pm

jorb wrote:No old combat system will ever be reinstated.
STFU.
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Re: Revised Legacy Combat

Postby borka » Mon Jul 25, 2016 6:42 pm

@Hasta very very polite people post urls for such quotes ;)

viewtopic.php?f=39&t=49852&start=230#p661920
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Re: Revised Legacy Combat

Postby MrPunchers » Tue Jul 26, 2016 12:46 am

Agree on all except Evil Eye. I think this should be a escape maneuver, so I think it should still cost 2 IP, and reset Attack, but also lower your own attack, and lower more intensity than 2.
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