Problems with chasing:
- If the runner knows how it works they take 0 damage, slowly gain distance, and after 30ish minutes port away, e.g. nothing ever happens
- If the runner doesn't know how it works/isn't prepared, they will get downed pretty quickly
- Any chase gets ended instantly if the runner has a friend with a boat or a safe pali nearby
Solution:
1. Provide a mechanic to clearly and abruptly end chases:
Escape burrows:

- Right click one to be teleported into a small safe zone, even while in combat
- The player is given a choice like the KO'd window where after a minute has passed they either teleport to hearthfire, to nearest thingwall if known, randomly a couple minimaps away, or back where they came from.
- The same player cannot use the same burrow for 30 minutes
- They spawn at somewhat uniform distances apart so they're vaguely predictable in distance, e.g. 20 minimaps or so
- Usable as long as they're in render, so they can't be blocked off
- Should move a couple minimaps over every few hours
- While in combat you get pointers like questgivers to the nearest one in each direction, and also a toggle to see them at all times
- Giving chases a clear end point means they can balanced to be more of a tug and pull with moments of high tension. With this framework a combat rework could be designed with moves such as:
- Chasing moves, gap closers for gankers
- Moves to counter attack and require gankers to back up when too many are close
- Defensive options to minimize damage and buy time
- Crowd control abilities could be added, but seems a bit risky
- Until we have a combat rework other things that could be changed:
- Increasing attack range
- Increasing pursue bonus
- Nerf or maybe remove kritters
- Nerf or maybe remove speed buffs
- Drinking water is not intuitive to new players, and they don't carry enough water; some possible changes:
- Lower drinking amount from 0.5L to 0.1L
- Make drinking without water regenerate stamina as if drinking q10 water
- Or just rework running/stamina entirely so carrying water isn't necessary at all
Reasons for change:
- Nerfs safe palis/friends nearby with boats since it basically hands them out to free for everyone, and chases can be balanced around them
- Chases are inherently shorter, so they're less time consuming and people don't need to carry as much water/food to escape
- Changes in movement speed during combat are less impactful, and can be added more freely, since they won't accumulate over as long of a period of time
- Chases can be shortened/lengthened as seen appropriate by making the burrows more/less frequent