"Cower and Cry" Maneuver

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

"Cower and Cry" Maneuver

Postby linkfanpc » Mon Dec 01, 2025 10:58 pm

Here's a simple idea for the early-game problem of having no way to deal with red opening, specifically during PvP encounters.

Cower and Cry: a maneuver given to all freshspawn characters.

When you obtain any kind of red defense (except perhaps Flex since it sucks. buff my boy Flex...) you lose Cower and Cry.

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Having a separate PvP and PvE deck that the game automatically switched to during a respective encounter would help since this could be part of the default PvP build.

But yeah, i like the idea that oppressive/cornering attacks and defenses are these powerful, sought after combat movesets, and that you don't start with the ability to attack with or defend against it, but being a sitting duck against players who grind for it on day 1 or 2 is pretty lame IMO.

I also like the idea that you have to work toward becoming powerful enough to not "cower and cry" in combat.
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Re: "Cower and Cry" Maneuver

Postby ZamAlex » Tue Dec 02, 2025 1:37 am

It's funny that with this maneuver and oak stance, you can effectevly tank walrus, hah.
I think it's better to just give every new character Artful Evasion or Dash, rather then new special maneuver only for new players. In any case, I'd be happy to see more maneuvers and combat moves in the game in the future.
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Re: "Cower and Cry" Maneuver

Postby Dawidio123 » Tue Dec 02, 2025 2:23 am

Tbh give people dash at the start yeah, shitty enough to not be really game-changing but allows nabs to spam one button to somewhat clear their openings right out of the gate and doesn't require another move added.
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Re: "Cower and Cry" Maneuver

Postby vipes » Tue Dec 02, 2025 4:15 am

I don't think this is necessary. Why should a fresh spawn be able to counter the attacks of someone with tons more combat experience? It's unrealistic. If you wanna counter red openings then go kill some animals.
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Re: "Cower and Cry" Maneuver

Postby vatas » Tue Dec 02, 2025 6:59 am

Dawidio123 wrote:Tbh give people dash at the start yeah, shitty enough to not be really game-changing but allows nabs to spam one button to somewhat clear their openings right out of the gate and doesn't require another move added.

To my understanding, there would even be mutual counter-play:

1. Stan only one-button-smashes Quick Barrage. Kyle can just spam Dash in response.
2. Stan starts including few Punches and Left hooks so that Dash clears Green/Blue instead.
3. Kyle starts using Quick Dodge and Sidestep to remove other openings before using Dash.
4. The two are having an actual "skill-based" fight! (Perhaps not the highest skill ceiling, but timing instead of just spamming starts mattering?)
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Re: "Cower and Cry" Maneuver

Postby SnuggleSnail » Tue Dec 02, 2025 8:42 am

Yeboi would have to update animal AI to not use red attacks into the [immune to red attack] stance, make combat moves in decks mutually exclusive, and make it so people can't attack based on stance, all three of which are entirely new mechanics.

Kinda seems like a lot of effort when you could achieve the same or better by just copy pasting quick dodge with a 1 different variable. Or making zigzag more common. Or removing time gates on combat moves.

Also that stance would ABSOLUTELY affect the meta. It's not hard to not let people touch you for 10 seconds and go into the basically immune from cleave stance. Also-also it's REALLY common for people to do annoying stuff like bash your roads with absolutely no intention of fighting.
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Re: "Cower and Cry" Maneuver

Postby Dawidio123 » Tue Dec 02, 2025 6:09 pm

vatas wrote:...

I mean, you wouldn't reduce the openings to 0 without using dash in a reasonable amount of time so ehhhh, if anything you wouldn't want to reduce them too much so you can clear red when they try to go for it before it gets higher than your green/blue. Still, in any case, it gives them an option to spam one button and somewhat defend themselves without adding any new stuff to the game so good i think.

I am against adding a move like quick dodge but for red unless it's intentionally made to be garbage and only used before you get any other way, it's neat that to clear red you gotta use a high cd zig zag that also gives coins so it leaves you vulnerable to opk into cleave if you mismanage your blue openings (instead of all openings just having a move you can click to reduce with 0 consequences), you could probably try to starve the other group out of ip by using it over zig zag turning fights into even more running and take aiming.
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Re: "Cower and Cry" Maneuver

Postby Jenno » Tue Dec 02, 2025 6:23 pm

Why not just remove a color or two? The combat system already has plenty of elements no one would miss if they were gone. Try fixing it by removing features not by piling on more. :|
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Re: "Cower and Cry" Maneuver

Postby TemuSoldier » Tue Dec 02, 2025 6:49 pm

just add Red quick dodge or whatever
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