Movement combat "nerf" and call down the thunder

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Movement combat "nerf" and call down the thunder

Postby bmjclark » Fri Jun 07, 2013 10:30 am

The nerf to moving hits really just wasn't enough imo. Moving hits were only the tip of the iceberg. I think most of the problem stemmed from the fact that there is absolutely no counter play against call down the thunder other then calling thunder right back at the person. There is absolutely no reason a move as powerful as call down the thunder needs to have a range as long as it does. In fact, i honestly believe there is no reason any move should have a range that doesn't at least cost you IP like stern order and call to arms. Call down the thunder is literally the only ability in the game to give you IP for nothing and have no requirements, making it one of, if not the best abilities in the game. And to top it off, it has an absurdly long range. I think call down the thunder needs to either be removed or reworked.

So I'd suggest one of the following
1) Call the thunder removed
2) Call down the thunder reworked to cost 2-3 IP, and give everyone in your party attack depending on your charisma (similar to how the other leadership abilities work)
3) Call down the thunder be worked into shots from Rbows. If they hit you, it gives them a point of initiative. This would help a little bit in making rangers more desirable in fights by giving them free IP to go into melee range if needed.

CDTT is really just an unfun move in it's current state. Any fight with 2 people who know how to abuse it literally just turns into a staring contest and it makes combat retarded. There's no reason that your best option in a fight should be to stand a full screen away from the other person stacking coins and waiting for someone to decide to attack. Just my 2 cents.
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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Re: Movement combat "nerf" and call down the thunder

Postby painhertz » Fri Jun 07, 2013 10:37 am

Jorb confirmed "forgot" to remove CDTT. Was supposed to last night but must be working on extra shit.
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Re: Movement combat "nerf" and call down the thunder

Postby bmjclark » Fri Jun 07, 2013 10:43 am

I really hope he does it. Chasing people around crates in spars makes me want to punch my monitor :lol: .
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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Re: Movement combat "nerf" and call down the thunder

Postby painhertz » Fri Jun 07, 2013 10:47 am

he's removing it.
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Re: Movement combat "nerf" and call down the thunder

Postby Arcanist » Fri Jun 07, 2013 12:14 pm

please get banned for trolling painhurts.

Cdtt is the only way to get ahead of someone in combat if they choose to run away.
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Re: Movement combat "nerf" and call down the thunder

Postby painhertz » Fri Jun 07, 2013 12:16 pm

Arcanist wrote:please get banned for trolling painhurts.

Cdtt is the only way to get ahead of someone in combat if they choose to run away.



#1? Spell my name correctly ya queer bitch. #2? Ain't nobody trolling, that's straight drom Jorb's mouth to (None of your businesses) ears to your monkey ass so get ready to QQ when it's removed.
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Re: Movement combat "nerf" and call down the thunder

Postby bmjclark » Fri Jun 07, 2013 12:34 pm

Arcanist wrote:please get banned for trolling painhurts.

Cdtt is the only way to get ahead of someone in combat if they choose to run away.


You don't "get ahead of them", because if they have half a brain they're calling coins on you too. You know, the exact thing i said in the third sentence of my post about counter play to calling thunder pretty much sums that up ;).

However, i think there needs to be a steeper penalty then the current one for getting hit moving (ie, ur char is stuck on crawl for a few seconds) as it's pretty damn easy to get away from people with the nerfed moving hits, but i don't think cdtt makes the problem much better
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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Re: Movement combat "nerf" and call down the thunder

Postby Grable » Fri Jun 07, 2013 12:54 pm

bmjclark wrote:However, i think there needs to be a steeper penalty then the current one for getting hit moving (ie, ur char is stuck on crawl for a few seconds) as it's pretty damn easy to get away from people with the nerfed moving hits, but i don't think cdtt makes the problem much better


Maybe there should be a few sec slow effect introduced for getting hit while moving, which would make running away much harder.
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Re: Movement combat "nerf" and call down the thunder

Postby Weekly_Epic_Fail » Fri Jun 07, 2013 12:56 pm

I assume being attack while moving, not just being hit?
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Re: Movement combat "nerf" and call down the thunder

Postby bmjclark » Fri Jun 07, 2013 12:58 pm

I suggested a hard stam drain for eating a moving hit in that cluster of an IRC chat pre w7. Forced onto a lower speed seems good too. Really anything to slow the person running down that isn't 1 shotting them like moving hits used to seems like a good solution to me.
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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