Running Away in Combat

General discussion and socializing.

Re: Running Away in Combat

Postby DeadlyPencil » Mon Jun 24, 2013 4:00 pm

dagrimreefah wrote:
MOldAr wrote:they should fix movement hits so u will be always hitting like u had 100% attack even if u didnt

This, PLEASE.


i dont know if it should be 100% but it should have a minimum. if you punch someone and they run, you will now have 0% attack and if you punch them again while running you will probably do 0 damage. if the person is stronger than you and they are running because you somehow are winning the fight, iam actually not sure if there is a way you can kill them if you only catch up to them periodically to land a punch.
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Re: Running Away in Combat

Postby Lupich » Mon Jun 24, 2013 4:10 pm

They should make it so you can't drink water and be faster than walking speed.

:mrgreen:
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Re: Running Away in Combat

Postby SgtCayir » Mon Jun 24, 2013 4:35 pm

MOldAr wrote:they should fix movement hits so u will be always hitting like u had 100% attack even if u didnt
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Re: Running Away in Combat

Postby Lman8786 » Mon Jun 24, 2013 4:39 pm

They should never go back to 100% in my opinion, but maybe like punches in movement stay the same at 25% and swords are buffed to 50%. Also going along with Nao I ran away from an 8v1 and they couldn't lay a finger on me I think combats now gonna be just dash and run and you'll get away from any fight as long as you have water.
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Re: Running Away in Combat

Postby bitza » Mon Jun 24, 2013 4:45 pm

i'm gonna go ahead and ask again, why couldn't we have done this instead:

simple fix for mavement komberts:

a "moving" hit deals damage as if there were no defense bar, but does not actually deplete the def bar.


and, why did we need a sword nerf
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Re: Running Away in Combat

Postby Ninijutsu » Mon Jun 24, 2013 4:47 pm

bitza wrote:i'm gonna go ahead and ask again, why couldn't we have done this instead:

simple fix for mavement komberts:

a "moving" hit deals damage as if there were no defense bar, but does not actually deplete the def bar.


and, why did we need a sword nerf


Jorb didn't want people getting 1-shot.
Of another era.
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Re: Running Away in Combat

Postby Valten21 » Mon Jun 24, 2013 4:52 pm

yeah, 100% attack and the double weight is good, it's kind of hard to stick to someone, punch them. jump 7 times, punch again, jump 7 more times, with out getting clipped on a rock or tree
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Re: Running Away in Combat

Postby Astarisk » Mon Jun 24, 2013 4:52 pm

Why should all encounters almost always end in a kill? I'm also in the belief that a characters combats stats shouldnt be negated in any situation, it should always be factored in.
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Re: Running Away in Combat

Postby Potjeh » Mon Jun 24, 2013 5:01 pm

Valten21 wrote:yeah, 100% attack and the double weight is good, it's kind of hard to stick to someone, punch them. jump 7 times, punch again, jump 7 more times, with out getting clipped on a rock or tree

NPNG :P
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Re: Running Away in Combat

Postby Oddity » Mon Jun 24, 2013 6:03 pm

SgtCayir wrote:
MOldAr wrote:they should fix movement hits so u will be always hitting like u had 100% attack even if u didnt

That's not even how it was, you shit.
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