Running Away in Combat

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Re: Running Away in Combat

Postby DeadlyPencil » Wed Jun 26, 2013 7:37 pm

jordancoles wrote:I'm fine with a slowing affect taking place when being hit moving or a snare effect but I think I'd prefer a skill that takes 20 seconds to be reused again that will bind the person or slow them down when hit moving with it, if the attack is not successful in hitting while moving, the reuse timer should be doubled. If successful it'd be nice to see a small portion of damage be dealt to the person as well. A small percentage of your total punch dmg or something like that to give the feeling of being jabbed in the ribs or back of the legs.


the reason why i dont like a skill like that is i have always had a very strong combat character but i would be fighting by myself. i dont live in a large village. i dont like it how DIS and AD run around with groups of 7 guys who the majority are weaker than my own character, but i have no chance against them because of the numbers. i dont want them to have another advantage on me by having a snare skill that will allow the rest of their players to catch me. iam fine with dying to someone who is just as strong as me, i do not feel fine about dying to some weak combat alt snaring me so his friends can catch up.
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Re: Running Away in Combat

Postby Potjeh » Wed Jun 26, 2013 7:45 pm

A side effect of slow on damage is making archers more tactically useful. Especially if bows finally get some armour penetration. Though in that case the duration of slowdown should be proportionate to the % of HP lost, else wbows would be better than rbows. Hell, it might even be possible for an archer to beat a melee guy 1v1 with kiting, though I don't think that's exactly a good thing.

Also, this would be a heavy nerf on NPNG.
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Re: Running Away in Combat

Postby jordancoles » Wed Jun 26, 2013 7:49 pm

DeadlyPencil wrote:
jordancoles wrote:I'm fine with a slowing affect taking place when being hit moving or a snare effect but I think I'd prefer a skill that takes 20 seconds to be reused again that will bind the person or slow them down when hit moving with it, if the attack is not successful in hitting while moving, the reuse timer should be doubled. If successful it'd be nice to see a small portion of damage be dealt to the person as well. A small percentage of your total punch dmg or something like that to give the feeling of being jabbed in the ribs or back of the legs.


the reason why i dont like a skill like that is i have always had a very strong combat character but i would be fighting by myself. i dont live in a large village. i dont like it how DIS and AD run around with groups of 7 guys who the majority are weaker than my own character, but i have no chance against them because of the numbers. i dont want them to have another advantage on me by having a snare skill that will allow the rest of their players to catch me. iam fine with dying to someone who is just as strong as me, i do not feel fine about dying to some weak combat alt snaring me so his friends can catch up.

I don't think you heard me, if you're not hit moving the user is penalized for it.
Just set hearthfire on your hotkeys somewhere you can click fast and autostop when someone goes in for the hit that you can't avoid.
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Re: Running Away in Combat

Postby cloakblade » Wed Jun 26, 2013 8:05 pm

jordancoles wrote:I would also like to see actual unarmed fighting getting some lovin'
Perhaps integrate the snare into a move like strangle and change the requirements up a bit


If strangle connects the target either gets a Stamina hit or a reduced movement hit. Either way should allow you to run at them.

Edit: The stamina hit could actually be a full hit. Oh and maybe interrupt what ever they are doing (including drinking).
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Re: Running Away in Combat

Postby NaoWhut » Wed Jun 26, 2013 9:19 pm

Potjeh wrote:Yeah, I was thinking enough time for like 5-6 moves, if the defender can withstand that without taking further damage he deserves to get away.


What if it were a debuff that was applied


Movement restricted starting at 100% and
slowly going down, however any moves
someone uses on you reduces the duration
depending on their UA vs yours?
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Re: Running Away in Combat

Postby Potjeh » Wed Jun 26, 2013 9:49 pm

Best idea so far.
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Re: Running Away in Combat

Postby jordancoles » Wed Jun 26, 2013 10:35 pm

NaoWhut wrote:
Potjeh wrote:Yeah, I was thinking enough time for like 5-6 moves, if the defender can withstand that without taking further damage he deserves to get away.


What if it were a debuff that was applied


Movement restricted starting at 100% and
slowly going down, however any moves
someone uses on you reduces the duration
depending on their UA vs yours?

I'd just jump on my friend without using moves on the slowed person and then only attack them when I'm ready to punch/sting
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Re: Running Away in Combat

Postby Xcom » Thu Jun 27, 2013 2:55 pm

If JnL reads this they will yet again do another change to combat to break it again. I'm fairly certain they will add something crazy like removing movement drinking. I would rather work around the problem then have them change anything at this point cause the latest fixes have been half thought through and opened more can of worms then fixed anything.
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Re: Running Away in Combat

Postby jorb » Thu Jun 27, 2013 3:38 pm

Xcom wrote:If JnL reads this they will yet again do another change to combat to break it again. I'm fairly certain they will add something crazy like removing movement drinking. I would rather work around the problem then have them change anything at this point cause the latest fixes have been half thought through and opened more can of worms then fixed anything.


Fantastic reasoning.
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Re: Running Away in Combat

Postby Xcom » Thu Jun 27, 2013 3:46 pm

jorb wrote:
Xcom wrote:If JnL reads this they will yet again do another change to combat to break it again. I'm fairly certain they will add something crazy like removing movement drinking. I would rather work around the problem then have them change anything at this point cause the latest fixes have been half thought through and opened more can of worms then fixed anything.


Fantastic reasoning.


To late. Impending doom incoming.
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