Running Away in Combat

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Re: Running Away in Combat

Postby DDDsDD999 » Mon Jun 24, 2013 6:54 pm

Buff flex a little (40% Attack gain, cooldown of 1.5 jumps, switch to special move), add in spears for a go between melee weapon for stone axes to swords, lower bronze armor AC, but change the metal armor quality formula slightly, so at Q100 they match up as Q100 would be now.

Right now is the time where strength hasn't caught up to metal armor, because armor has a quick boost in the beginning. Flex could be used as a quick attack boost instead of a bunch of jumps. And spears are already drawn :(

Edit: Make sure spears take leather, to boost quality early game.
Last edited by DDDsDD999 on Tue Jun 25, 2013 6:58 pm, edited 1 time in total.
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Re: Running Away in Combat

Postby _Gunnar » Mon Jun 24, 2013 8:21 pm

give images of spears please!! are they light 1h spears or more like pikes/halberds?

(i want a halberd, for RP purposes)

ontopic: yes flex needs buffing like ddds says i think, but i think that running away should definitely be easier than it was before...
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Re: Running Away in Combat

Postby Kaios » Mon Jun 24, 2013 8:30 pm

Yeah the advantage loss compared to the small amount of attack you gain is just not worth it
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Re: Running Away in Combat

Postby jordancoles » Mon Jun 24, 2013 8:32 pm

Dragons are also already drawn...
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Re: Running Away in Combat

Postby jorb » Mon Jun 24, 2013 8:46 pm

I'll take away from this that the consensus is that it is too easy to run away, and that something should be done about that. Will attempt to do something about it.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Running Away in Combat

Postby jordancoles » Mon Jun 24, 2013 8:50 pm

jorb wrote:I'll take away from this that the consensus is that it is too easy to run away, and that something should be done about that. Will attempt to do something about it.

Example: viewtopic.php?f=34&t=31939#p418161

I punched the guy I was chasing moving and he should have went down in this fight. He simply ran a straight line on forest terrain and I was unable to do much else considering that we:
1. Both run at the same speed
2. I would have needed to get several jumps/flexes off in order to actually deal damage in the first place considering his UA was 30~ higher than my own
3. Even if I were to catch up, I would have to punch him several times to even KO him with 100 base hp

If you simply run in a straight line, no one will ever catch you

A snare move that can be used every 20 seconds with a rope equipped from 5-7 tiles away with no obstructions might be decent
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

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Re: Running Away in Combat

Postby jorb » Mon Jun 24, 2013 8:55 pm

Mauv0vemint kambert was, indeed, put in there for a reason. It's not as if the problem as such is new to us.
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Re: Running Away in Combat

Postby jordancoles » Mon Jun 24, 2013 8:58 pm

jorb wrote:Mauv0vemint kambert was, indeed, put in there for a reason. It's not as if the problem as such is new to us.

M_O_V_E_M_E_N_T_K_A_M_B_E_R_T could be fixed by either adding some form of snare, or by unnerfing swords and changing a movement hit to always 0'ing defense and dealing 5-10% of the total damage to their shp
At least with this you'd be able to still combat stronker characters with 2 or so people of lower stats.

As it is currently I believe a 1k UA toon could simply tank several other opponents endlessly providing something drastic was not done like 4 no pain no gains/op knocks followed by many more punches/stings lol

Assuming you do 4k damage with a b12 as some were doing at the end of last world, you'd be doing 200 dmg at 5% penetration from the movement hit, which is not exactly OP considering 250ish(or something like that idr) con is over 500 shp
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

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Re: Running Away in Combat

Postby Astarisk » Mon Jun 24, 2013 9:27 pm

jorb wrote:I'll take away from this that the consensus is that it is too easy to run away, and that something should be done about that. Will attempt to do something about it.

Its more along the lines of that the winner is the one with the most water on hand.
What seems to be the problem is that people seem to expect the guy to die as soon as they hit him once, since building offense on the run is too much trouble.
Last edited by Astarisk on Mon Jun 24, 2013 9:30 pm, edited 1 time in total.
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Re: Running Away in Combat

Postby bmjclark » Mon Jun 24, 2013 9:28 pm

I still suggest a snare tied to a moving hit. Still possible to get away if that's what's implemented, but it won't be abuseable to 1 shot people chasing u like it was before.
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