W7 combat

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Re: W7 combat

Postby Xcom » Wed Nov 13, 2013 11:16 pm

How about a simple change in natural defense and attack regeneration. If the def bar didn't regenerate as fast when your trying to run away it would make combat slightly more in favor of the attacker. It would at the same time force more meaningful decision making by using moves to do the combat instead of relying on the regeneration rates.

Maybe even stop all regeneration rates when your moving.
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Re: W7 combat

Postby NOOBY93 » Wed Nov 13, 2013 11:17 pm

Xcom wrote:Maybe even stop all regeneration rates when your moving.

Ooooh yeeeah!! Need ranged atk and def moves then. Tactical retreat is pointless this way.
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Re: W7 combat

Postby Xcom » Wed Nov 13, 2013 11:31 pm

Flex would make sense if regeneration would be removed even now after the nerf. So would some of the other combat moves. Problem with movement combat right now is how fast you regenerate. In static combat natural regeneration doesn't play any role because the pase is far faster. But in movement you rely on it way to much.
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Re: W7 combat

Postby NOOBY93 » Wed Nov 13, 2013 11:39 pm

Xcom wrote:Flex would make sense if regeneration would be removed even now after the nerf. So would some of the other combat moves. Problem with movement combat right now is how fast you regenerate. In static combat natural regeneration doesn't play any role because the pase is far faster. But in movement you rely on it way to much.

True, last world it didn't matter 'cause all ppl did is move hits. I don't understand why flex would make sense, but yeah regen should be nerfed or move hits buffed a LOT
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Re: W7 combat

Postby Jojjkano » Wed Nov 13, 2013 11:41 pm

What i meant is if you are outnumbered the only way to win is to run away atm.

Stats mean even less this world, two or three valours and ur downed either way.

Edit: An easy fix would be to lower the def weight to less than 25%, maybe something like 5% would be more suitable.

No regeneration of bars would just mean even more dull combat, and only in the favour of big factions with high stats like AD or Dis.
AND FOR GOD SAKES BUFF SWORDS.
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Re: W7 combat

Postby jordancoles » Thu Nov 14, 2013 1:20 am

Jojjkano wrote:Stats mean even less this world, two or three valours and ur downed either way.

Stats meant nothing last world, they mean everything this world. I have no idea how they are less important now.

Also, two of three val strikes was even more of an issue last world so that point doesn't mean anything also
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Re: W7 combat

Postby ydex » Thu Nov 14, 2013 1:39 am

Jojjkano wrote:What i meant is if you are outnumbered the only way to win is to run away atm.

Stats mean even less this world, two or three valours and ur downed either way.

Edit: An easy fix would be to lower the def weight to less than 25%, maybe something like 5% would be more suitable.

No regeneration of bars would just mean even more dull combat, and only in the favour of big factions with high stats like AD or Dis.
AND FOR GOD SAKES BUFF SWORDS.


I do agree that last world you could fight more opponents easier (since the skill part was more important).
the part about stats and valors seams wrong tho since valors as a matter of fact are way easier to tank this world.

bars are what makes combat fun and the sword part is just spot on :!:

however i also do agree with the ppl talking about that the system actually is made to be stat based. it is suppose to be the whole
"rock sissours(refuse to google how to spell that) papper"-type of action where the choice of moves would be the most important thing, what would need to be added would be a viable way to fight more opponents this way. the balance really is off when u can just run for IP's then op knock-> strike -> repeat. 1vs1 this ofc isnt too much of an issue but in 1vs a few even scrub staters can get u down quite a bit :P

and ofc as already mentioned the whole now u can run forever thing needs to be fixed, no matter how many ppl fighting.
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Re: W7 combat

Postby jordancoles » Thu Nov 14, 2013 2:22 am

As it currently stands, one person chasing another person of nearly equal stats has no way to kill the person that they are chasing. If the victim commits themselves to running and keeping defense up with maneuvers, they will never go down. If I need to break someone's defense I will likely need to start with 100 attack bar. If I hit them moving, they go down to 30 or so. I now have 0 attack and they are running yet again. I now need to get up close and jump/skuld/npng etc on them a few times for me to get back my attack in order to hit again.

In the time that it takes to catch up they will have already:
Regained their defense bar due to moves being used while juggling maneuvers and run times
Regained their attack bar to be used for more slides
Gained IP to reset the advantage and continued to run

So this puts us back to step one which is a 100% punch moving, taking them to 30 defense. Repeat this until the ganksquad arrives.

Not. Fun.
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Re: W7 combat

Postby Jojjkano » Thu Nov 14, 2013 2:08 pm

jordancoles wrote:Stats meant nothing last world


Stats meant alot last world, if u were fighting someone equally skilled in movement. Now the only thing that matters is how many ips u can stack on your opponent before your 120 man wanksquad arrives.
jordancoles wrote:Also, two of three val strikes was even more of an issue last world so that point doesn't mean anything also


Atleast you could try movement sting them before they had a chance to do that. Just look at the epic 20v1 0909red had with Dis at SIAB.


Jojjkano wrote:Edit: An easy fix would be to lower the def weight to less than 25%, maybe something like 5% would be more suitable.


Any thoughts?
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Re: W7 combat

Postby WaffleEggnog » Thu Nov 14, 2013 7:13 pm

Jojjkano wrote:
Jojjkano wrote:Edit: An easy fix would be to lower the def weight to less than 25%, maybe something like 5% would be more suitable.


Any thoughts?

I really like this idea. It would make the game way more balanced on skill more than stats. Also, get rid of the mechanic that make movment hits do only 50% defence bar and screw around with the attack weights as well to lower the weight on stats.

Another thing that I'm just going to throw out there is; Why not make running harder? Like, at the momment, someone who is good at running can run from a single guy for hours as long as he avoids getting hit and drinks HQ water until teh ganksquad arrives. This, I feel, isn't in the spirit of the game. People should not be able to sprint in grasslands for hours while chugging water until death arrives. Fighting back should be a more viable option, rather than outrunning your opponent as soon as they come on screen and aggro. This combined with my other statment would work well together, I feel. I'm not sure how you would pull this off, but thats why I'm posting on a forum.

Also buff swords like gezz omg these guys like geez oh lord.
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