Running Away in Combat

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Re: Running Away in Combat

Postby Astarisk » Tue Jun 25, 2013 4:18 pm

how about an increase in passive regeneration of a the bars, something that still lets you still build some attack while running.
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Re: Running Away in Combat

Postby bmjclark » Tue Jun 25, 2013 4:23 pm

The issue is that the chances of you getting 2 hits in on someone who knows what they're doing quickly enough for having a full attack bar to matter is pretty slim. There needs to be something that makes 1 moving hit count, and that something needs to not 1 shot or screw someone who's chasing super hard like the hits did last world, because the hits are few and far between on someone who's pretty experienced with running away.
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Re: Running Away in Combat

Postby Ninijutsu » Tue Jun 25, 2013 4:37 pm

How about a moving hit slows you down or prevents you from moving in some way, like a police officer tacking a running thief to the ground?
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Re: Running Away in Combat

Postby bmjclark » Tue Jun 25, 2013 4:38 pm

That's been my suggestion ever since that IRC chat pre world 7. I really think it's the best solution.
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Re: Running Away in Combat

Postby Astarisk » Tue Jun 25, 2013 4:55 pm

bmjclark wrote:The issue is that the chances of you getting 2 hits in on someone who knows what they're doing quickly enough for having a full attack bar to matter is pretty slim. There needs to be something that makes 1 moving hit count, and that something needs to not 1 shot or screw someone who's chasing super hard like the hits did last world, because the hits are few and far between on someone who's pretty experienced with running away.

dont think there is an easy way to make a balance between not condemning the guy to death, and still giving a chance to escape.
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Re: Running Away in Combat

Postby bmjclark » Tue Jun 25, 2013 5:16 pm

I personally don't even think the moving hits were an issue when chasing, just when spinning around and hitting the person chasing you and 1 shotting them. Could just be me though. If you deplete their stamina or make it so they can't move for a few second with a moving hit and your 6 friends catch up and kill them, it seems like a fair thing to me ;). World 6 you pretty much died if you got hit moving and it was still piss easy to escape just about anything.
Last edited by bmjclark on Tue Jun 25, 2013 5:22 pm, edited 1 time in total.
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Re: Running Away in Combat

Postby bitza » Tue Jun 25, 2013 5:19 pm

DeadlyPencil wrote:They should remove water qualities effect on stamina as well, its not realistic anyways.


+1

and this too
Secondly - choosing "drink" from a container stops running, and of course choosing to move stops drinking, as it does now.
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Re: Running Away in Combat

Postby bitza » Tue Jun 25, 2013 5:34 pm

the movement hit stuff is fine the way it is now, it's just that running needs to be nerfed now :)
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Re: Running Away in Combat

Postby rye130 » Tue Jun 25, 2013 5:54 pm

I don't think changing the way water works will fix running as everyone will be affected equally by it. To fix the running a hamstring move makes it so the runner or the chaser can slow the other, allowing for others to catch up or them to get away. It doesn't balance the playing field, it makes it based on skill while not making it as fatal as moving hits were in the past. I don't think every attack move should cause a hamstring effect passively because then you don't have to make a choice between damage or utility, you get both so it'd have to be a unique skill.
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Re: Running Away in Combat

Postby Jojjkano » Tue Jun 25, 2013 6:54 pm

Fuck all these scrubs making suggestions, buff sting so it insta kos you in movement, fixes everything.
If u get sliced from behind while running from a fight it should be gameover.
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