W7 combat

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Re: W7 combat

Postby jordancoles » Fri Nov 15, 2013 2:26 am

ydex wrote:well this i think is kind of false, if the person ur chasing isnt gonna run away and u have higher stats obv u wont need the gank squad as much.

It's not false. Gank-squads are used whenever possible, regardless of the circumstances. Look at Saxony's death a while ago, he was scrub as hell but like 10 people showed up for it :roll:
Any type of movement impairment just equals gank deaths that are even worse than they are right now.
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Re: W7 combat

Postby ydex » Fri Nov 15, 2013 2:34 am

jordancoles wrote:Any type of movement impairment just equals gank deaths that are even worse than they are right now.

this ofc is true, what im getting at is that atm u need (are forced) to bring the gank squad at all times if u want a (propper) kill. if there were some mechanic that made it harder for ppl to run then u wouldnt be forced to. I think, however, that if the weights are adjusted then that will mean it is harder to run (because that would re-introduce movement hits), making the snare idea pointless :)

ganks would be needed to kill stronger targets and skilled players could still 1vs1 similar stated players. i think that is pretty close to how it should be ;)
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Re: W7 combat

Postby Jojjkano » Fri Nov 15, 2013 2:54 am

Xcom wrote:
Ninijutsu wrote:Combat as it was in world 6 is the most perfect it's ever going to get. Sure, 1-shots aren't cool for the person getting hit, but they got hit because they suck. If you suck, you should die to someone who doesn't.


Losing a high end char to a 3 day old char wasn't very balanced either. Skill or not you could always make a unrecoverable mistake.


Thats such bullshit, u still need fullmartial and 500+ str to kill a decent toon. And in the meantime he could just punch you ONCE standing and u would be koed.
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Re: W7 combat

Postby Xcom » Fri Nov 15, 2013 3:48 am

Jojjkano wrote:
Xcom wrote:
Ninijutsu wrote:Combat as it was in world 6 is the most perfect it's ever going to get. Sure, 1-shots aren't cool for the person getting hit, but they got hit because they suck. If you suck, you should die to someone who doesn't.


Losing a high end char to a 3 day old char wasn't very balanced either. Skill or not you could always make a unrecoverable mistake.


Thats such bullshit, u still need fullmartial and 500+ str to kill a decent toon. And in the meantime he could just punch you ONCE standing and u would be koed.


We aren't talking about a straight up 1v1, more along the lines of 4 throwaway alts vs a main.
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Re: W7 combat

Postby Jojjkano » Fri Nov 15, 2013 11:42 am

You still need fullmartial and str.
And atleast 300+ ua so you wont get one shotted standing.
If anyone actually would die to a bunch of crappy 2 ua alts its his own fatal mistake, he should never have left his brickwall.

And if you really think its a probable situation where a main char with lets say 500 ua gets beaten by even 20 ragealts you have no idea wtf you are talking about, they would each have to movement punch you 5 times to get your health down since each punch would do like 15 dmg while you could just punch each one of them standing once to kill them.
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Re: W7 combat

Postby jordancoles » Fri Nov 15, 2013 2:13 pm

lol I beat Zou with a 3 ua 3 mc alt last world
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Re: W7 combat

Postby Jojjkano » Fri Nov 15, 2013 2:33 pm

Well zou is hardly a pvp champ tho :roll:
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Re: W7 combat

Postby Xcom » Fri Nov 15, 2013 3:49 pm

Don't you get it. The fact you could make a fresh alt with 2 UA and be able to drain a 1000UA char down to 0 def in a single hit was imbalanced. That system had to go. Just cause the fresh alt with 2 UA didn't do the final blow doesn't mean it was working as intended. Issue was to nerf it as far as things are now.

Stop arguing for W6 combat being balanced. The reason thing where changed was to get away from the problem listed above. Try find a solution for the current one and stop clinging on to old broken mechanics.
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Re: W7 combat

Postby ydex » Fri Nov 15, 2013 3:52 pm

Xcom wrote:Don't you get it. The fact you could make a fresh alt with 2 UA and be able to drain a 1000UA char down to 0 def in a single hit was imbalanced. That system had to go. Just cause the fresh alt with 2 UA didn't do the final blow doesn't mean it was working as intended. Issue was to nerf it as far as things are now.

Stop arguing for W6 combat being balanced. The reason thing where changed was to get away from the problem listed above. Try find a solution for the current one and stop clinging on to old broken mechanics.


kind of this exactly :) current system is good, it's just the weights that are wrong imo.
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Re: W7 combat

Postby WaffleEggnog » Fri Nov 15, 2013 6:22 pm

Something that I was thinking of the other day is maybe make running away a move that triggers every few seconds or a move that just triggers while running, so that it would trigger the manouver of the chaser, so that you can actually do something without a gank squad showing up.
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