Running Away in Combat

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Re: Running Away in Combat

Postby naosnule » Tue Jun 25, 2013 7:23 pm

jordancoles wrote:
toshirohayate wrote:
naosnule wrote:(...)

Sure, but only if you remove all instant auto-aggroing from distance. Only bow/sling should be able to aggro from distance and only if they hit.


I actually like this idea. I always seen it as silly to be able to off-screen aggro as a melee character.

Agroing only if you hit is also flawed. I can simply aim at you in your base, run 1 tile off screen and keep taking shots with my rbow until I actually hit and you wouldn't even be aware of it until you were hit. THINK PEOPLE ;-;


Yeah, arrows needs to have a clear visible effect or in worst case: give a non-aggro secondary "debuff" that shows that someone has been attempting to shoot at you, but it only starts when the first shot is launched.
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Re: Running Away in Combat

Postby naosnule » Tue Jun 25, 2013 7:25 pm

0909red wrote: (...)
So whats the entire point of call down the thunder since its main feature is to be able to use it at a distance?


You could add a condition to it so that is only able to be used inside combat, but never to start combat.
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Re: Running Away in Combat

Postby toshirohayate » Tue Jun 25, 2013 7:25 pm

0909red wrote:So whats the entire point of call down the thunder since its main feature is to be able to use it at a distance?


CDTT is useless unless you're taming. In which case, would make taming less challenging. It's not useless if you can off-screen gain IP. Which is retarded. My answer: Remove CDTT, or make the cool down useless for PVP, but beneficial for PVE.

jordancoles wrote:Agroing only if you hit is also flawed. I can simply aim at you in your base, run 1 tile off screen and keep taking shots with my rbow until I actually hit and you wouldn't even be aware of it until you were hit. THINK PEOPLE ;-;


I should of edited the quote. My intention wasn't to agree with the "aggro to hit" idea. I think being shot at with a bow/sling should be aggro, as it always has been.
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Re: Running Away in Combat

Postby Jojjkano » Tue Jun 25, 2013 7:39 pm

toshirohayate wrote:


You sound more like a person more invested in pve than pvp, in which case your points and arguments are useless.
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Re: Running Away in Combat

Postby 0909red » Tue Jun 25, 2013 7:43 pm

toshirohayate wrote:
0909red wrote:So whats the entire point of call down the thunder since its main feature is to be able to use it at a distance?


CDTT is useless unless you're taming. In which case, would make taming less challenging. It's not useless if you can off-screen gain IP. Which is retarded. My answer: Remove CDTT, or make the cool down useless for PVP, but beneficial for PVE.

jordancoles wrote:Agroing only if you hit is also flawed. I can simply aim at you in your base, run 1 tile off screen and keep taking shots with my rbow until I actually hit and you wouldn't even be aware of it until you were hit. THINK PEOPLE ;-;


I should of edited the quote. My intention wasn't to agree with the "aggro to hit" idea. I think being shot at with a bow/sling should be aggro, as it always has been.

If you knew anything about combat you would know that CDTT is a major skill that is being used the entire time the 2 players fighting are not standing still next to one another fighting, you obviously have no clue about any of the PVP in this game, you cant off screen gain IP anyway but you can still gain IP from a distance and this isn't retarded at all since if one person can gain it from a distance whats stopping the other person from doing it too so then the skill is completely balanced.
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Re: Running Away in Combat

Postby Jojjkano » Tue Jun 25, 2013 7:47 pm

WAY 2 many low tier scrubs talking about combat suggesting things they know nothing about in this topic.
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Re: Running Away in Combat

Postby jordancoles » Tue Jun 25, 2013 7:49 pm

naosnule wrote:Yeah, arrows needs to have a clear visible effect or in worst case: give a non-aggro secondary "debuff" that shows that someone has been attempting to shoot at you, but it only starts when the first shot is launched.

Then why not just have agro. It's one hhp. That's a whole lot of extra bs for the same effect as being agro'd
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Re: Running Away in Combat

Postby Astarisk » Tue Jun 25, 2013 7:51 pm

Ninijutsu wrote:The whole idea of being able to whisk yourself away when somebody is trying to run up to you and kill you is silly. There's nothing wrong with aggroing from range with melee.

Yea, but the current distance you can do it with is a bit insane, you should be a lot closer imo
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Re: Running Away in Combat

Postby jordancoles » Tue Jun 25, 2013 7:51 pm

toshirohayate wrote:
0909red wrote:So whats the entire point of call down the thunder since its main feature is to be able to use it at a distance?


CDTT is useless unless you're taming. In which case, would make taming less challenging. It's not useless if you can off-screen gain IP. Which is retarded. My answer: Remove CDTT, or make the cool down useless for PVP, but beneficial for PVE

You cannot offscreen gather IP with thunder. Thunder has a range in which you can actually use the move and gather IP from it. You can agro anyone from any distance with any combat move. Punch, charge, thunder, etc
Please do some pvp before saying these things because if Jorb has not played in a while he may take them as truths
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Re: Running Away in Combat

Postby 0909red » Tue Jun 25, 2013 7:52 pm

Astarisk wrote:
Ninijutsu wrote:The whole idea of being able to whisk yourself away when somebody is trying to run up to you and kill you is silly. There's nothing wrong with aggroing from range with melee.

Yea, but the current distance you can do it with is a bit insane, you should be a lot closer imo

Who are you and please show a picture of you killing someone with atleast 500+ ua if you cant then you are just a noob who has never had a decent fight with anyone partially skilled and everyone will completely disregard your worthless input.
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