We reccomended a 50-75% stamina drain on movement hit but as to whether it's still being condidered? Who knows.Grable wrote:Maybe there should be a few sec slow effect introduced for getting hit while moving, which would make running away much harder.bmjclark wrote:However, i think there needs to be a steeper penalty then the current one for getting hit moving (ie, ur char is stuck on crawl for a few seconds) as it's pretty damn easy to get away from people with the nerfed moving hits, but i don't think cdtt makes the problem much better
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painhertz
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Re: Movement combat "nerf" and call down the thunder
"I shall PERSONALLY witness for you at the shiny, chrome gates of Valhalla!"
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dragonxkai
- Posts: 125
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Re: Movement combat "nerf" and call down the thunder
Maybe moving speed reduced when using moves can be a good way of making people consider their actions more?
Of course this means players should be able to use 'self' benefit only moves without a target but suffer a movement penalty.
Like moving, then using flex, moving slowly for a second until cooldown ends, then moving normal again.
So this makes moves and cooldowns more important. This makes agility much more important for movement debuff duration to be shorter in a battle too.
If I'm ant raiding, I might raid one, have left over defense, run away, then load slide to regain def so i can raid another ant hill.
But the moment i do so i slow myself down to a crawl speed until my slide's cooldown wears off.
Maybe moving while a cooldown is occuring drains your stamina a little at a slow rate.
Maybe the opposite is true with some moves? Moves like 'dash' increases your movement speed to a sprint for a short duration, but drains stamina. It does allow you to 'sprint' in shallow water though.
Of course if you are gonna 'use' a move without a target, it should never 'REPEAT' endlessly...
Someone can dash outside of combat in water or swamp, kills stamina but makes no sense to spam it even when you just stop and stand still.
Hmm, dash might be wonderful to use against a fleeing fox on forest terrain maybe.
Of course this means players should be able to use 'self' benefit only moves without a target but suffer a movement penalty.
Like moving, then using flex, moving slowly for a second until cooldown ends, then moving normal again.
So this makes moves and cooldowns more important. This makes agility much more important for movement debuff duration to be shorter in a battle too.
If I'm ant raiding, I might raid one, have left over defense, run away, then load slide to regain def so i can raid another ant hill.
But the moment i do so i slow myself down to a crawl speed until my slide's cooldown wears off.
Maybe moving while a cooldown is occuring drains your stamina a little at a slow rate.
Maybe the opposite is true with some moves? Moves like 'dash' increases your movement speed to a sprint for a short duration, but drains stamina. It does allow you to 'sprint' in shallow water though.
Of course if you are gonna 'use' a move without a target, it should never 'REPEAT' endlessly...
Someone can dash outside of combat in water or swamp, kills stamina but makes no sense to spam it even when you just stop and stand still.
Hmm, dash might be wonderful to use against a fleeing fox on forest terrain maybe.
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bmjclark
- Posts: 4053
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- Location: Ontario, Canada
Re: Movement combat "nerf" and call down the thunder
The main issue with moves being on cooldown slowing you down would be that it would never be possible to catch up to anyone ever. You don't really use moves when you're literally just running for your life.
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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cloakblade
- Posts: 534
- Joined: Fri Feb 18, 2011 10:37 am
Re: Movement combat "nerf" and call down the thunder
I just hate CDtT being removed because taming will suck even more.
A.K.A. Suddo