-
Astarisk
- Posts: 882
- Joined: Fri Aug 13, 2010 7:08 am
Re: Running Away in Combat
how about an increase in passive regeneration of a the bars, something that still lets you still build some attack while running.
IRC/IGN: Rawrz
Join the (HedgeHugs) Haven & Hearth Discord if you need help.
https://discord.com/invite/Uy8yzm4
Join the (HedgeHugs) Haven & Hearth Discord if you need help.
https://discord.com/invite/Uy8yzm4
-
bmjclark
- Posts: 4053
- Joined: Thu Jan 27, 2011 6:40 am
- Location: Ontario, Canada
Re: Running Away in Combat
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.
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.
-
Ninijutsu
- Posts: 2228
- Joined: Sat May 22, 2010 4:22 am
Re: Running Away in Combat
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?
Of another era.
-
bmjclark
- Posts: 4053
- Joined: Thu Jan 27, 2011 6:40 am
- Location: Ontario, Canada
Re: Running Away in Combat
That's been my suggestion ever since that IRC chat pre world 7. I really think it's the best solution.
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.
-
Astarisk
- Posts: 882
- Joined: Fri Aug 13, 2010 7:08 am
Re: Running Away in Combat
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.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.
IRC/IGN: Rawrz
Join the (HedgeHugs) Haven & Hearth Discord if you need help.
https://discord.com/invite/Uy8yzm4
Join the (HedgeHugs) Haven & Hearth Discord if you need help.
https://discord.com/invite/Uy8yzm4
-
bmjclark
- Posts: 4053
- Joined: Thu Jan 27, 2011 6:40 am
- Location: Ontario, Canada
Re: Running Away in Combat
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.
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.
-
bitza
- Posts: 1462
- Joined: Wed Dec 30, 2009 2:07 pm
Re: Running Away in Combat
+1DeadlyPencil wrote:They should remove water qualities effect on stamina as well, its not realistic anyways.
and this too
Secondly - choosing "drink" from a container stops running, and of course choosing to move stops drinking, as it does now.
Karede wrote: It takes a special kind of autism to play this game
-
bitza
- Posts: 1462
- Joined: Wed Dec 30, 2009 2:07 pm
Re: Running Away in Combat
the movement hit stuff is fine the way it is now, it's just that running needs to be nerfed now 
Karede wrote: It takes a special kind of autism to play this game
-
rye130
- Posts: 2557
- Joined: Mon Feb 01, 2010 9:41 pm
Re: Running Away in Combat
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.
-
Jojjkano
- Posts: 417
- Joined: Tue Apr 10, 2012 8:23 pm
Re: Running Away in Combat
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.
If u get sliced from behind while running from a fight it should be gameover.
