the reason why i dont like a skill like that is i have always had a very strong combat character but i would be fighting by myself. i dont live in a large village. i dont like it how DIS and AD run around with groups of 7 guys who the majority are weaker than my own character, but i have no chance against them because of the numbers. i dont want them to have another advantage on me by having a snare skill that will allow the rest of their players to catch me. iam fine with dying to someone who is just as strong as me, i do not feel fine about dying to some weak combat alt snaring me so his friends can catch up.jordancoles wrote:I'm fine with a slowing affect taking place when being hit moving or a snare effect but I think I'd prefer a skill that takes 20 seconds to be reused again that will bind the person or slow them down when hit moving with it, if the attack is not successful in hitting while moving, the reuse timer should be doubled. If successful it'd be nice to see a small portion of damage be dealt to the person as well. A small percentage of your total punch dmg or something like that to give the feeling of being jabbed in the ribs or back of the legs.
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DeadlyPencil
- Posts: 924
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Re: Running Away in Combat
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Running Away in Combat
A side effect of slow on damage is making archers more tactically useful. Especially if bows finally get some armour penetration. Though in that case the duration of slowdown should be proportionate to the % of HP lost, else wbows would be better than rbows. Hell, it might even be possible for an archer to beat a melee guy 1v1 with kiting, though I don't think that's exactly a good thing.
Also, this would be a heavy nerf on NPNG.
Also, this would be a heavy nerf on NPNG.
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Running Away in Combat
I don't think you heard me, if you're not hit moving the user is penalized for it.DeadlyPencil wrote:the reason why i dont like a skill like that is i have always had a very strong combat character but i would be fighting by myself. i dont live in a large village. i dont like it how DIS and AD run around with groups of 7 guys who the majority are weaker than my own character, but i have no chance against them because of the numbers. i dont want them to have another advantage on me by having a snare skill that will allow the rest of their players to catch me. iam fine with dying to someone who is just as strong as me, i do not feel fine about dying to some weak combat alt snaring me so his friends can catch up.jordancoles wrote:I'm fine with a slowing affect taking place when being hit moving or a snare effect but I think I'd prefer a skill that takes 20 seconds to be reused again that will bind the person or slow them down when hit moving with it, if the attack is not successful in hitting while moving, the reuse timer should be doubled. If successful it'd be nice to see a small portion of damage be dealt to the person as well. A small percentage of your total punch dmg or something like that to give the feeling of being jabbed in the ribs or back of the legs.
Just set hearthfire on your hotkeys somewhere you can click fast and autostop when someone goes in for the hit that you can't avoid.
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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cloakblade
- Posts: 534
- Joined: Fri Feb 18, 2011 10:37 am
Re: Running Away in Combat
If strangle connects the target either gets a Stamina hit or a reduced movement hit. Either way should allow you to run at them.jordancoles wrote:I would also like to see actual unarmed fighting getting some lovin'
Perhaps integrate the snare into a move like strangle and change the requirements up a bit
Edit: The stamina hit could actually be a full hit. Oh and maybe interrupt what ever they are doing (including drinking).
A.K.A. Suddo
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NaoWhut
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Re: Running Away in Combat
What if it were a debuff that was appliedPotjeh wrote:Yeah, I was thinking enough time for like 5-6 moves, if the defender can withstand that without taking further damage he deserves to get away.
Movement restricted starting at 100% and
slowly going down, however any moves
someone uses on you reduces the duration
depending on their UA vs yours?


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Potjeh
- Posts: 11825
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jordancoles
- Posts: 14168
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- Location: British Columbia, Canada
Re: Running Away in Combat
I'd just jump on my friend without using moves on the slowed person and then only attack them when I'm ready to punch/stingNaoWhut wrote:What if it were a debuff that was appliedPotjeh wrote:Yeah, I was thinking enough time for like 5-6 moves, if the defender can withstand that without taking further damage he deserves to get away.
Movement restricted starting at 100% and
slowly going down, however any moves
someone uses on you reduces the duration
depending on their UA vs yours?
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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Xcom
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Re: Running Away in Combat
If JnL reads this they will yet again do another change to combat to break it again. I'm fairly certain they will add something crazy like removing movement drinking. I would rather work around the problem then have them change anything at this point cause the latest fixes have been half thought through and opened more can of worms then fixed anything.
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jorb
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- Location: Here, there and everywhere.
Re: Running Away in Combat
Fantastic reasoning.Xcom wrote:If JnL reads this they will yet again do another change to combat to break it again. I'm fairly certain they will add something crazy like removing movement drinking. I would rather work around the problem then have them change anything at this point cause the latest fixes have been half thought through and opened more can of worms then fixed anything.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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Xcom
- Posts: 1105
- Joined: Wed Dec 14, 2011 1:43 pm
Re: Running Away in Combat
To late. Impending doom incoming.jorb wrote:Fantastic reasoning.Xcom wrote:If JnL reads this they will yet again do another change to combat to break it again. I'm fairly certain they will add something crazy like removing movement drinking. I would rather work around the problem then have them change anything at this point cause the latest fixes have been half thought through and opened more can of worms then fixed anything.