W7 combat

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Robben_DuMarsch
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Re: W7 combat

Post by Robben_DuMarsch »

jorb wrote:How about some creative suggestions instead of bitching and moaning?

I'm not locked to the changes we did make, but there was a lot of bitching and moaning at the time about how combat was broken fix pl0x, blablabla.

Suggest something better instead of crying about it.

(Also, Doge is le top forced meme. Not funny at all.)
I wish there was Space Station 13 style combat. ¦]
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jordancoles
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Re: W7 combat

Post by jordancoles »

WaffleEggnog wrote:
Jojjkano wrote:
Jojjkano wrote: Edit: An easy fix would be to lower the def weight to less than 25%, maybe something like 5% would be more suitable.
Any thoughts?
I really like this idea. It would make the game way more balanced on skill more than stats. Also, get rid of the mechanic that make movment hits do only 50% defence bar and screw around with the attack weights as well to lower the weight on stats.

Another thing that I'm just going to throw out there is; Why not make running harder? Like, at the momment, someone who is good at running can run from a single guy for hours as long as he avoids getting hit and drinks HQ water until teh ganksquad arrives. This, I feel, isn't in the spirit of the game. People should not be able to sprint in grasslands for hours while chugging water until death arrives. Fighting back should be a more viable option, rather than outrunning your opponent as soon as they come on screen and aggro. This combined with my other statment would work well together, I feel. I'm not sure how you would pull this off, but thats why I'm posting on a forum.

Also buff swords like gezz omg these guys like geez oh lord.
You can't make running harder because snares, traps and roots only fuel the gank style of play. If you're bound or slowed once you're instantly dead regardless of other combat changes. That's not any better.
Duhhrail 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. :lol:
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WaffleEggnog
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Re: W7 combat

Post by WaffleEggnog »

jordancoles wrote:
WaffleEggnog wrote: I really like this idea. It would make the game way more balanced on skill more than stats. Also, get rid of the mechanic that make movment hits do only 50% defence bar and screw around with the attack weights as well to lower the weight on stats.

Another thing that I'm just going to throw out there is; Why not make running harder? Like, at the momment, someone who is good at running can run from a single guy for hours as long as he avoids getting hit and drinks HQ water until teh ganksquad arrives. This, I feel, isn't in the spirit of the game. People should not be able to sprint in grasslands for hours while chugging water until death arrives. Fighting back should be a more viable option, rather than outrunning your opponent as soon as they come on screen and aggro. This combined with my other statment would work well together, I feel. I'm not sure how you would pull this off, but thats why I'm posting on a forum.

Also buff swords like gezz omg these guys like geez oh lord.
You can't make running harder because snares, traps and roots only fuel the gank style of play. If you're bound or slowed once you're instantly dead regardless of other combat changes. That's not any better.
I just said I was throwing the idea out there, not saying it was good.
And I didn't think of it being tripping or the like, I meant maybe having water and stamina two different things, so you could still run, just less, and maybe fight more.
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jordancoles
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Re: W7 combat

Post by jordancoles »

WaffleEggnog wrote:
jordancoles wrote:
WaffleEggnog wrote: I really like this idea. It would make the game way more balanced on skill more than stats. Also, get rid of the mechanic that make movment hits do only 50% defence bar and screw around with the attack weights as well to lower the weight on stats.

Another thing that I'm just going to throw out there is; Why not make running harder? Like, at the momment, someone who is good at running can run from a single guy for hours as long as he avoids getting hit and drinks HQ water until teh ganksquad arrives. This, I feel, isn't in the spirit of the game. People should not be able to sprint in grasslands for hours while chugging water until death arrives. Fighting back should be a more viable option, rather than outrunning your opponent as soon as they come on screen and aggro. This combined with my other statment would work well together, I feel. I'm not sure how you would pull this off, but thats why I'm posting on a forum.

Also buff swords like gezz omg these guys like geez oh lord.
You can't make running harder because snares, traps and roots only fuel the gank style of play. If you're bound or slowed once you're instantly dead regardless of other combat changes. That's not any better.
I just said I was throwing the idea out there, not saying it was good.
And I didn't think of it being tripping or the like, I meant maybe having water and stamina two different things, so you could still run, just less, and maybe fight more.
If running and stamina are seperate things, everyone would just run out of stam around the same time and you're now still running, only at slower speeds.
Duhhrail 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. :lol:
Check out my pro-tips thread
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kret1337
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Re: W7 combat

Post by kret1337 »

jordancoles wrote:If running and stamina are seperate things, everyone would just run out of stam around the same time and you're now still running, only at slower speeds.
make const affect stam drain like swimming so at least increasing this stat doesnt become useless past 700
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NOOBY93
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Re: W7 combat

Post by NOOBY93 »

kret1337 wrote:
jordancoles wrote:If running and stamina are seperate things, everyone would just run out of stam around the same time and you're now still running, only at slower speeds.
make const affect stam drain like swimming so at least increasing this stat doesnt become useless past 700
Why? Sounds like even more grinding, botting to be done to make OP chars that can run endlessly without water, rendering lots of inventory useless and making a Tsack in combat useless
This way more ppl would use b12s
We don't need more b12s
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Ninijutsu
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Re: W7 combat

Post by Ninijutsu »

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.
Of another era.
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Xcom
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Re: W7 combat

Post by Xcom »

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.
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Ninijutsu
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Re: W7 combat

Post by Ninijutsu »

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.
It's better than permanent invincibility on every character.
Of another era.
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ydex
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Re: W7 combat

Post by ydex »

jordancoles wrote:
WaffleEggnog wrote:
Jojjkano wrote: You can't make running harder because snares, traps and roots only fuel the gank style of play. If you're bound or slowed once you're instantly dead regardless of other combat changes. That's not any better.
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.

however i do think running away needs to be a viable option, so snares are kinda dumb :P, and ofc that stats should matter. like some1 said maybe just change the wieghts abit more, say equal stat moving punch always break def whilst standing still movement punch remains the same, and obv lower stats wont break u while u run, for example. tinker a bit n find the perfect balance of that maybe?
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