The State of Combat

General discussion and socializing.
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jordancoles
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The State of Combat

Post by jordancoles »

Combat is really boring right now, and there's potential to stalemate in a fight very easily.
If you are not running with zigzag and steal thunder you are very unlikely to break the defense of someone who is actively putting up their maneuvers, and parry/shield up makes this very easy to do.

You can turtle up and defend forever if you really want to.

At the moment there is a small set of abilities which can be used to actually break defenses in a 1v1 scenario.

https://youtu.be/NWzMrCXB3TU
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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blank
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Re: The State of Combat

Post by blank »

my opinion, agility wins fights.
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DDDsDD999
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Re: The State of Combat

Post by DDDsDD999 »

The whole combat system is flawed and should be reworked from the ground up.
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CSPAN
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Re: The State of Combat

Post by CSPAN »

blank wrote:my opinion, agility wins fights.
but later in the world when a lot of people are capped, then what?
LS of Twin Lakes BIG TRUCKS
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jordancoles
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Re: The State of Combat

Post by jordancoles »

blank wrote:my opinion, agility wins fights.
It definitely helps, but in this video my opponent had much more agility and UA than I did
Once you have decent armor to block UA moves you can just turtle up like this

There is only a few ways to actually break someone's defense and the build itself is pretty impractical for normal everyday use
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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MrBunzy
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Re: The State of Combat

Post by MrBunzy »

jordancoles wrote: 1v1s
1v1s almost never happen in game though, and balancing combat around them is a terrible idea. Also, as you said, it's totally possible to make a 1v1 deck using zigzag or steal thunder, so why does it need to be changed? I don't particularly care about how boring a silly 1v1 spar is.
(once and futue king btw)
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Cayur
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Re: The State of Combat

Post by Cayur »

bring back legacy combat

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jordancoles
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Re: The State of Combat

Post by jordancoles »

I enjoyed legacy combat but I would change a few things

The first thing would be that signposts no longer have a collision box, and you cannot build into a signpost if someone/something is within the space that it is occupying.
The signpost dropping meta was beyond shit.

Evil eye should have 4 instead of 2 ip to make it less spammable and combat intensity should start at 5 instead of 0
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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loftar
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Re: The State of Combat

Post by loftar »

Cayur wrote:bring back legacy combat
We're quite open to revamping combat from the ground if necessary, but this is a retarded opinion. You'd have to have pretty tinted glasses to actually think legacy combat was "good". Let's try to find the way forward, not backward, plox.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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jordancoles
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Re: The State of Combat

Post by jordancoles »

loftar wrote:
Cayur wrote:bring back legacy combat
We're quite open to revamping combat from the ground if necessary, but this is a retarded opinion. You'd have to have pretty tinted glasses to actually think legacy combat was "good". Let's try to find the way forward, not backward, plox.
We have a 3d world, it might be fun to have more skill-based combat in terms of direction and positioning

I hated Salem for a lot of reasons, but landing thrusts made combat very satisfying for me
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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