Game Development: Fighting Quail

Announcements about major changes in Haven & Hearth.

Re: Game Development: Fighting Quail

Postby Riou1231 » Thu Mar 08, 2018 2:40 am

As was said before, Punch - KITO - Raven's Bite and maybe OP knocks thrown somewhere in there seem like the only attacks needed if you're fighting a single enemy. The 220% damage modifier when hitting a Dizzy target with Raven also seems kinda broken. I get it that Raven's Bite is locked to axes, but that seems like too much of a damage increase. Quite a few attacks give Dizzy, so it isn't that hard to get the bonus damage for Raven.
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Re: Game Development: Fighting Quail

Postby Senretsu » Thu Mar 08, 2018 2:40 am

Gatdamn, I just got my ass kicked by a horse with 100 melee and a sword. Bloody 'ell. I trust you guys know what you're doing with your game but, allow me to say; gatdamn! Looks like I gotta figure out what I'm doing all over again >.<;
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Re: Game Development: Fighting Quail

Postby jordancoles » Thu Mar 08, 2018 2:41 am

Sword dmg sucks, b12 META
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Re: Game Development: Fighting Quail

Postby yagogoii » Thu Mar 08, 2018 2:42 am

although dev never tell why they make changes ,but i think they design new combat system like a card game ,who first show all hand card lose,i dont think get such heavy punish for making mistakes in an real death game is a good idea.
after testing most combat moves and duel a bit (using all classic set and server new set), i'd like to say,i dont like new combat system . burst damage too much ,may be we can desigh special useage for differrnt moves ,and watch how they work ,rather than "oh ,we nerf chop for 5%,hope you like that"
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Re: Game Development: Fighting Quail

Postby DDDsDD999 » Thu Mar 08, 2018 2:45 am

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Is the u on the cooldown a bug, or am I misunderstanding? It's shorter than the local cooldown so lowering it does nothing.
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Re: Game Development: Fighting Quail

Postby Zephron » Thu Mar 08, 2018 2:46 am

more points in it lowers the global cd so you can use other moves sooner?
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Re: Game Development: Fighting Quail

Postby jorb » Thu Mar 08, 2018 2:46 am

DDDsDD999 wrote:Image
Is the u on the cooldown a bug, or am I misunderstanding? It's shorter than the local cooldown so lowering it does nothing.


It allows you to use your next other move faster.
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Re: Game Development: Fighting Quail

Postby Thedrah » Thu Mar 08, 2018 2:50 am

jorb wrote:
DDDsDD999 wrote:Image
Is the u on the cooldown a bug, or am I misunderstanding? It's shorter than the local cooldown so lowering it does nothing.


It allows you to use your next other move faster.


"local cooldown" is only applicable to the one skill. the other cooldown is attack cooldown until next skill is used

and seems combat is faster, armor sucks, ua is stronger and the combat is more linear and less forgiving than before
Last edited by Thedrah on Thu Mar 08, 2018 2:51 am, edited 1 time in total.
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Re: Game Development: Fighting Quail

Postby Zephron » Thu Mar 08, 2018 2:50 am

http://prntscr.com/ioc7jl

it doesn't reduce opp knock openings, just the normal ones, think text needs to be fixed
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Re: Game Development: Fighting Quail

Postby berthedin » Thu Mar 08, 2018 2:52 am

Roll back old combat for now would be great, you should test it before in valhala, we could actually meet one day, and try to fix current one, because changing numbers isn't coming with anything new. Its still punch spam, kito and then ravens bite, even high stated character can destroy lower ones way faster than before, for me the whole idea looks bad, I think 1 opening system is too easy because fights end in 3 minutes. Opportunity knocks are useless now btw. I would roll back previous combat for a week or two and try to fix it in valhalla.
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