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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Fixing Combat Moves
Get someone to make you a Combat Instruction for it, put it in your study, and go kill something that gives Take Aim. Boom. Take Aim.Nexit wrote:Bumping this because I have pretty much every move except Take Aim
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Fixing Combat Moves
Take aim should still be easier to loot though. I can't see the justification for it being so annoying to find when it's basic even in low level kit.MagicManICT wrote:Get someone to make you a Combat Instruction for it, put it in your study, and go kill something that gives Take Aim. Boom. Take Aim.Nexit wrote:Bumping this because I have pretty much every move except Take Aim
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Fixing Combat Moves
It's random like everything else. Sometimes I get it within a few kills of ants or bats one, sometimes I about fill my deck with everything else before I get one.Sevenless wrote:Take aim should still be easier to loot though.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Fixing Combat Moves
You know I'm talking about probability weightings. Also, there's way to fudge the serverside numbers to increase the chance of something popping the more times someone fails to get it, which makes it random but less brutal for critical things.MagicManICT wrote:It's random like everything else. Sometimes I get it within a few kills of ants or bats one, sometimes I about fill my deck with everything else before I get one.Sevenless wrote:Take aim should still be easier to loot though.
There's far too many people who have to kill hundreds of creatures for take aim.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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Lojka
- Posts: 264
- Joined: Sat Jan 21, 2012 10:02 am
Re: Fixing Combat Moves
i think another problem is take aim itself
this skill makes all the hunting with ridges or running or palisades too easy
because you can make free initiative points, and that is the reason no one need other IP generators... why do low blow, when you can make IP for free
this skill makes all the hunting with ridges or running or palisades too easy
because you can make free initiative points, and that is the reason no one need other IP generators... why do low blow, when you can make IP for free
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Nexit
- Posts: 217
- Joined: Tue Jan 15, 2019 1:27 am
Re: Fixing Combat Moves
Yes, but combat's current state is based around Take Aim. As of right now it is fundamental to have in order to do anything with combat.Lojka wrote:i think another problem is take aim itself
this skill makes all the hunting with ridges or running or palisades too easy
because you can make free initiative points, and that is the reason no one need other IP generators... why do low blow, when you can make IP for free
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pimotimo
- Posts: 157
- Joined: Sun Apr 29, 2012 12:13 pm
Re: Fixing Combat Moves
if we are talking about pvp yes, not pve tho.. yellow deck ftw
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Lojka
- Posts: 264
- Joined: Sat Jan 21, 2012 10:02 am
Re: Fixing Combat Moves
This is only because enemy have take aim / thinkNexit wrote: As of right now it is fundamental to have in order to do anything with combat.
If none will have it - it will be more balanced between ua / meele i think, as you will not have free Ini-points for all these hi-cost cleave attacks and other melee based attacks
so combat will be slower and more time to think or not to die
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Hrenli
- Posts: 1169
- Joined: Mon Mar 21, 2016 1:39 pm
Re: Fixing Combat Moves
It will just make quick barrage + cleave MC deck more viable (maybe even bring it to the meta deck status), so it will have to be nerfed etc etc. And for hunting yellow deck is so simple and effective that I don't think that many people are actually using take aim for hunting regular prey.Lojka wrote:This is only because enemy have take aim / think
If none will have it - it will be more balanced between ua / meele i think, as you will not have free Ini-points for all these hi-cost cleave attacks and other melee based attacks
so combat will be slower and more time to think or not to die
The combat could benefit from a complete overhaul. Just removing/nerfing single abilities will not achieve that much IMO.
Too old to rock-n-roll, too young to die.

