Defensive moves shouldn't give IP to opponent

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Defensive moves shouldn't give IP to opponent

Postby noindyfikator » Mon Oct 28, 2024 5:36 pm

yea, the move is bad as fk

i don't know what jorbtar were thinking when adding a defensive move which opens more colours on you
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Re: Defensive moves shouldn't give IP to opponent

Postby Luno » Mon Oct 28, 2024 5:39 pm

noindyfikator wrote:yea, the move is bad as fk

i don't know what jorbtar were thinking when adding a defensive move which opens more colours on you


Why not suggest a buff to it instead?
Maybe it increases less on self with more mu boints spent?

Oh, and btw, you were speaking of a ranged defense.
If u are at a safe range, there is very little downside to yield ground. Although an argument about it's space cost on a deck can still be made.
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Re: Defensive moves shouldn't give IP to opponent

Postby noindyfikator » Mon Oct 28, 2024 6:13 pm

buff to yield ground would be kinda good solution
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Re: Defensive moves shouldn't give IP to opponent

Postby SnuggleSnail » Mon Oct 28, 2024 6:16 pm

"My group has recently brigaded for like 4 extremely intrusive combat changes that were all universally hated then reverted but this one is good I swear"
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Re: Defensive moves shouldn't give IP to opponent

Postby Robben_DuMarsch » Mon Oct 28, 2024 6:26 pm

SnuggleSnail wrote:"My group has recently brigaded for like 4 combat changes that were all universally hated then reverted but this one is good I swear"


Rent free.
Literally nobody from WB other than Misa and No!nek posted in support of this.
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Re: Defensive moves shouldn't give IP to opponent

Postby Skin_DuWalker » Mon Oct 28, 2024 6:37 pm

Yield ground is a good move, you just use it incorrectly.
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Re: Defensive moves shouldn't give IP to opponent

Postby overtyped » Mon Oct 28, 2024 6:47 pm

Don't really like this, but what I would like to see though is a generic defensive move that takes away red just like quick dodge.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Defensive moves shouldn't give IP to opponent

Postby Robben_DuMarsch » Mon Oct 28, 2024 6:56 pm

It should be called Bob Dodge.
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Re: Defensive moves shouldn't give IP to opponent

Postby DDDsDD999 » Mon Oct 28, 2024 10:46 pm

overtyped wrote:Don't really like this, but what I would like to see though is a generic defensive move that takes away red just like quick dodge.

And make it available on start, having no red defense week 1 when people have KITO just means you don't get to fight.
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Re: Defensive moves shouldn't give IP to opponent

Postby noindyfikator » Mon Oct 28, 2024 10:55 pm

That's exactly what we need, defensive move to reduce red like quick dodge available since start. Jorb?
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